In MWO, the skill tree is obviously a lot deeper, making it harder to define cookie-cutter roles like that. But I would still imagine certain paths to take, like equipping AC20 and pulse lasers and then focus on all the mobility skills that let you move fast in a brawl, while turning and torso twisting to distribute damage, for example. Or equipping dual gauss and focus on all the skills that let you attack from long range with good long range sensors, good accuracy and high rate of fire, for example.
I feel like it's a bit too hard to carve out a niche like this. I understand that PGI wants to make it harder to get a level 2 seismic sensors, for example, but does the two seismic sensor skills have to be on the opposite side of the branch? This forces players to just level up a generic "sensor" role, instead of tuning sensors to fit their exact need.
Do you like that the position of the nodes are "scrambled", forcing you to invest more fully in a branch in order to get all the best skills, like seismic sensors and speed tweak? Or would you prefer a more traditional MMORPG approach, where it's easier to identify a path to achieve a certain specialization?
* I'm not strictly basing this on MMORPGs, however. If you play Star Conflict, you'll see that the skilltrees in that game are designed to encourage certain roles in much the same way. For example, if you want to play a frigate as either long range fire support or short range drone repair ship, you can specialize in either role without being forced to take certain skills that you don't really want.
Edited by Tristan Winter, 09 February 2017 - 04:48 AM.