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Snazzy's Skill Tree Overview


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#1 Snazzy Dragon

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Posted 09 February 2017 - 06:33 AM

FIREPOWER TREES:

Ballistics:

The UAC jam chance nodes need to be toned down for clan mechs. IS mechs need the jam chance reduction more than their clan counterparts do, especially because of how boatable cUACs are in comparison to IS UACs. Ballistics are already in a very strong place right now as well and these nodes buff top performing mechs like the night gyr, kodiak, marauder-IIC and ultraviolet far too much.

The velocity buffs need to be lowered for clan ballistics because of the targeting computer's buffs-- it shouldn't be possible to get projectile speeds so fast that the burst mechanic enforced on cUACs no longer matters. For IS ballistics, the velocity buffs are just a tad too strong, but feel very good for heavy, single-slug weapons.

The gauss charge extension is totally useless-- scrap it and replace it with nodes allowing for 2.25X max range, and then progressive nodes after for 2.5X, 2.75X, and 3.0X. This allows a useful skill to takes its place and gives players a choice that has been very much requested since the gauss rifle changes-- and it would cost investment to get back. Best of both worlds!
Energy:

Lasers need to be consolidated into one skill tree. They are not in a good spot right now even with the ability to lower the duration (cERLL still burns waaaayyy too long) and seperating pulses from STD and ER lasers is not a good move.

PPC velocity is too easy to focus on and the velocity buff is too high for clan mechs, particularly with larger targeting computers, splash damage mechanics, and the weight savings. IS PPC velocity should be toned down as well, but not nearly as much as their clan counterparts due to their weight and slot limitations, and less damage overall.

Heat reductions aren't particularly strong enough considering the lower global heat cap and heat dissipation, and for IS the ability to boat DHS is less prominent. Increase the nodes' effects enough to be worthwhile.

Missiles:

I won't bother talking about LRMs. They are bad weapon systems because of their crap firing and locking mechanic. Skill tree has some nodes that certainly help but the core issues with the weapon system need to be addressed.

S-SRM and SRM tree are awesome! IS S-SRM tree needs to be stronger, though, considering their only option is the incredibly lousy S-SRM2.

SRM range extension skills are bugged currently-- missiles will stop at 270m regardless of their max range stat.

SURVIVAL:

I particularly like this tree and how it handles per weight class.

However, the fall damage reduction skill is usless, considering that piloting skill in game is more than adequate to eliminate fall damage almost entirely. While it makes sense to block structure and armor nodes with something else, fall damage reduction is hardly useful. Replace it.

AMS nodes need to include a fire rate increase as well as their damage increase to be worth considering.

MOBILITY:

I daresay the lower chassis tree is almost perfect. However, the upper chassis tree is severely lacking.

The useful skills, like torso twist speed and torso twist yaw, are not nearly strong enough. Furthermore, there is too much wasted in arm skills.The majority of players play with arm lock enabled for better convergence and arms already move fast enough natively for players that play with unlocked arms to consider taking the arm related skills.

Rework the upper chassis tree to make it an option worth considering-- otherwise players are just going to focus on lower chassis exclusively instead.

Finally.. jumpjet skills are totally underwhelming. No one is going to bother taking these. Make them at least 2.5x as strong and then they might be an attractive option.

OPERATIONS:

First of all, I very much like that the heat cap and heat dissipation have been globally lowered. This will increase TTK in most cases. I also like that it is not possible to focus exclusively on heat related skills within this tree (take that, minmaxers!). However, the hill climb effect should be a higher percentage in order to be useful-- speed retention needs to allow a maxiumum 70 kph while legged so it benefits light mechs more.

I absolutely love where improved gyros is located- it's perfect! Minmaxers can skip over it and those like me that hate screen seizures when getting lurmed will be able to minimally invest to get it without investing too little.

INFOTECH:

I like it immesnely overall but target decay is totally useless unless it can ignore radar dep by 50% when fully unlocked-- it is a useless module in live server. It is a useless skill in the PTS. Either make it worthwhile or scrap it completely, please.

Auxiliary skill tree needs to allow up to 3 UAVs deployed within a match in order to be worth the massive investment-- otherwise UAVs are going to be mostly a thing of the past and it is going to be the most grossly underpowered skill tree of them all. NARC bonuses should be moved into the missile category as their own tree. Add air strike/arty strike skills to the auxiliary tree, and a TAG skill that allows multiple strikes to be deployed at a TAGed location.

WOW! Role warfare suddenly an option!

Closing note: Cooldowns nodes need to be increased in strength a bit, but I understand they are as low as they are to increase TTK. But they need to be an option worth taking-- 4% is nothing.

Boating is way too encouraged-- work in some way for mechs that have mixed hardpoints (atlas D, wolverines, etc) to remain relevant.

Costs need to be reduced as well.

Edited by Snazzy Dragon, 09 February 2017 - 06:45 AM.


#2 GrimRiver

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Posted 09 February 2017 - 07:12 AM

Pretty much stated how I feel, especially the mobility part, the whole upper chassis tree feels totally worthless and underwhelming.

I don't know how I feel yet about C-UAC jam quirks because we might get IS UAC2/10/20's sometime?

#3 Snazzy Dragon

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Posted 09 February 2017 - 07:14 AM

View PostGrimRiver, on 09 February 2017 - 07:12 AM, said:

Pretty much stated how I feel, especially the mobility part, the whole upper chassis tree feels totally worthless and underwhelming.

I don't know how I feel yet about C-UAC jam quirks because we might get IS UAC2/10/20's sometime?


Unless that comes out this Feburary, we need to be balancing for the present, yeah? :)

#4 riffraff777

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Posted 09 February 2017 - 07:16 AM

No <3 for Machine Guns?
Since they are crit-seeking weapons, couldn't they be grafted on near the top of the LBX tree?
It would be nice to see a a range and a rate-of-fire node added.

Edited by riffraff302, 09 February 2017 - 07:18 AM.


#5 Cy Mitchell

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Posted 09 February 2017 - 07:43 AM

I agree the Laser Skill Tree should be consolidated.

#6 Mcgral18

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Posted 09 February 2017 - 07:55 AM

Radar Derp, in its current form, cancels out the default lock time (of 2 seconds?)
Target Decay is added after that, but it's only .75 to 1.5s
Doesn't the PTS have a longer duration?
Over 4 seconds with the default?


That's almost a Lurm travel duration!

#7 Dee Eight

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Posted 09 February 2017 - 02:29 PM

View Postriffraff302, on 09 February 2017 - 07:16 AM, said:

No <3 for Machine Guns?
Since they are crit-seeking weapons, couldn't they be grafted on near the top of the LBX tree?
It would be nice to see a a range and a rate-of-fire node added.


MG's weren't covered by the existing skill tree. The Fast fire skill only affected ballistic weapons with cool down rates and there were no modules for them either. Also if you look at the pts quirks... the ROF bonuses for most every mech has been left untouched.

Edited by Dee Eight, 09 February 2017 - 02:35 PM.


#8 Fox2232

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Posted 09 February 2017 - 03:38 PM

"PPC velocity is too easy to focus on and the velocity buff is too high for clan mechs, particularly with larger targeting computers, splash damage mechanics, and the weight savings. IS PPC velocity should be toned down as well, but not nearly as much as their clan counterparts due to their weight and slot limitations, and less damage overall.[/color]"
So, Clan PPC needs nerf because players can invest 6~7 slots and 6~7tons of Targeting Computer to improve them.
But on other hand IS PPC does not need that big nerf because SLOTs and TONs investment?

Posted Image

Do I read it right that Clan ER PPC is 2 Slots + 6 tons and IS ER PPC is 3 Slots + 7 tons?
That means 2x Clan ER PPC + 6 Slot Computer = 10 Slots + 18 Tons while 2x IS ER PPC = 6 Slots + 14 Tons.
That means 4x Clan ER PPC + 6 Slot Computer = 14 Slots + 30 Tons while 4x IS ER PPC = 12 Slots + 28 Tons.
That means 6x Clan ER PPC + 6 Slot Computer = 18 Slots + 42 Tons while 6x IS ER PPC = 18 Slots + 42 Tons.
Basically unless you have same amount of Clan ER PPC as number of Slots Computer takes, IS ER PPC will be lighter and takes less slots.

On top of that: IS ER PPC genetates 13.5 Heat while Clan ER PPC generates 14 heat (not biggie).
But IS ER PPC has 12.5 health while Clan ER PPC has 7.5 health.
= = = =

If player invests into targeting computer in way that Both Clan and IS take same amount of slots and tons:
Same Damage, Same rate of Fire, Same weight and slot number taken.
Clan gains between 5% and 35% for projectile speed at cost of 4% more heat generated and 40% less health.

In case of running 2 ER PPCs + 2 slot targeting computer to pay same slots/weight:
Clan gains 10% Projectile speed, generates 4% more heat and has 40% less health.

40% less heath alone is actually bad enough to compensate for any projectile speed bonus.





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