POSITIVE:
- AC2s have a cooldown skill now! (since AC cooldown is a general quirk)
- Some new skills are interesting "Gauss Charge Hold, LBX Choke, Enhanced ECM, Jump Jet Quirks)
- The amount of customization is nice (but comes with drawbacks.... why do we have to unlock skills we don't want, to get skills we DO want).
- Clan mechs having access to the UAC Jam Chance quirk is amazing (if you're on the giving end)
- So many clicks: 91 clicks to fully spec a mech. Eugh....
- Players that didn't buy modules, or were fiscally responsible with modules (swapping one between multiple mechs) are at a disadvantage
- Skills & Loadout changes save seperately from one another.....why tho?
- The HXP conversion box is....confusing, and should NOT update as you type numbers into the conversion box. This makes entering the total amount of HXP hard, as you have to remember the whole number, since it changes as soon as you type in one number.
- Like many others have said, this encourages BOATING, which I thought Russ was against? I'd rather unlock either the lasers tree or pulse lasers tree, not both. People will boat a single weapon type so they can buff that type only, and have more SP for structure, armor, and non-weapon quirks.
- It's too expensive. Respecing a mech should be cheaper. Keep in mind that loadout swapping is nerfed. CBill grind is massively increased because of the Skill Nodes, Respecing, and buying all new variants to run multiple loadouts. (It's either buy a new copy of the same variant, or pay for a full respec each time you want to flip to a different loadout.)
- It should cost the SAME AMOUNT to master a mech in the PTS as it does NOW in the live server. No one likes grinding, it's not fun, it's a cheap and annoying way to keep people playing more.
- None of this is friendly to new players. Us old players will adapt and learn the new Skill Tree system, but to new players this is just overwhelming. It's SO much information at once. Not to mention that respecing is basically a punishment for new players making bad decisions on their skills.
- This patch has SIX currencies. GXP, MXP, HXP, SP, MC, & CB. surely that's easy for new players to understand.....right?
- You're nerfing the "fun mechs"..... why? Why did the CDA-3C deserve a nerf to the only weapons that make it viable/ Why did the CN9-D deserve a cooldown nerf when it was one of the most fun Cents to play? Why did the VND-1X deserve a ballistic cooldown nerf? (Because it was super OP, right?) Why did the LCV-1V deserve a nerf when it was one of the only fun IS mechs to actually play.
- The Gauss Extended Charge just repeats the same audio sample, sounds kind of lazy.
- What's the point of the "click and drag" system of viewing Skills when we have convenient tabs at the top for clicking? Also the ability to click and drag vertically is absolutely useless. There is no information above or below the skill trees at all. Why not just make it so that our mouse wheel scrolls left to right through the trees if we hover over the main screen area.
- Regarding the Ammo Skill: I've tested it. The additional ammo added is based off the amount of ton/half-ton units of ammo added to a mech, NOT the total ammo count a mech has. This is rather.....odd. -- Example: AC10 Ammo. One 1 Ton unit of AC10 ammo yields 3 extra shots, so 23 total. One 1/2 Ton unit of AC10 ammo unit yields 1 extra shot, 11 total. Makes sense...... But when you equip TWO 1/2 Ton ammo units to your mech, you only get 2 additional ammo....wat.
- The "arm speed" quirk is just useless.
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**UPDATE***
Now that I've played a little bit, and had time to think, here are suggestions on how to improve this system:
First off: **I think this Skill System is BETTER than the one we have now, but NOT in it's current state. It has a very long way to go.** here are some suggestions toward that end:
-**Make Respeccing COMPLETELY FREE.**
-Make **all costs a little cheaper** OR increase CBill rewards in matches.
-Let us use the **scroll wheel on our mice to scroll left to right in the skills window.** There is no need to look above and below trees with the current click-and-drag mechanic.
-**Change the HXP box to NOT auto-update** when you are converting XP.
-Either **reorganize the skill trees so we don’t have to select bad skills** to get to good skills, **or allow us to unlock skills ABOVE the current hex**, if it isn’t already. This would allow us to bypass crap skills that no one wants by going down one side of the tree, and coming back up the other size, essentially going around bad skills.
-**Make the Ammo Skill calculate the additional ammo by TOTAL ammo** equipped to a mech, not by each unit (ton) of ammo equipped. ½ Ton + ½ Ton right now yields LESS ammo than 1 Full Ton of ammo.
-**Seriously take a second look at the mechs that were FUN before**, and received nerfs (CDA-3C, LCT-1V, CN9-D, VND-1X and many more). It looks like you guys just did blanket nerfs to offensive quirks without taking each individual variant’s NEED for quirks into consideration.
-I don’t know….what can be done about the upper right corner conversion and “cart” box in the UI, there’s just so many numbers and units and stuff. It’s way too confusing.
-**6 Currencies is WAY too much** to manage or for new players to think about, there needs to be less. Why can’t our “historical XP” just be tossed into our GXP pool? GXP isn’t used for unlocking access to modules anymore, so what’s the harm in doing that? The only reason I can think for PGI making HXP is that they want people to transfer HXP -> MXP, which can then ‘possibly’ be converted to GXP using MC, which is a way for them to make money. But **** that, throw us a bone here.
-I have no suggestions on how to fix boating single weapon types (which this encourages), there have already been suggestions by other players that are better than anything I could think of.
-The **"Consumables"** tab in the Mechlab is now a dinky little box that serves a very small purpose. Surely this could be integrated into another place in the mechlab, no?
-**Make Skills and Loadout changes save TOGETHER** (they currently do not)
Lastly: There will absolutely, 100%, need to be a TUTORIAL for new players to use this new system. Not just some VOD you can watch on the website, but an actual in-game tutorial. This NEEDS to be in place upon the release of this new skill system, no exceptions.
Edited by xeromynd, 09 February 2017 - 12:20 PM.