There.
I said it. I'm pleasantly surprised by the initial product PGI has developed.
Sure, it may cost a small fortune in c-Bills to tweak your mechs now, and you may have to travel through nodes that have no conceivable use to your particular mech or it's load out, not to mention the couple of million c-bills or (approx) 1000 MC to re-spec if you make a mistake or want to use a different load out, but if you really look at it, it's as comfortable as an old shoe.
We used to have to grind out and master 3 mechs, and PGI needed to (over)compensate for the loss of those other 2 mech XP/c-bill sinks. They did it and surely you can't keep a straight face if you try to say that you never saw that coming. Sure it was heavy handed but it was TOTALLY in keeping with the usual way things go around here, so I barely groaned because it was so familiar.
Sure you need to go through nodes like "arm pitch/yaw" that your mech might have ZERO use for, but COME ON PEOPLE......we had PINPOINT for how long and that was useless the whole time!
Another comfortable sigh of relief.......
Keep in mind, it's just the first PTS version. I'm sure that it will get extensively reviewed and modified with the same level of efficiency that we've all come to know and love.
Since it's a skill TREE now, I would like to propose that we stop with the term "PAUL ECONOMY" as it's been rendered obsolete. Instead we need a new phrase to reflect it's new nature, so I humbly propose a new name;
"The Paul Agronomy"
Edited by TLBFestus, 09 February 2017 - 10:58 PM.