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Skill Tree Public Test - Download Now Available / Going Live In A Few Hours!


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#61 Andi Nagasia

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Posted 08 February 2017 - 03:53 PM

View PostFupDup, on 08 February 2017 - 03:47 PM, said:

No, don't reduce the number of nodes. The bonus you get from maxing out a full tree is pretty low as it is. Like, for example, +20% armor is pretty much nothing on my Shadow Hawk.

Just make it so each tree goes deeper so you can choose to get a huge bonus in one specific area, at the cost of not having any other areas unlocked.

perhaps the Skill Trees should be Doubled in length?
instead of -15% Jam Chance make it -30%(but they have to invest double the Points)
i could support that,

#62 Mudhutwarrior

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Posted 08 February 2017 - 03:55 PM

Looks like PGI decided to have f(L)ounder for dinner. Anyone who has been here a long time too just got screwed.

I think a lot of people are not going to want the hassle for just more wash, rinse , repeat.

#63 Prof RJ Gumby

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Posted 08 February 2017 - 03:58 PM

One thing (apart from creeping P2W issues that are brought by the consumable skill nodes that can be skipped by using MC consumables) is the fact that this skill tree actually makes boating even more of a best choice than it already was! You can't even mix AC5s with UAC5s if you don't wanna DOUBLE the amount of skill points you have to sink into your weapons...

Either they'll fix that or we're gonna have an age of boating that will put the current boating issues to shame.

Yay.

Edited by Prof RJ Gumby, 08 February 2017 - 03:59 PM.


#64 FupDup

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Posted 08 February 2017 - 04:00 PM

And another complaint...Right now the skill tree structure forces us to pick crappy skills we don't ever want or need just to get to the good stuff. For example, my Shadow Hawk 2K is forced to choose arm agility quirks just to get torso agility, despite the fact that it has literally zero arm weapon hardpoints! Same thing goes for hill climb, laser cooldown, sensor range, etc.

I kind of wish the tree was "freestyle" like the modern Deus Ex games, where you get to directly pick and choose each individual skill you want without needing to get placeholder skills.

Edited by FupDup, 08 February 2017 - 04:01 PM.


#65 RestosIII

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Posted 08 February 2017 - 04:00 PM

If any of you want to have fun, go onto the PTS, grab a viper, and max out the JJ skills. I believe I can fly.

#66 Gas Guzzler

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Posted 08 February 2017 - 04:01 PM

View PostProf RJ Gumby, on 08 February 2017 - 03:58 PM, said:

One thing (apart from creeping P2W issues that are brought by the consumable skill nodes that can be skipped by using MC consumables) is the fact that this skill tree actually makes boating even more of a best choice than it already was! You can't even mix AC5s with UAC5s if you don't wanna DOUBLE the amount of skill points you have to sink into your weapons...

Either they'll fix that or we're gonna have an age of boating that will put the current boating issues to shame.

Yay.


On the bight side, you do have to take on two full trees to do the large pulse + medium laser thing. So there is that...

View PostFupDup, on 08 February 2017 - 04:00 PM, said:

And another complaint...Right now the skill tree structure forces us to pick crappy skills we don't ever want or need just to get to the good stuff. For example, my Shadow Hawk 2K is forced to choose arm agility quirks just to get torso agility, despite the fact that it has literally zero arm weapon hardpoints! Same thing goes for hill climb, laser cooldown, almost the entire sensor tree, etc.

I kind of wish the tree was "freestyle" like the modern Deus Ex games, where you get to directly pick and choose each individual skill you want without needing to get placeholder skills.


Yeah I thought of this last week, and I see that it is rampant throughout the tree. You have to invest a lot of skill points to get to the second level of things in some cases.

#67 Quicksilver Aberration

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Posted 08 February 2017 - 04:05 PM

View PostFupDup, on 08 February 2017 - 03:53 PM, said:

No, what they need to do is make it so skills don't cost any C-Bills period. C-Bills are for purchasing mechs, weapons, and tech upgrades. Skills should be purely the realm of XP/GXP and nothing else.

Honestly they just need to get rid of XP in general, make everything about C-Bills, the idea that we have 4 different currencies is stupid imo, we only need two (one for real moneys and a generic other).

Edited by Quicksilver Kalasa, 08 February 2017 - 04:06 PM.


#68 RestosIII

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Posted 08 February 2017 - 04:06 PM

View PostQuicksilver Kalasa, on 08 February 2017 - 04:05 PM, said:

Honestly they just need to get rid of XP in general, make everything about C-Bills.


RIP anyone who doesn't have premium and 30 hours a week to play for grinding out C-Bills in the Paulconomy.

#69 FupDup

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Posted 08 February 2017 - 04:07 PM

View PostQuicksilver Kalasa, on 08 February 2017 - 04:05 PM, said:

Honestly they just need to get rid of XP in general, make everything about C-Bills.

I'd only consider that if our C-Bill payouts got a serious stimulus package.

With the current rewards as they are, I'm going to have to say lolno to that proposal.

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#70 Bud Crue

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Posted 08 February 2017 - 04:13 PM

Ah crap.

New computer. Fresh PTS download. Only 3 hours to go.

#71 Acehilator

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Posted 08 February 2017 - 04:18 PM

Sooooo... clan weapon skills are at 80% of IS skills, but IS offensive mech quirks got nerfed across the board (makes it what... the forth time in a row?). Total net change for faction balance: near zero.

Offensive capabilities are increased across the board (because everybody will take weapon skills), making structure/armor skills mandatory. Total net change for TTK: near zero.

Talk about a wasted opportunity. PGI went full PGI again. How predictable.

Oh yeah, let's not forget... chances of meaningful changes to the system before hitting Live: near zero.

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#72 Cybrid 0x0t2md2w

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Posted 08 February 2017 - 04:18 PM

one thing I must say, same nodes at start and the end? they need nodes to give more as you progress into the tree, not the same.

#73 Mcgral18

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Posted 08 February 2017 - 04:19 PM

View PostFupDup, on 08 February 2017 - 04:00 PM, said:

And another complaint...Right now the skill tree structure forces us to pick crappy skills we don't ever want or need just to get to the good stuff. For example, my Shadow Hawk 2K is forced to choose arm agility quirks just to get torso agility, despite the fact that it has literally zero arm weapon hardpoints! Same thing goes for hill climb, laser cooldown, sensor range, etc.

I kind of wish the tree was "freestyle" like the modern Deus Ex games, where you get to directly pick and choose each individual skill you want without needing to get placeholder skills.


That's what I don't like

Same story for the Banshees, and I really don't care for Hill Climb, Gyros or speed retention.
I do want full Speed Twerk and Radar Derp, but I cannot.


The live version is more powerful, as far as I can tell, unless you start with quirks (and can get good cooldown modifiers on top of those)

#74 Quicksilver Aberration

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Posted 08 February 2017 - 04:19 PM

View PostRestosIII, on 08 February 2017 - 04:06 PM, said:


RIP anyone who doesn't have premium and 30 hours a week to play for grinding out C-Bills in the Paulconomy.

I mean you would hope that they would increase payouts to make up for the lack of a whole currency you get on top of c-bills for matches, BUT this is PGI we are talking about.

I thought an increase in c-bill payouts was implied, but judging from reaction it apparently wasn't.

Edited by Quicksilver Kalasa, 08 February 2017 - 04:23 PM.


#75 Miodog

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Posted 08 February 2017 - 04:19 PM

I'm surprised that the Steam client does not have the option to opt into a beta test, instead I have to download a whole new game client.

#76 Bud Crue

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Posted 08 February 2017 - 04:24 PM

I actually don't mind most of it...other than if this goes live mech variety is dead, most of my mechs will never again see the light of day, and the new player experience just got far worse than it already was.

Other than that, everything else seems down right reasonable.

#77 Cybrid 0x0t2md2w

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Posted 08 February 2017 - 04:25 PM

I think they should have combined arm and torso speed nodes to clean up some trash, who's gonna get arm speed or arm anything usually?

if you spend all 91 points into a mech, it should be freely re-distributable among that mech if they want to retain diversity.

Edited by Cybrid 0x0t2md2w, 08 February 2017 - 04:26 PM.


#78 Lightfoot

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Posted 08 February 2017 - 04:27 PM

I sense a large download size. Hopefully they will still be testing tomorrow.

#79 FupDup

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Posted 08 February 2017 - 04:29 PM

As another example of skills being relatively weak, AC/UAC cooldown maxes out at just 4%. That is just pathetic. Nobody will ever notice 4% faster firing rates.

#80 Revis Volek

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Posted 08 February 2017 - 04:31 PM

View PostBud Crue, on 08 February 2017 - 04:24 PM, said:

I actually don't mind most of it...other than if this goes live mech variety is dead, most of my mechs will never again see the light of day, and the new player experience just got far worse than it already was.

Other than that, everything else seems down right reasonable.



So nothing then? :P





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