Issues, lots and lots of issues.
1) Mechs that can boat a single weapon type (such as Back Knight, Grasshopper, any Omni) are at a distinct advantage over mechs that must bring multiple types (Marauder, Atlas, Orion IIC). The former's weapon nodes are more efficient (or at least able to be used more efficiently) than the latter.
2) Having Standard and ER lasers on the same tree is confusing. No other weapon tree affects two different weapon systems except PPCs
3) The differences between the IS PPC and ERPPC are a lot more profound than the IS Large Laser and ER-Large Laser, giving this skill tree an outsized impact for a particular weapon. Also, since most of the weapon skill trees look the same with cooldown, heat, range, special quality, it was disappointing to see that PPCs don't have nodes affecting their ability to disrupt ECM
4) Some nodes are oddly placed (NARC is buried underneath UAV and
capture assist? Really?)
5) There are links between nodes that serve no purpose except to give the illusion of choice. In the following photo red X mark links made redundant by needing to take a preceding node.
6) No Arm-yaw nodes
7) Skill trees look the same across the vast majority (quite possibly all) mechs. That is, the placement of the nodes.
8) Only differentiation of node-values seems to be along IS v Clan lines. While this is, to a degree, expected, it is disappointing that the only differentiation between mechs will be inherent weapon hardpoints and whatever quirks are left in the game
9) Speaking of quirks, after hearing for so long that they'd be removed utterly it is disappointing that they are being left in instead of some other option as starting with some nodes unlocked, or granting those mechs additional nodes
10) cost of respecing will discourage experimentation and diversification. How many are willing to spend more than 25 million c-bills on a mech they don't know will work relatively well? After paying this, how many are going to spend
more to try making it better? Not most casual players, certainly not new players.
11) Repeated statements from PGI staff about module-cost reimbursement either overlook or willfully ignore how this will negatively affect the new-player-experience. Yes, the cost to acquire 91 nodes is about how much it cost to module-out a mech (roughly), but now someone can purchase Radar Dep once and swap it around as many mechs as he wants/has patience for. With skill trees this is no longer the case
12) Also, many of the buffs that are now in skill-nodes (turn-rate, speed tweak, etc) used to be acquired at no c-bill cost to the player.
13) Magazine expansion is nice, but overlooks MGs, and all missiles, and is buried at the bottom of a skill tree that has beans to do with weapons. And it is not clear if the expansion is total number of rounds, or on a per-tone basis
14) Mucking about with XP, HXP, and GXP is needlessly complex, and the difference between XP/GXP sides of nodes is not immediately obvious. There should be one place to pay (at the end) with some kind of slider bar so you can choose how much XP is coming from which pool.
15)Most node lines are hopelessly entwined, asking players to pick up nodes that are at best unwanted, and quite possibly unused, in order to get to more useful nodes. Some lines, such as Jump Jets, are better in that players can choose one of three node-lines to ignore, but these are relatively few. One option to address this is reduce the node pool, but make up for it with more straightforward trees.
16) What is the purpose of additional torso yaw on the UrbanMech? Yes, three of the yaw's are end-chains, but both of the others are useful crossover points
17) Consumables are a danger of becoming pay-to-win. Arty/Air/Coolshot lack nodes. Assuming nodes are put in--and this seems likely given this post:
Paul Inouye, on 08 February 2017 - 04:37 PM, said:
Regarding MC vs CB consumables.
You guys have found an error. It is not intended that the MC versions of Air/Arty/UAV outperform CB versions. This will be corrected prior to release.
-- (and have similar tree sizes as UAV), then 20 nodes (player can only carry 2 consumables)--22% of available nodes--will be needed to bring these in line with MC consumables. Meanwhile, a player willing to spend money will get max-performance consumables and effectively 28% more nodes than someone who maxed out consumable nodes
Non-skill tree issues:
1) Clan components now have the survivability of a wet paper bag in a hailstorm
2) This statement:
InnerSphereNews, on 08 February 2017 - 03:01 PM, said:
To address this, Clan Components will see an overall reduction in Health values - excluding cases where those Components are identical to their Inner Sphere counterparts, such as Jump Jets and Actuators.
Implies that actuators (along with things like gyros, engines, sensors, life support systems) actually have health-values now (and can be damaged/destroyed with an in-game impact) rather than being sponges that soak up critical hits to no effect. I have seen no evidence of this.
Edited by Kael Posavatz, 10 February 2017 - 07:42 AM.