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Skill Tree Public Test Session


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#221 Rogue Jedi

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Posted 09 February 2017 - 03:44 AM

on the whole positive, but I am not sure about the 9.1 million to upgrade a Mech, and am a bit disapointed that the refunded XP is locked to the varient it was spent on.

I understand why it has been done this way (to ensure someone like me with 200+ Mechs cannot just instantly master them all) but it sounds quite expensive to unlock the skill trees.

I will give it a try and post feedback in the relevent thread

#222 Asterios

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Posted 09 February 2017 - 03:47 AM

View PostRogue Jedi, on 09 February 2017 - 03:44 AM, said:


But you've mastered em already?Posted Image

#223 TWIAFU

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Posted 09 February 2017 - 03:56 AM

View PostDGTLDaemon, on 09 February 2017 - 12:09 AM, said:

Posted Image

So, was this a blatant lie by PGI? Because 136k XP is in no way "similar" to 56k XP...


No, just you not understanding.

Old system had to do 3 variants @56k XP = 168k xp.
New is one variant @ 136k xp.

So yes, will take approx. same amount of TIME to xp cap between the two systems, big factor is one mech vs three.

#224 kptkohle

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Posted 09 February 2017 - 04:18 AM

Where the hell is the machine gun skill?!? Not even the aditional ammo skill is used for MG ammo.

#225 tee5

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Posted 09 February 2017 - 04:18 AM

View PostDGTLDaemon, on 09 February 2017 - 12:09 AM, said:

Posted Image

So, was this a blatant lie by PGI? Because 136k XP is in no way "similar" to 56k XP...

View PostTWIAFU, on 09 February 2017 - 03:56 AM, said:


No, just you not understanding.

Old system had to do 3 variants @56k XP = 168k xp.
New is one variant @ 136k xp.

So yes, will take approx. same amount of TIME to xp cap between the two systems, big factor is one mech vs three.


No, just you not understanding.

Old system mastering 3 Variants @56k XP = 168k XP
New system mastering 3 Variants @ 136k XP = 408k XP that's alot more XP than in the old system.

Of course I don't NEED to master 3 Mechs in the new System, but what if I WANT to master 3 Mechs, that's a lot of more XP.

AND If I don't need to buy 3 Mechs in the new System, then PGI refund me ALL my mechs, so that I can start from scratch, because with this new system there are many mechs I would not have bought.

PS: @TWIAFU: Now that I have read your text a second time, maybe you have understood. But I have written my text. Too bad.

Edited by tee5, 09 February 2017 - 04:26 AM.


#226 Jownzee

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Posted 09 February 2017 - 04:33 AM

Do we get the XP back from before the stats were reset too?

#227 kptkohle

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Posted 09 February 2017 - 04:34 AM

To encourage experimentation with new configurations, they should:
- make it free to undo the SP
- make it free to re-select the SP once paid for

#228 Mercworks

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Posted 09 February 2017 - 04:46 AM

I don't think PGI ha really thought this through. I watched a great video about the skill trees and how they work, and more importantly how much they cost. I have to say, I'll probably never buy another new mech again.
So, take for example, the Marauder IIC release. I LOVE the Marauder. I was the first on board to buy the IS Marauder when it came out. I couldn't wait for the Marauder IIC, and so I bought the super duper early adopter all-features package when it came available. Sure, I already had the Warhawk, and it was all mastered, but I could pop my Radar Derp and my range modules in my new IICs and, even if the mech wasn't at maximum efficiency for the day or two it took me to master them out, I could still enjoy my play.
Now, when a new mech comes out, particularly one that I already have a Mastered version of its weight class or performance profile, I'm definitely taking a pass. It would take me months (and months and months) to master out a new chassis series far enough to get all of the features that are equivalent to the mech I've already got sitting in the barn. Sure, if I'm one of the competitive guys, or someone who has a lot of time on their hands, I could sit there and do nothing for weeks but grind it up. Unfortunately, I'm a "guy of a certain age" with a family and a full time job. There's no way I could devote enough time to grind up a mech to the same level as the virtually-identical one I've already got. Maybe they'll come out with a new chassis so PTW that if you don't own it, you basically can't play the game. That, of course, would kill the game once most of the players realized it. Otherwise, I can't see how wonderful a new product would be (and most of the "classic" mechs, with the biggest fan bases have already been released) that would convince me to play at such a competitive disadvantage for months on end just to have a new variety of the same play.

Edited by Mercworks, 09 February 2017 - 04:47 AM.


#229 Mr G

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Posted 09 February 2017 - 04:48 AM

So adding to the chorus a little here. the Cbill cost is definitely to much. Many of us who have been playing this game for a while, like myself, have over 200 mechs. Granted we don't play all of them, but many of us play a wide range of mechs and even have several mechs of the same variant so that we can quickly switch between a couple different builds for comp play. To have even the bare minimum of mechs kited out and mastered so that we could effectively participate in comp leagues will cost well over a hundred million Cbills, and that's not even having the random mech ready that you sometimes need to pull out because someone didn't show and now you need to fill their slot. This intensive cbill investment will also make many people a lot less likely to pick up new mechs. At the very least you should cut the cost in half, though personally I think making each skill point purchase cost 20-25k would be better. Still a Cbill sink, but it now doesn't cost you basically a fully equipped and upgraded new mech to master an old one.

Another Issue is the useless trees. The Upper Torso, Jump Jet and Auxiliary trees are basically worthless. There is no point in taking any branch in them because the effects are either to small to matter or are just plain pointless. Meanwhile you will always have to max out the Lower torso skill tree.

For the Ultra-Auto cannon tree you should replace all the Jam chance nodes with Jam duration Nodes. Ultra's double firing and jamming is what makes them distinct from normal auto cannons. Instead of having skill nodes to attempt to (quite uselessly I might add) partial remove that feature you should have skill nodes that mitigate that feature. The Ultra's are going to jam without a doubt. So instead of giving us something that might possibly put that off for a second or two. Why not give us something that reduces the amount of time in game where we have our hands in our pockets and are kicking the sand as we bask in our own uselessness and inability to play while our weapons are in time out.

Otherwise I think this is a step in the right direction and I am glad you are trying it out.

Edited by Mr G, 09 February 2017 - 04:50 AM.


#230 DarthFunkNinja

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Posted 09 February 2017 - 04:55 AM

View PostDarkfieros, on 08 February 2017 - 06:31 PM, said:

You are giving Clan Mechs the same access to number of and %'s (just about) of quirks. If anyone thought this was unbalanced before, just wait. And it is massively overcomplicated for newbies to the game. I really don't know what the hell PGI is thinking if they thought there was trouble balancing before.


They can always reduce the number of points available to allocate towards clan mechs. Or even specific chassis.

View PostMr G, on 09 February 2017 - 04:48 AM, said:

So adding to the chorus a little here. the Cbill cost is definitely to much. Many of us who have been playing this game for a while, like myself, have over 200 mechs. Granted we don't play all of them, but many of us play a wide range of mechs and even have several mechs of the same variant so that we can quickly switch between a couple different builds for comp play. To have even the bare minimum of mechs kited out and mastered so that we could effectively participate in comp leagues will cost well over a hundred million Cbills, and that's not even having the random mech ready that you sometimes need to pull out because someone didn't show and now you need to fill their slot. This intensive cbill investment will also make many people a lot less likely to pick up new mechs. At the very least you should cut the cost in half, though personally I think making each skill point purchase cost 20-25k would be better. Still a Cbill sink, but it now doesn't cost you basically a fully equipped and upgraded new mech to master an old one.

Another Issue is the useless trees. The Upper Torso, Jump Jet and Auxiliary trees are basically worthless. There is no point in taking any branch in them because the effects are either to small to matter or are just plain pointless. Meanwhile you will always have to max out the Lower torso skill tree.

For the Ultra-Auto cannon tree you should replace all the Jam chance nodes with Jam duration Nodes. Ultra's double firing and jamming is what makes them distinct from normal auto cannons. Instead of having skill nodes to attempt to (quite uselessly I might add) partial remove that feature you should have skill nodes that mitigate that feature. The Ultra's are going to jam without a doubt. So instead of giving us something that might possibly put that off for a second or two. Why not give us something that reduces the amount of time in game where we have our hands in our pockets and are kicking the sand as we bask in our own uselessness and inability to play while our weapons are in time out.

Otherwise I think this is a step in the right direction and I am glad you are trying it out.


You will be floating in cbills when you get refunded for all of your modules.

#231 BMKA

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Posted 09 February 2017 - 04:55 AM

View PostRavenlord, on 08 February 2017 - 09:25 PM, said:


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.


You got a point, but also remember that PGI is doing this because they want to know why we buy a mech. Is about quirks? is about hardpoints?

#232 Aidan JadePhoenix

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Posted 09 February 2017 - 05:07 AM

what about "unique" quirks from some mechs, like 30% cooldown for lbx on cent-d or 30% srm cooldown on hunch-4sp, or even 150% sensor range on cyclopes?

and what with modules in supply caches?

#233 SmokeGuar

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Posted 09 February 2017 - 05:09 AM

In case you missed, there will be massive nerf on Clan mechs HP, on average. Some Clan boats may turn very fragile after patch. And we know it will be a long wait til those nerfs will be fixed.

#234 Kifferson von doober

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Posted 09 February 2017 - 05:10 AM

it looks like it'll incentivise boating of one weapon type to take max advantage from one particular skill tree so you can save sp for use on other trees, i found my more varied builds running out of points to spend. So maybe more laser or lurm boating?

Also getting both points of seismic sensor is a bit pricy so not many peeps running adv seismic.

Edited by Kifferson von doober, 09 February 2017 - 05:12 AM.


#235 X Player

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Posted 09 February 2017 - 05:15 AM

So I have to spend 9.1 Million CBills on EVERY ONE of my ~120 Mechs for a total of ~1.092 BILLION CBILLS to get them to Mastery? I think there is a mathematical error in this stuff, since before these Skill trees you had 1-3 Modules of every kind you needed, and you swapped them out when you wanted to use a different Mech with these Modules. NO WAY I will spend this much money on skills alone.
GGWP, I am outta here *micdrop*

#236 meteorol

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Posted 09 February 2017 - 05:20 AM

View PostDarthFunkNinja, on 09 February 2017 - 04:55 AM, said:

You will be floating in cbills when you get refunded for all of your modules.


And what if he only bought a few modules and switched them between mechs? Then he will be floating in sh*t.

#237 Odanan

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Posted 09 February 2017 - 05:21 AM

I did a topic with poll to consolidate all the feedback spread all around the forums.
It's not officially sanctioned by PGI, but with help of the community, it might have weight in PGI's next decisions.

PTS Skill Tree Feedback topic.

#238 Jehofi

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Posted 09 February 2017 - 05:22 AM

View PostSmokeGuar, on 09 February 2017 - 05:09 AM, said:

In case you missed, there will be massive nerf on Clan mechs HP, on average. Some Clan boats may turn very fragile after patch. And we know it will be a long wait til those nerfs will be fixed.

Can you Link that?

Because all i see is a reduction in Component HP (aka the Guns/Heatsinks) not Mech HP (aka Armor & Structure). And this reduction is to balance for the larger size IS tech usually has.

#239 Asterios

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Posted 09 February 2017 - 05:24 AM

View PostDarthFunkNinja, on 09 February 2017 - 04:55 AM, said:

You will be floating in cbills when you get refunded for all of your modules.

I have 150+ mastered mechs now and only about 40 modules with average cost of 4kk each. So, i need 1,365kk c-bill to get my mastered mechs back, but compensation from modules will be just 160kk..Great job!

#240 Duke Nedo

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Posted 09 February 2017 - 05:31 AM

Glanced over it and as far as I can see what tiny part of faction balance we had is not completely shafted. KDK-3 and NGR will be buffed, while ALL IS mechs that had offensive quirks will be nerfed.

IS mech with 5 CD nodes: -5%
Clan mech with 5 CD nodes: -4%

And for this we lose things like 10% CD, 10% heat, 40% ppc velocity etc. That will totally work out well.

GG close. Amazing. Meh.





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