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Skill Tree Public Test Session


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#481 Dee Eight

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Posted 10 February 2017 - 12:35 PM

View PostSergeant Miles, on 10 February 2017 - 09:43 AM, said:

I'm confused just reading the changes.

What's happening to all the pilot modules we unlocked?


You get the GXP and Cbills refunded 100%.

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What will happen to all the mechs I master and then filled with expensive pilot modules?


The modules are removed and you are refunded 100% of their purchase price for them. This includes all the modules you got as part of mech packs, or as prizes for events, or from opening caches. I have for example a total of 13 modules that cost 6 million cbills each, thus I will get 78 million cbills back for them.

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Am I going to have to go back to all 30+ mech's I have a try and fiddle with each?..OMG..say NO.


Yes. But once you get used to the skill tree it only takes about 5 minutes per mech tops. I spend more time than that usually on decal placements. More importantly you can get more abilities especially in the sensors/inforwarfare areas than before with the module system. If you insist on skilling every mech in your inventory all at once it might get frustrating but if you just stick to the ones you're playing that session...its not much effort.

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This feels like your making it far to complicated.

I'm not sure I'll like his from what I've read so far.

This just isn't clear what happens with all the work we already did to master each mech?


There IS an FAQ in the patch PTS sub-forum as well as the announcement on the main webpage. Have you tried reading them first before paying attention to the commentary here ?

Edited by Dee Eight, 10 February 2017 - 12:37 PM.


#482 Dee Eight

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Posted 10 February 2017 - 01:13 PM

View PostRavenlord, on 10 February 2017 - 12:12 PM, said:


What part of "I have already mastered those mechs and it cost me lots of time playing and it is inacceptable for me to be forced to grind a not insignificant amount of time AND cbills just to get where I was" don't you get?


And did you quit playing them just because you mastered them ? How many mastered mechs do you use every day ? I have 209 total mechs and about 150 are mastered. The ones which are, are not being used presently because I am grinding the unmastered ones instead ahead of the patch / new skill tree swapover. Many of the ones which were mastered though, have a LOT of unspent XP on them.

For example...

My ARC-5W which I own two examples of, has 330k XP on it. Including the 59k or so for the master skill level itself thats enough historical xp to master both the ones I own already under the new system, and buy a third example and master it also with a different loadout.

KDK-3... I own three of them and have 232k extra XP on it. So I'll be able to master up two of them and will need to dip into my GXP for the third (or just PLAY the thing again).

Honestly I think it's going to be fun to re-play dozens of mechs to master them again.



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Also for a game to be enjoyable and more important MOTIVATING there needs to be PROGRESS, if with all the new mechs coming out and all the old ones I need to remaster at a significantly increased cost, XP and cbills wise, because my previous progress was RESET, this becomes NEGATIVE PROGRESS instead that is immensely frustrating and demotivating.


And how is this new system not progress ? More XP needed to master a mech, more ability to choose how it develops as you unlock only the skill nodes you want ?

#483 Hawk819

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Posted 10 February 2017 - 01:19 PM

I would love to see Laser Heat moved and set against Laser Duration 2 (-3%), and then have Laser Duration 2 unlock Laser Heat 1, then onto 2, 3, 4 and 5. Cause we shouldn't have to go through Laser Range to get to Laser Heat's 3 and 5. Just to unlock those.

Either, change the tree around, or come up with a better solution.

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#484 Dee Eight

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Posted 10 February 2017 - 01:35 PM

@Alexander Garden

Constructive suggestions...

the speed tweak... adjust the benefit percentage upwards from 1.5% per node for mechs heavier than lights.

XP cost for SP...a thousand would be more fair I think, and the Cbill cost should be 50,000 (since this gives the folks who just sell caches unopened something to do with that cash. Also the re-skill option should actually be a refund then of 25,000 and 500XP as that keeps it consistent with the economy of mechs/weapons/equipment where they cost twice as much as what you sell them back for because you decided to go another way with the build/mech garage.

The expanded magazine size needs to be an option for the missile weapons too, and should be located at the bottom of the firepower sub-trees not the operations table. As it stands it says ballistic only but MGs are also ballistic and there's no modifier for them. Expanding the AMS and NARC magazine capacities also wouldn't be a bad thing either.

The node branches need to work upwards or downwards...not just downwards as they currently go. I don't mind having to go thru a velocity node to get to a spread or anti-jam node for example, but I see no need to have to go thru repeated hard brake and kinetic burst nodes to get to all the speed tweak ones.

I am fine with the reduced health for smaller components however...the crits still seem to be scoring much too often and easily now. Did you adjust the percentage chances wrong on the PTS ?

I took the additional 15% UAC anti-jam on a dragon 5N (for 55% total) and went 74 shots on the testing grounds with only two jams. Is this correct or are the values not calculating correctly together ?

#485 Ravenlord

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Posted 10 February 2017 - 01:42 PM

View PostDee Eight, on 10 February 2017 - 01:13 PM, said:

And did you quit playing them just because you mastered them ? How many mastered mechs do you use every day ? I have 209 total mechs and about 150 are mastered. The ones which are, are not being used presently because I am grinding the unmastered ones instead ahead of the patch / new skill tree swapover. Many of the ones which were mastered though, have a LOT of unspent XP on them.


I would say I use 3-7 mastered mechs every day, depending on what I'm feeling like playing that day. Most of the time I play many different mechs per day for anything between one or more than 5 matches.

View PostDee Eight, on 10 February 2017 - 01:13 PM, said:

For example...

My ARC-5W which I own two examples of, has 330k XP on it. Including the 59k or so for the master skill level itself thats enough historical xp to master both the ones I own already under the new system, and buy a third example and master it also with a different loadout.

KDK-3... I own three of them and have 232k extra XP on it. So I'll be able to master up two of them and will need to dip into my GXP for the third (or just PLAY the thing again).

Honestly I think it's going to be fun to re-play dozens of mechs to master them again.


I am already playing my mastered mechs for fun, in addition to still being able to play new mechs that aren't mastered yet. I'm not playing every mech every day, but most of the time I am playing different mechs every day, whatever I am feeling like that day, and I think I wouldn't lean myself too far out of the window when I say that I play every mech I own (105 atm) at least once a month.
With the new system I would be FORCED to play them again or instead playing them in mediocrity when I feel like playing them.

Not everybody has such exorbitant amounts of extra XP on their mechs as you have. For example my mech with the most extra XP is the TBR-C(C) with about 156k extra, the second and third have about HALF that and it continues like that. Additionally not everyone has exorbitant amounts of extra cbills and I now will have to cough up an additional 9 MILLION cbills PER MECH while still struggling with XL-engines and wanting to buy new mechs, too. Basically I'm constantly riding the zero line cbills wise.


View PostDee Eight, on 10 February 2017 - 01:13 PM, said:

And how is this new system not progress ? More XP needed to master a mech, more ability to choose how it develops as you unlock only the skill nodes you want ?


Because, unless you have absurd amounts of time at hand, with new mechs coming out all the time you will fall back more and more, especially if you want to play some mechs just for fun or screw around with builds, too instead of constantly working at mastering what isn't mastered yet. Eventually what you haven't bought and mastered will be such an overwhelming task that it's just not worth it anymore. This exact thing is why I got frustrated with World of Tanks and eventually completely abandoned the game.

As it is right now, with the time I have and play it is possible too keep up with new mechs coming out and mastering them while still playing others that are already mastered for fun or screw around with builds. Progress is made without fun being forced to take a backseat to it, and I like it that way.

Edited by Ravenlord, 10 February 2017 - 01:53 PM.


#486 Sergeant Miles

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Posted 10 February 2017 - 01:48 PM

UGH.. I had every single skill and module unlocked and now I might have to do it all over again. ugh.. I just don't feel I should have to throughout all the work I did to trick out all my mech's.

Yea, your refunding me..., but that doesn't replace time lost spent on the previous system.

For people like me with 30+ mech and over 100 modules.. all that time lost.

All that planning and testing.. lost.

This might be nice for newbies and players that don't have a lot of time in the game.. but for me... now I'm looking at having to redo every tricked out mech... that's messed up.. waste of time.. and once you do it.. you can't undo it..without loosing $$.. even more stupid.

I hate being locked a certain build and like changing my mind at no extra cost. The choice will be removed becuae it will become to costly to change a mech once it's been skilled tree'd out..

I just don't like it.

I don't like the feeling of loosing all that I built.. because of some whimmy little players want a more complex pilot skill tree so they feel they can play better... ugh.

Long term players like me should get some other compensation for all the work we did and now are about to lose.

All that time ..testing modules and then grinding to build them will be lost.. and the payback of a full refund is just not enough .. now.

We put so much into them and now you take them away.. and replace them with a more costly system.. that takes even longer to do.. that are just to many choice and to many ways to get confused.

I just don't like it yet.



#487 Leonidas the First

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Posted 10 February 2017 - 01:54 PM

I love the concept of customization as a matter of fact I posted something similar within days of starting to play!

I think the cost system is fine. It costs on average about 9.1 million to buy, upgrade and customize a single mech and to master any one chassis you have to do this 3 time for an average total of about 27.3 million. Under the new system it will cost the same to purchase a single mech and another 9.1 million to master to a total of 18.2 million per mech. If you buy 1 (18.1 mil) or 2 (36.2 mill) variants per mech then the cost will average about to be about the same. If you average more than that 1.5 variants per chassis then the ravage cost starts going up, which is not a bad trade off for not having to waste time and c-bills on variants you do not like.

The way the skill trees are laid out seems to defeat the purpose of providing customization. Looking at the trees, if a wanted to max out the Torso options for my Maulers, 2 of which have nothing in the arms, I still have to spend resources on nodes that are useless to me. It appears that there are two reasons for this. First is to offer some special powerful nodes if you complete and entire tree. Second is to make the more powerful nodes more costly to get. Both concepts good steps to avoid the creation of min-maxed OP meta builds which squeeze any variety out of the game. A better way to do this would be to add nodes the more powerful trails (like cool down) so it costs more to achieve the max bonus and reduces the number of other trails one can develop. This would provide the same effect you are looking for while uncoupling different node paths. At the point of five nodes down all the paths you could have some node like the 10 magazine capacity interconnected to all of the other paths to further discourage meta min-maxing.

#488 Black Dreamer

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Posted 10 February 2017 - 02:30 PM

I have playing some time on the pts and the best things of new skill tree are jj skills. I really enjoyed how they worked with new skills, but the whole skill tree is a bit disappointed. It is extremely depressing to trying to have some skills in 2, 3 diffrents weapons (and jj) and have some other importal things, because it allow it. Probably in live we will get it with half skill points and even less for some mechs. For now we have general skill for mechs, but none unique skill for them to make grinding interesting. For me whole skill tree is somewhat misguided.

Probably there already some guide how it should work, but i will add some my thoughts for it. Old system wasn't terrible, but still general without unique things for mechs (quirks fixup only). Some one thought about skill tree like a rpg thing for mwo. Its not bad to thinking about your lance mate as rpg party members. Like every team there is some specialist units like tanker or mage and we already have it in mechcommander game. In that game you can choose beetwen armor specialist, weapon specialist and mobility (jj). We could have it also in MWO with Infotech class. First thing what we do with our mech is to select class for it. It should be hard decision because, every class will have different benefit from skills and have some special ones.
So infotech specialist will have unique skill - radar deprivation and ability to read enemy mech class (making scoutic more importing).
Armor specialist - armor hardering skill (rest class can only go with skeletal density skill at 1/2% or 1/3 than AS)
Mobility specialist - agility (acceleration, deceleration, turnrate, speedtweak)(other classes only with speedtweak at 1/2% or 1/3)
Firepower specialist - second weapon skill (this skill is like primary weapon skill for other class)
There will be 3 different weapon skills:
1. for boating mechs - one type weapon with one type character, eg. ac2 cooldown, ppc range, laser duration skill).
2. all around mechs - all weapons with one type character (eg. universal cooldown) and it have less & than first category (1>2)
3. Range Specialist - all weapons with all type characters but only works with the same range category weapons ( Long Range Specialist - eppc, erlas, ac2, lrm).

There should be some general skill for all classes like cool run skill.
Numbers of slots for skill is already determinated by tier lvl so at least 4, 5 slot fo skills.
For balance things, some mech will have original skill with addtional slot for it.
Hunchback will be choose between huge boost for ac20 ( with weapon specialist it could be become truly devastating) or RT armor boost.
Thanks for that we will could avoid some quirks and have some choice for ourself playstyle.

#489 JuIius

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Posted 10 February 2017 - 02:40 PM

So enough talking about Costs for Skills and Respec....


You can only unlock 91 Nodes , and the Mech is "mastered".

What about the other 247 Nodes ?

I really dont want to grind CBills and XP to unlock them all, but calling it MASTERED with round about 25% Skills is B*******

#490 mad kat

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Posted 10 February 2017 - 02:41 PM

View PostTallyslav, on 10 February 2017 - 10:13 AM, said:

We need to keep hammering it through that this is a progress wipe. Nothing more.

PGI plans to monetize mech customization and the new grind after they nuke their playerbase's progess back to 0-20% of what it once was.

We need to call them on this.


I could get in trouble for this but in all honesty I think people need to email them en mass demanding a refund in light of this most severe of PGI cash grab and betrayal yet. If this makes the final grade on the 21st I sure will.

To date they have a reputation for not giving a toss about the player base but revolving the whole structure around money grabs (yeah I know they have to make ends meat) but this is by far the most significant game breaking and I'd argue terms of sale contract breaking change yet.

Edited by mad kat, 10 February 2017 - 03:24 PM.


#491 SuperFunkTron

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Posted 10 February 2017 - 03:44 PM

View PostSergeant Miles, on 10 February 2017 - 01:48 PM, said:


This might be nice for newbies and players that don't have a lot of time in the game.. but for me... now I'm looking at having to redo every tricked out mech... that's messed up.. waste of time.. and once you do it.. you can't undo it..without loosing $$.. even more stupid.

I don't like the feeling of loosing all that I built.. because of some whimmy little players want a more complex pilot skill tree so they feel they can play better... ugh.

Long term players like me should get some other compensation for all the work we did and now are about to lose.

All that time ..testing modules and then grinding to build them will be lost.. and the payback of a full refund is just not enough .. now.

I just don't like it yet.

A few questions for you here:
1. So a system that is more encouraging for new players is detrimental to you because you will have to think about how you want to optimize buffs for your mechs?
2. Is there really only a tiny population that has been asking for more depth be added to this game or is it possible that you are just reacting emotionally because you'll have to take time to figure out what works better in the new system?
3. I would love to hear what you think long time players deserve beyond the refund of the resources we put in. You can ask for time back because that is something you willingly invested into the game. I'd say its fairly safe to assume that you weren't forced into play this game and maximizing your builds. But if you have an actual, solid idea, I would genuinely like to know what it is because the return of resources we are getting currently seems equal to what we put in.

View PostLeonidas the First, on 10 February 2017 - 01:54 PM, said:

Looking at the trees, if a wanted to max out the Torso options for my Maulers, 2 of which have nothing in the arms, I still have to spend resources on nodes that are useless to me.


I may be mistaken but I think the reasoning behind forcing the arm nodes is related to the large increase in risk of taking critical damage. While doing some testing and analysis, it dawned on me that if you stack all of your weapons in the torso, you will likely have most weapons destroyed long before dying. I deduced that they are trying to encourage us to start placing not only a larger variety of weapons on mechs, but to also start utilizing the arms more. If larger weapons have a greater chance of being destroyed, then it makes sense to pack a wider variety of weapon sizes to minimize that risk, as well as place weapons in varying locations in case part of a mech is cored. If weapon crits stay even moderately similar to what is in the PTS now, we will see decreased weapon life span in areas that are primarily targeted and that will provide a solid reason to start sticking weapons in the arms in case those side torsos get knocked out quickly.

If you've got any other thoughts on that I'd like to hear them as I this is a logical deduction and not a cited fact.

View PostBlack Dreamer, on 10 February 2017 - 02:30 PM, said:

Some one thought about skill tree like a rpg thing for mwo. Its not bad to thinking about your lance mate as rpg party members.

I think that the skill trees are an attempt at creating those roles while still providing enough freedom for a player to decide what is important. I really like your idea of "classing" a mech and I think it could be nicely implemented by PGI providing some prototype node examples. An example would be that they provide a picture telling you which nodes would be archetypal for an scout, or what would be typical of a sniper, or brawler, etc...

View Postmad kat, on 10 February 2017 - 02:41 PM, said:

I think people need to email them en mass demanding a refund in light of this most severe of PGI cash grab and betrayal yet. If this makes the final grade on the 21st I sure will.


Could you elaborate on how this is a cash grab? If we look at the current system, it costs no less than 6 million c-bills to get just 2 modules and can easily climb up to 18-21 million depending on what other modules you want to add. Numerically speaking, that is a much larger c-bill wall than what the PTS is offering, not to mention that the PTS allows for incremental improvements along the way. It is an extra cost to new players, and price reduction should be considered, but a direct comparison of attaining 3 of the cheapest current modules now vs. maxing out the customization in the skill tree will cost the same amount. In the PTS, there is the added benefit that a variety of those module buffs as well as many other buffs are acquired along the way. If I missed something along the way, I am just trying to understand why you feel betrayed.

#492 Alexander Garden

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Posted 10 February 2017 - 03:52 PM

Greetings all,

The Skill Tree PTS has been live for just a couple days now, and we're fortunate to have received a lot of great feedback. The reception to the overall framework of the new Skill Tree has been positive, but it's clear there are ways to improve the implementation.
The feature obviously represents a big change; we want and value your feedback to help ensure it is also a positive one.

We're in the planning process for an update to the PTS build in an effort to address some of the more common pieces of feedback we've received so far. We'll hold off on providing full details for what you'll see in the update until everything is solid, but we'll get a proper post up for you detailing all of the changes as soon as possible.

We'd also like to inform everyone that while the Skill Tree was initially slated for a release in our upcoming patch on February 21st, we are now targeting a release for the March 21st patch to ensure sufficient time for iteration and improvement on the PTS client.

In the meantime, keep testing, discussing, and providing your feedback. We strongly believe that with your help, the new Skill Tree will be a positive and significant addition to the game.

#493 Kael Posavatz

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Posted 10 February 2017 - 03:53 PM

View PostDee Eight, on 10 February 2017 - 12:12 PM, said:

10. This point only affects existing players who are pokemech collectors. New players won't think its bad because they can avoid having to buy three variants to master JUST the one they want. Existing players who got their pokemech fixes playing M:TG or similar collectible trading games that had physical tangible assets with real dollar values that could be sold/traded won't care at all either because we (and I'm one of them) can just buy the single mech variants we want and avoid the ones we don't. I ONLY wanted the legend killer rifleman for example... but was forced to buy two other rifleman just to basic so I could elite the RFL-LK. I didn't keep either of those basic rifleman, and lost cbills selling them back, and wasted time playing them and time is the one commodity in life you never get back.

11. New players benefit because they don't need to spend 6 million cbills plus GXP to unlock and own a radar dep module. Instead they can just spend money and xp on nodes that they need for that particular mech. Also existing players who didn't have space for the radar dep module for whatever build they were using, now can get the benefits of it along with whatever other mech module they previously used. My Archer 5W for example... 5xLRM5, 2xSRM4 and 2xSRM6. Only missile quirk was an LRM velocity one. I ran target decay, adv sensor range, and the LRM5 cooldown and range modules. Didn't have an AMS fitted so I had to seek cover and largely shoot indirect with the LRMs to avoid counter-battery fire. Well now I can have LRM and SRM skill nodes.. and improved sensors and radar derp and a seismic and target decay and improved target info gathering all at the same time.

12. New players after the patch won't know this (unless they read the forums) and thus won't care. Only the forum whiners among the existing players actually seem to care.


Okay, I was asked by someone who downloaded the game last week to do a price comparison between skill buffs and I really only hinted at the max (direwhale) without going into the thought underneath in my post but here goes... Three thunderbolts (-5SS, -9S, -9SE) plus endo (all three) and double heatsinks (-5ss) requires just under 21million c-bills (plus weapons, engines, etc) and after you’ve elited them you have three mechs that are the solid underpinnings of a FW dropdeck. Not as good as they could be with modules, but not an entire waste.

Skill nodes to meet or better the live server skills, cost 5.3 million and can't actually be done (heat dissipation comes up short), but you also get a few skills that are quite a bit better (or didn't have before), so it balances out. But if you still want those three Thunderbolts for FW the cost is now just over 36million (mechs, nodes, endo, DHS) again plus weapons, engines, and weapon/defense/sensor skill nodes.

Yes, one mech remains cheaper than buying three under the old model, but the costs of upgrading it have climbed sharply. Also, under the old model modules are a capital expense. Once you've bought them they are yours to move around and keep. Say you module out those three Thuds, (RaderDerp, Seismic, 2x weps) costs 54million, but then tonnage gets upped and you decide to drop a Grasshopper and…whatever, so you take them off the Thuds put them on the new mechs and, hey, you aren’t shelling out 54 million again (assuming, of course, that you want to port over all 4 which I doubt).

Or, to put it another way, a fully kitted out 4xThunderbolt dropdeck (which I recall was a thing at one point) would cost ~99million (plus cost of weapons and engines), under the old system and ~63million under the new, but if you wanted to change to a dropdeck with no thunderbolts you had a 54million c-bill investment under the old system that you could use with your revised dropdeck.

But in the PTS that’s no longer the case. To those players with hundred of millions, or even billions of c-bills it might not matter much, to those scrapping by with a few dozen million c-bills who are suddenly experiencing a tonnage change in FW, or want to make a fairly substantial change to their dropdeck? That’s a rather different animal.

Finally, say you want to make a change or tweak your mech. Every node you replace costs 125k c-bills which can make refitting a mech (especially an omni with the costs of pods added), an expensive proposition. And before anyone starts on Clanners OP, allow me to point out that a timeline advancement puts IS omnis on the near horizon.


View PostDee Eight, on 10 February 2017 - 12:12 PM, said:

15 & 16... this is why they're doing a playtest now ahead of the patch. Constructive feedback is useful. Whining complaints about how the sky is falling is not.
17. Then they were already pay-to-win because we already had them.


Actually...not. You could still acquire equivalent consumables through in-game progression without spending real money. If c-bill consumable nodes go in tied to individual mechs, then players willing to spend real money get maximum-effectiveness consumables and 91 skill-nodes. On the otherhand, an F2Per would have to spend nodes on consumables (and taking an underperforming mech), or take less effective consumables.

Being able to spend real money for a distinct advantage in-game is the definition of a play-to-win game mechanic.

View PostDee Eight, on 10 February 2017 - 12:12 PM, said:

They've already said that cbill consumables will NOT be less effective than MC consumables and that the changes will be in place before the patch happens.


They did, and I quoted it. The issue is a lack of clarity. If they make c-bill items just flat-out equivalent (and I’m not sure how they could and expect to sell any mc variants) all well and good. Likewise if they create a ‘pilot skill tree’ for the consumables, again, all well and good. What you are paying MC for in the live server is the priveledge of using full-up consumables without leveling them.

If they put in arty/air/coolshot nodes tied to the mech and that was my interpretation given the lack of arty/air/coolshot nodes, then a real pay-to-win element is created. Likewise, if they create an overarching ‘pilot skill tree’ with a limited number of unlocks you would get the same situation where someone willing to spend real money could bring a better pilot and max-performance consumables.

Edited by Kael Posavatz, 10 February 2017 - 04:01 PM.


#494 Dee Eight

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Posted 10 February 2017 - 03:54 PM

aWWWW SHUCKS.... i was hoping for this patch so i'd be playing the super novas fresh under the new tree system.

#495 Lusty Valkyrie

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Posted 10 February 2017 - 03:56 PM

One of the big beefs I have...

Take the Atlas (any varient) for example... They've all had the majority of their weapons quirks removed.

the D-DC is the one I used the most in the past, and the one I first noticed this on. On PTS you have to dump 30 points into three weapons trees to get the same level of performance out of it as you do on live... completely un-skilled.

On the surface, this seems fine, as one of the goals is to increase time to kill...

But then you look at the ebon jaguar, the kdk-3, etc etc... All the clan mechs (and some inner sphere) who didn't need or use weapons quirks to perform extremely well... Mechs that were repeatedly nerfed to make them 'in line' with the rest of their class/weight. They get massive boat-bonus from dumping 20 points down a single tree, then spend the rest on toughness, agility, or whatever else the pilot desires. They perform 2-3 times better dps-wise than they do on live....

Meanwhile, mixed-weapon mechs like the Atlas, who had their weapons quirks largely removed, can't even perform at the same level a completely unskilled version of them perform, without dumping 30, or more, points in multiple weapons trees.

Sure, you could focus the D-DC on just two weapons, AC and SRM... but even then, with max points dumped into both trees you know what you get over live? Range. You get same or worse cooldown, same or worse heat reduction in both cases.

This holds true for, quite honestly, the vast majority of IS mechs... along with the various IIC varients that previously could do pretty good with their mixxed weapon set up... but now their hardpoints are a complete liability to their viability.

The mechs that can choose to boat a single weapon system (4-5 LPL, 4 UACs, 6SRM6, etc etc... All get to perform so rediculously better than they do on live.... while multi-weapon dependant mechs are left to be bloated underperformers with FEWER options than they had previously.

This system, as current... won't generate more battlefield variety. It will generate less.

Suggestions to fix some of this....

Give us some of the skills on a generic type tree... Skills that effect 'all missiles' or 'all energy' or 'all ballistics' put stuff we really want there to make us have meaninful choice between going deep there, or deep in a dedicated tree.

Shorten some of the other trees. The sensor/info tree (with radar deprivation) in particular is a complete arbitrary mess that is in desperate need of condensing.

Some trees are little more than 'you must take this' point sinks.. like the speed tweak tree. A poster above said an assault could skip on speed tweak. As an assault pilot... no. Just no. Speed is life. Speed is how you get into position. Speed is how you reach support that can't drop everything and get to you. Speed is how you keep from being out of position. The dire-whale is a high skill-cap mech because its so slow you've got to be really good on your core basics of movement and how to get across the map in order to perform with it... as everything except a stock urban mech, or a stock mauler are faster than you.

The toughness tree? You really think people will look at this tree and go 'I don't -really- need this...' Sure, a few mechs gain limited benefit from it... but that benifit is still a benefit. And with the way structure/crits were changed... you can bet they want the added structure bonus.

Another suggestion I have, would be to introduce a small, 15 point, pilot tree. give us either 10, or 9 pilot skills. You can put the coolshot 9by9 nodes, air strike, arty strike, etc nodes here.. along with the UAV nodes. Currently, UAV nodes are a giant f'king waste of time... 10 points wasted as a necessary evil to get bonused narc beacons? Yes, wasted. UAV's get shot down fast. Even properly positioned ones. I've had maybe three UAV's last a full duration over an enemy team. The rest of the time, they get shot down... or were out of position so no one worried about them. (yes, even if I put the UAV up behind the team)

Asking us to buff our consumable performance up on an individual mech basis when there are so many more important things to buff up is rediculous....

All that being said... the individual skill tree shows promise, as long as the major issues are addressed.

#496 ScrappMetal

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Posted 10 February 2017 - 04:02 PM

Besides the standard feedback of too expensive in cbills, system promoting boating instead of odd builds, I also noticed that my skills weren't getting applied to my mech even though I spent all 91 points.

I maxed out the mobility skill tree but the torso speed skills do not show up in the enhancements list.

I attempted my Mauler on the PTS but I couldn't even torso twist it was so slow. Load up the Live game and it's close to double the torso twist speed. Not sure if this is intentional or a bug, but was certainly unplayable.

#497 Kael Posavatz

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Posted 10 February 2017 - 04:07 PM

View PostKael Posavatz, on 08 February 2017 - 03:24 PM, said:


With the patch due in less than two weeks is there sufficient time to make use of any feedback generated?


View PostAlexander Garden, on 10 February 2017 - 03:52 PM, said:


We'd also like to inform everyone that while the Skill Tree was initially slated for a release in our upcoming patch on February 21st, we are now targeting a release for the March 21st patch to ensure sufficient time for iteration and improvement on the PTS client.


And we got an answer from PGI! How awesome is that?

Keep up the great work guys, it looks like we're on to something here, and I look forward to what changes you have in store for us.



#498 Gun Sarge

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Posted 10 February 2017 - 04:39 PM

It may have already been pointed out but some mechs have baseline quirks that do not need buffing, but need nodes further into the tree that buff those quirks. Take the summoner, it has a base stat accel/decel of 70%. In order to get speed tweak you need to sink xp and cbills in kinetic burst and hard brake, putting those stats at 120/110% respectfully.
Seems like a waste of skill points to me, that mech is agile enough as is. It would be better to spend points directly into what i want, not to waste them and compromise on other skills

#499 Kael Posavatz

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Posted 10 February 2017 - 06:24 PM

Is the patch for the timeline still up in June/july?

#500 DaManiac

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Posted 10 February 2017 - 08:30 PM

I haven't been happier I didn't waste money on being a legendary founder.

I guess maybe it's time to pull the plug on my gaming life and concentrate on doing more outdoors stuff.


The concept is good, but the milking is bad.

This path encourages greater customization, but reduces the overall tweakability, and at the end of the day, fun of playing the game, why not charge us CBills to swap out weapons while you are at it?

I agree with Rak: he's got a few points.

All in I think.
1) Remove the cost of individual nodes.
2) Charge CBILLS to re-spec the Mech.
3) Make some nodes more effective for certain builds to take into account the original inherent tweaks.





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