Problem 1:
You have to specialize on one weapon branch if you want the maximum out of the important mobility (you want all of it!), durability (almost all) and sensors (seismic & raderp, ya know). Otherwise you are missing the optimum. There is no advantage, not even a single reason, to partly skill multiple weapon branches. Skilling even more than two seems insane, a most noobish error without justification.
This being said, Mechs with hardpoints of too many different types are considered inferior an the old system already to boating-able chassis.
Problem 2:
You have to invest enormous amounts of money of CBills and XP for – no, not mastering, just what is the equivalent of basicing and eliteing one Mech.
If mastering in the new system is supposed to be the equivalent to mastering + stuffing full with modules in the old one, therefore buying two other variants you don’t care about at all, grind them until they are basiced or elited and ditch them immediately after. For each single Mech. This may be a problem for people who keep all three variants and enjoy all of them without additional effort mastering the remaining two (which is true for probably the majority of the players). But also, there is a lack of an equivalent to buying merely one variant and basicing it. You have to spend big amounts of CBs from the even start.
Now, concerning the solutions. If you agree on both being a problem, how would you solve it?
Currently on the PTS, there are less popular skill choices between the popular ones, the latter are spread across the skill tree s.t. you have to open almost an entire branch to get i.e. all 5 of the precious heat get skills. Some people may dislike this for prolonging the grind, but it does be a measure against over-specialisation and cherry-picking. But only inside one branch – you instead specialize on entire branches now. So it is only partly effective.
What would be desirable, IMO, is an easy start and an expensive finish of a specialisation in a way that would give generalized skill builds more value in absolute but less in, as the name suggests, particular specialisations.
This is supposed to adress both problems, 1 as well as 2.
There are multiple ways to choose from.
Way 1 – variable cost:
- Make skill trees linear (meaning no compulsory unpopular choices to take on the way to the desired ones). More free choice, see also.
- Make popular skills significantly more expensive than unpopular ones.
- Make higher tiers (4–5) of the same skill significantly more expensive than the first ones, like >4–5 times as expensive (also addressing problem 2).
- Change the overall limit from 91 nodes to a maximum number of XP spent.
- Bonus: Lowtier Skills costing only XP, no CBs (→ problem 2 again).
- Make skill trees linear, as above.
- Make lower tier skills give a much (much!) greater improvement than the latter ones. Instead of i.e. 1%+1%+1%+1%+1% more like 2.75%+1.2%+0.6%+0.3%+0.15% or at least 1,9%+1,2%+0,9%+0,6%+0,4%.
- Combine less popular skills to less nodes. I.e. instead of 1%+1%+1%+1%+1% do 3%+1.4%+0.6% or 3.2%+1.8%.
- Bonus: You still can let one Mech’s (not branche’s) first skills cost no CBs and add the cost on top of the last a Mech learns (being an equivalent to the expensive modules).
- Put the valuable, desired and popular skills on the start and the unpopular refinement skills on the end of the skill tree.
- This way, ofc. one takes the main improvement of the main weapon first. Let us call this “basicing” the Mach. But then one would have the choice between having the main weapon (i.e. SRMs on a CAT-C4) get a minor improvement (velocity) or the secondary/backup weapon (MLs) a major improvement (laser heat gen).
- Reduce overall skill limit (supposing you don’t have to grind out entire branches any more to get your desired skills, them being more a matter of choice).
Edited by Kuaron, 09 February 2017 - 06:05 AM.