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Skill Tree Public Test Session


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#141 BLOOD WOLF

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Posted 08 February 2017 - 08:03 PM

View PostEl Bandito, on 08 February 2017 - 08:00 PM, said:

+15% armor hardening on EBJ's base 60 leg armor should be 9, not 7, as shown in mechlab, PGI. Get your math right. Elementary level math, PGI.

I can't knock PGI to much for that, things get overlooked. If you wan't to see elementary math go to the 8v8 nostalgia thread.

Edited by BLOOD WOLF, 08 February 2017 - 08:03 PM.


#142 THOR Mk 7

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Posted 08 February 2017 - 08:11 PM

Idea of skill tree is great. but realization is awful.
Same skill tree for every mech. Differences only in figures (Clantech\IS). Specialization goes to trash can. Most of quirks stayed in their places. Now you should learn useless (for your gamestyle) skills (and pay for it, of course) just to get what you need. Now except modules that you could move between mechs, you get cheaper versions that binded to current mech (new mech - new learning - new paying). Now, just to master your one mech, you should spend 9kk of money and 135k exp. And this is for one mech. Want another - grind to master another. Just in case: price of locust is about 2kk, and mastering it will cost 9kk, on the other side, Dire Wolf which cost 19kk, it will be mastered for same 9kk.
No specialization skills. Mech which desined as LRM platform, has same LRM branch as Warhammer, who use missiles only as secondary weapon.
Skill tree still completely raw. And price is too high.

P.S. And what does it mean, armor and structure hardering? More HP for XP? Pilot now can change structure of armor? Or you just want to give more direct advantage to "skilled" mechs?

Edited by THOR Mk 7, 08 February 2017 - 08:20 PM.


#143 BMKA

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Posted 08 February 2017 - 08:11 PM

So far, I kinda like this new skill tree....here´s my feedback (prob gonna edit later):
-I dont mind about the money. Im ok with it.
-Some tree force us to waste skills points (fall dmg,mech without weapons in arms ....arm pitch ?)
-I gotta spent approx 66 points in every mech to make it "good". (I tried to recreate our real skill tree, which means 45 mobility/21 operations)..so I got 25 left...only mechs with 1 kind of weaponry can use this 20 points wisely. Wheres the freedom to build our quirks? Wheres the fun ??

#144 BMKA

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Posted 08 February 2017 - 08:16 PM

View PostProbably Not, on 08 February 2017 - 08:03 PM, said:


Getting those Jenners kitted out with 280-300XL engines would add up to a lot more than 9m, though, wouldn't it?

EDIT: Don't forget the DHS tax. 1.5 mil per mech. And you'll probably take FF and ES, for... what, almost another half mil per mech?


Exactly...I cant understand why some ppl complain about the cost of it. Even my newbie friends are happy with this, and some veteran mechwarriors have problems to invest some cbills.

Edited by BMKA, 08 February 2017 - 08:17 PM.


#145 BLOOD WOLF

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Posted 08 February 2017 - 08:26 PM

View PostProbably Not, on 08 February 2017 - 08:25 PM, said:


I don't think we need another cbill sink though. I think using cbills to buy skills is really silly. Cbills should be going towards buying and trying new mech variants,

but if you think about it, with the ability to master only one, those C-bills that would go to other variants just go to one.

so somebody doesnt need to spend 45 mill mastering 3 t-wolves. now they spend 14mill and the rest to the bank. Which might cover the cost. Not sure, i didn't add up all the trees.

Edited by BLOOD WOLF, 08 February 2017 - 08:28 PM.


#146 Carl Vickers

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Posted 08 February 2017 - 08:33 PM

View PostBLOOD WOLF, on 08 February 2017 - 08:26 PM, said:

but if you think about it, with the ability to master only one, those C-bills that would go to other variants just go to one.

so somebody doesnt need to spend 45 mill mastering 3 t-wolves. now they spend 14mill and the rest to the bank. Which might cover the cost. Not sure, i didn't add up all the trees.


Simple math, 91 skill points (atm) at 100k a skill, 9.1 mill as it is on the PTS. Im guessing the top performers wont be getting 91 skill points when the real patch drops.

Edited by Carl Vickers, 08 February 2017 - 08:36 PM.


#147 THOR Mk 7

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Posted 08 February 2017 - 08:42 PM

View PostBLOOD WOLF, on 08 February 2017 - 08:26 PM, said:

but if you think about it, with the ability to master only one, those C-bills that would go to other variants just go to one.

so somebody doesnt need to spend 45 mill mastering 3 t-wolves. now they spend 14mill and the rest to the bank. Which might cover the cost. Not sure, i didn't add up all the trees.

It`s not true. Different mech give you different playstyle (locusts, jenners, ravens). As for Timber Wolves: you could make 3 different builds and go to fraction play (i played with 3 TBR in fraction before they lower tonnage). Don`t forget: the game is played for fun, not for grind.

#148 VitriolicViolet

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Posted 08 February 2017 - 08:43 PM

im downloading now, looking forward to seeing what i can do to my Highlanders

#149 Radkres

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Posted 08 February 2017 - 08:46 PM

Ok Let Me See Why this does not make sense.

In The Game Already.

Skill Basic

Cool Run (Heat Dissipation) 7.5%
Kinetic Burst (Acceleration) 7.5%
Twist X (Upper Torso Turn increase) 2.5%
Heat Containment ( Increases heat limit)10%
Hard Brake (Deceleration) 7.5%
Twist Speed (Upper Torso Turn speed increase) 2.5%
Arm Reflex (Arm Speed increase) 2.5%
Anchor Turn (Mech Turn Speed) 2.5%

Elite Skills
Quick Ignition (Startup and Shutdown Speed ) 33%
Weapon Cool Down (All Weapons) 5%
Weapon Convergence (All Weapons) 15%
Speed Tweak (Mech Go Faster) 7.5%

Once All Elite Skills are Mastered All Basic Skills X2

Master Skill Unlocks 1 Module Slot nothing else!

So How much of those 91 Nodes do I have to fill to Get What I already Got? O.o
From the look of it the two system are not even in the same ball park much less compatible with what we have been used too.

it looks to be a PGI is going to wipe all quirks from the game and make us burn all those nodes just to get back to the level we once had? o.O

#150 silberfuchs

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Posted 08 February 2017 - 08:51 PM

Really, I just want to know one thing. Where's the love for flamers and machine guns in the skill tree?

#151 Alan Hicks

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Posted 08 February 2017 - 08:53 PM

THIS new mech skill tree? Posted Image

We have a bad feeling about it. Posted Image

Edited by Alan Hicks, 08 February 2017 - 08:54 PM.


#152 Rift Hawk

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Posted 08 February 2017 - 08:54 PM

View PostBud Crue, on 08 February 2017 - 03:54 PM, said:

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Iterative changes that will inherently affect how you might spec out the tree. You don't see a problem here? Unless every mech and every iterative change includes a free respec EVERYTIME such an iterative change is made, why would anyone risk specing out a mech that relies on quirks to be viable? "Improvements" is a relative term. Undoubtedly you guys (PGI) considered the UAC jam chance nerfs a balance improvement. And here we will be charged what over 2 million c-bills to respec every time you guys decide to play darts or otherwise "improve" mech balance iteratively?

I'll run the PTS and give feed back, but this future tense, wait and see while we play with balance in a schema that charges you the player everytime PGI forces a respec on you in the name of iterative balance improvements is a bad deal for those players and mech variety.

Welcome to Kodiak-3 online.


You pretty much just nailed it on the head, mate. Even if a respec is required 1 out of 3 balance changes, its still far too much to ask, considering the exorbitant initial cost to purchase skills that will be basically lost upon reset. Considering the completely failed attempts thus far concerning iterative balance improvements that has led to the horrible quirk system, among other things, i'm assuming no one has learned their lesson yet. Let the min/max horror show begin...

Edited by Imperial X, 08 February 2017 - 09:00 PM.


#153 Mcgral18

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Posted 08 February 2017 - 09:10 PM

View PostEl Bandito, on 08 February 2017 - 04:59 PM, said:

LRM range reduction doesn't make sense BTW. No one is gonna touch the LRM range skill node, except the uninformed.


Yeah, now if they swapped it to Velocity and kept the 1KM, they would be better off as a weapon system.


On the bright side, unless an ECM carrier sacrifices many nodes for the Magic Jesus Field buffs (to the current 25%) the Magic Jesus Field was reduced from everywhere but 200M up to 560M

Which means you can get double duration LRM locks at nearly 3 times the distance (but no Dorito Delay...RIP Doritos)

#154 vandalhooch

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Posted 08 February 2017 - 09:15 PM

View PostImperial X, on 08 February 2017 - 08:54 PM, said:


You pretty much just nailed it on the head, mate. Even if a respec is required 1 out of 3 balance changes, its still far too much to ask, considering the exorbitant initial cost to purchase skills that will be basically lost upon reset. Considering the completely failed attempts thus far concerning iterative balance improvements that has led to the horrible quirk system, among other things, i'm assuming no one has learned their lesson yet. Let the min/max horror show begin...


What is wrong with people like you and your thinking/reading skills?

YOU DO NOT HAVE TO REDO ALL 91 SKILL POINTS ON A RESPEC!

If PGI changes some mechanics in the future that make you want to change the build on your KDK-3, are you really going to wipe out all of your mobility, defense, and sensor skill points? You think you're likely to give up on Seismic Sensor 1 and 2 because PGI altered the weapon or torso twist values? All you'll need to pay for is C-bill costs for the relevant weapon nodes. Considering that your hardpoints won't have changed, a complete weapon change will still not require respeccing every unlocked weapon node. The cost will be far from "exorbitant."

#155 north ranger

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Posted 08 February 2017 - 09:15 PM

Purchasing skill nodes for a measly 100,000 C-Bills each? Sign me up! I love grinding away for things other games (and previously this one) gave me just for playing. I mean really, why work at all when I could play for hours just trying to 'level up' one mech for days at a time? Maybe I should just open up my wallet, give you my right and left arms, legs and firstborn! That might be easier... oh wait, you'd like that huh?
Oh and those missile nerfs.. definitely needed in the current meta... I'm sure.

#156 Aethermech

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Posted 08 February 2017 - 09:16 PM

MMMMMM, the amount of salt produced by this PTS is even better than the one for energy draw, holy **** people. I haven't had a warm fuzzy feeling like this in years, I hope PGI can crush your souls some more some how.

#157 Hastur Azargo

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Posted 08 February 2017 - 09:21 PM

I have 262 mechs, a lot of them are elited, a lot have been untouched since 2012-13. Now not only do I have to spend a lot more time playing each, I'm also facing a MASSIVE c-bill paywall if I want them leveled again. I'm speechless really.

#158 Arkhangel

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Posted 08 February 2017 - 09:25 PM

View PostHastur Azargo, on 08 February 2017 - 09:21 PM, said:

I have 262 mechs, a lot of them are elited, a lot have been untouched since 2012-13. Now not only do I have to spend a lot more time playing each, I'm also facing a MASSIVE c-bill paywall if I want them leveled again. I'm speechless really.

that's because you're also a tool, who hasn't actually read and understood what's being done.

also.. please bear in mind YOU ARE GETTING ALL XP and Module C-bills refunded, and those modules are at cost. even if you got them for free or on sale. they'll be at full normal cost refunded, or even with an extra mil tacked on if they were the special ones from Clan wave one.

#159 Ravenlord

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Posted 08 February 2017 - 09:25 PM

View PostBMKA, on 08 February 2017 - 07:56 PM, said:


If you mean buying 3 variants of the same mech, spent cbills to made them comfortable to play = Nothing? I cant see your point.

"buying 3 jenners cost approx 9m
buying 3 Kit-foxs cost approx 18m"

Just saying


But you have 3 mechs then that you can actually play. With the new skill system they might as well slap an additional 9 million on the price tag of every single mech.

Edited by Ravenlord, 08 February 2017 - 09:26 PM.


#160 YUyahoo

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Posted 08 February 2017 - 09:28 PM

While it is nice that we are getting XP/GXP refunded to us there is still a huge problem that other have pointed out...it takes almost 3 times as much XP to fully skill a mech as it does now. If I have say 150 mechs fully skilled now I should also have 150 mechs fully skilled in the new system (not 50ish). 57,250 xp in the old system should equal 136,000ish in the new system





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