After going through comparing a few of my mechs between the current live and this test version here is what I have noticed.
My STK-3FB has the rank 5 LRM 15 range, and Rank 5 LRM Cooldown with Info gathering and sensor Range modules, plus fully upgraded UAVs on the current live version.
With the PTS I lose the extra 100 meters on the LRM 15 even after spending the 5 SP on the LRM Range. To get the same performance out of the mech I need to spend 12 points into Missiles, 24 into Upper Chassis, 20 on Lower Chassis, 19 into Mech Opperations, 15 into Sensors and then another 10 into Auxilary. Problem is that 91 points is roughly 10 points shy of being able to do that due to a bunch of points that have to be spent on things I don't currently use on the mech Such as Target Decay, Target Retention, Radar Deprivation, Hill Climb, and Speed Retention.
Sure having access to some of advantages of modules that I don't generally use on it would be nice it still doesn't allow for me to have the mech run like it does now like was claimed during the initial announcement at mechcon.
I feel that the scattering of the skills forcing people to take extras that they currently do not use just to get the mech setup the way it has been is the wrong approach with the limited SP. Straighter lines similar to the Aux, Jump jets were you can get for example cool running, heat containment etc in a straight like all dealing with the one skill for that line or giving a higher SP cap would be better. As it sits with 91 points I am still 10 shy of setting the skills to the same point that the Mastered mech would run on the live. Some of the other mechs will require 130+ points to match their current live performance. Worst of all that results in having to totally ignore many of the skills all together.
My other issue is the cost of the SP nodes having a c-bill cost with them now leading to having to spend 9.1 million c-bills plus the xp just to setup each individual mech. Sure you no longer need 3 variants of the same mech to master them but most of us that have played for years already have 3 of many of the mechs anyways and the Mech packs are still sold as sets of 3 for the same chassis. So now instead of just the xp we need to save c-bills to train up instead of modifying our mechs or buying new mechs.
In my case I have 62 mechs that will need 9.1 million c-bills each for a total of 564.2 million c-bills just to train the skills. Currently almost all of those are Elite or Mastered So to get all the mechs to the same performance as they are currently on live will run me roughly 300 million c-bills. That is a lot of grinding just to get back to where I currently am in the game without any new mechs or changing any loadouts to tweak builds.
Sure I get the idea that the c-bill cost is there to compensate for the fact of only needing 1 variant of chassis for Elite and Mastery skills but this will also lead to many of the mech variants no longer being played at all. People will just buy the most meta variant and only seeing those on the battlefield even more so than we already do.
Current Skill Pts Build Thoughts
Started by Tsukimi, Feb 09 2017 11:06 PM
1 reply to this topic
#1
Posted 09 February 2017 - 11:06 PM
#2
Posted 09 February 2017 - 11:59 PM
Best in my opinion would be keep the current skill tree setup where the 8 Basic Skills get a x2 multiplier upon completing the 4 Elite skills. Do away with the requiring 3 variants through Basic to elite as automatic unlocks as your progress your mech. {Per Mech still works here leading to multiples of the same base variant is TBR-C, TBR-C(C) and TBR-C(S) get different skill tree progress} Don't force a C-bill cost here for these 12 skills.
Make the Modules into skill unlocks along the lines of how they are on the PTS with limited points to put into them. Putting a c-bill cost into these ones. as if they were modules being added to mech where a respec results in that many nodes unlocked not having to pay to unlock the nodes again each time you pay for a respec. Maybe have these locked until you have completed your 12 other skills first.
Revert the ECM back to what it is on live or set the ECM skill as easier to get both nodes without having to get a bunch of other filler to get up to it on the other side of the skill tree to reset it back to the current live values.
Set the LRM max range back to 1000 instead of 900 so that the Range points set it back to the 1100 range that the Rank 5 module currently does on live.
Maybe allow for 30-35 SP between Firepower, Info Tech and Auxilary where things are just a straight line per "ability". (eminating the idea of 2 weapon, 2 mech and a fully upgraded UAV consumable in the current setup with a bit more versatility for mixing and matching ranks) The Auto acquiring of the rest trees would nullify the need to have them even split up into the ranks and free up screen space and keep the mechs running at their current performance values. (minus intended nerfs to specific over performing mechs)
Make the Modules into skill unlocks along the lines of how they are on the PTS with limited points to put into them. Putting a c-bill cost into these ones. as if they were modules being added to mech where a respec results in that many nodes unlocked not having to pay to unlock the nodes again each time you pay for a respec. Maybe have these locked until you have completed your 12 other skills first.
Revert the ECM back to what it is on live or set the ECM skill as easier to get both nodes without having to get a bunch of other filler to get up to it on the other side of the skill tree to reset it back to the current live values.
Set the LRM max range back to 1000 instead of 900 so that the Range points set it back to the 1100 range that the Rank 5 module currently does on live.
Maybe allow for 30-35 SP between Firepower, Info Tech and Auxilary where things are just a straight line per "ability". (eminating the idea of 2 weapon, 2 mech and a fully upgraded UAV consumable in the current setup with a bit more versatility for mixing and matching ranks) The Auto acquiring of the rest trees would nullify the need to have them even split up into the ranks and free up screen space and keep the mechs running at their current performance values. (minus intended nerfs to specific over performing mechs)
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users














