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.