This is some feedback bassed on my experience on the PTS in regards to the new skill system.
To stop yee wall o text im using spoilers
Overall
Spoiler
First and foremost, the layout of each individual bonus within a skill tree is bad.
The current system on PTS forces users to put points into possibly useless bonuses that they dont want or may not even need.
For example, Radar Deprevation is somthing everyone wants, but you have to unlock almost the entire tree to get it, and UAC jam chance reduction, any1 that uses alot of UAC's or uses the smaller variety which have fast CD's will NEED jam chance reduction, but again you have to unlock the usless CD reduction and velocity bonuses to get it.
Same goes for almost eveything in the current skill tree system on PTS, u ether unlock the entire tree, or dont touch it.
This is NOT going to give much variety on any given mech. Everyone will need or want speed tweek, all the bonuses to torso and arm turn speed/amount, heat managment bonuses, and the armor bonuses etc etc. But eveyrone will have to unlock the entire tree for said bonuses, leaving very few , if any, points available for variation.
The current system on PTS forces users to put points into possibly useless bonuses that they dont want or may not even need.
For example, Radar Deprevation is somthing everyone wants, but you have to unlock almost the entire tree to get it, and UAC jam chance reduction, any1 that uses alot of UAC's or uses the smaller variety which have fast CD's will NEED jam chance reduction, but again you have to unlock the usless CD reduction and velocity bonuses to get it.
Same goes for almost eveything in the current skill tree system on PTS, u ether unlock the entire tree, or dont touch it.
This is NOT going to give much variety on any given mech. Everyone will need or want speed tweek, all the bonuses to torso and arm turn speed/amount, heat managment bonuses, and the armor bonuses etc etc. But eveyrone will have to unlock the entire tree for said bonuses, leaving very few , if any, points available for variation.
Specifics
Spoiler
Where is the replacment bonus for weapon Convergence ?
AC Magazine capacity bonus seems to be 15% to 20% bonus to ammo.
BUT
AC2 and UAC2 only get 13.4% increase. And this is a weapon that has a low CD so it churns through ammo.
It looks even worse if u look at the bonus damage your getting, with U/AC2 only getting 10 rounds resulting in 20 damage while U/AC5 gets 50 damage, U/AC10 gets 100 damage, U/AC20 get 80 damage ..and so on. The U/AC2 is getting shafted here.
Ether choose a flat % increase across the board like 20%, or a flat damage bonus across the board like 40 (so AC2 would get 20 rounds, AC5 8 rounds, AC10 4 rounds, AC20 2 rounds.)
Ether way at the very least AC2 as a fast firing low damage weapon should have the highest bonus to ammo capacity. .
Armor Bonus. it is not correctly applying 10% to the mech. If you have 130 Front CT armor and 5 Rear you should get 13 front bonus and 0.5 rear armor, im getting only 11 front and 0 rear. Getting the same odd numbers regardless of front / rear balance or mech size.
IMO the bonus to armor should be given bassed on the max amount of armor for a given part. So if CT is 135 split aross front and rear, then you should get 13.5 bonus armor for the PLAYER to decide where to put it.
UAC2 jam duration change. NO... just... NO. 4 seconds is waaaaaay to long for a UAC2 to be jammed for regardless of the jam chance. On live its 3 seconds, and even that is to long, if anything it needed lowering not increasing.
I honestly dont understand your thought process on this one.
The faster a AC reloads the faster it should unjam, Thus a UAC2 should unjam much faster than a UAC20, since the UAC2 is going to jam more anyway due to its faster ROF.
If you must increase UAC2 Jam duration to 4sec as a base, then replace the crappy 4% C-UAC2 cooldown bonus to -50% jam duration (4x -12.5% Jam duration).
The AC2 skill tree, its usless. I boat 6 Ac2's on a King Crab, i wont be touching the skill tree for them as they wont do sh*t all to their performance. Especialy when more important bonuses for armor, agility, speed, and utility use up most if not all the 91 possible skill points.
What the AC tree does need is seperat bonuses for the AC sizes, for the AC2 in particular it needs a bigger CD bonus and/or a reduction in heat. 0.6 heat down to 0.4 heat (33%) would make a noticable difference, as would 0.72 reload down to 0.5 (30%).
Changing the AC2 cooldown bonuses from 1% to 6.5% would do, and adding in 5 bonuses of -6% to heat would work.
AC Magazine capacity bonus seems to be 15% to 20% bonus to ammo.
BUT
AC2 and UAC2 only get 13.4% increase. And this is a weapon that has a low CD so it churns through ammo.
It looks even worse if u look at the bonus damage your getting, with U/AC2 only getting 10 rounds resulting in 20 damage while U/AC5 gets 50 damage, U/AC10 gets 100 damage, U/AC20 get 80 damage ..and so on. The U/AC2 is getting shafted here.
Ether choose a flat % increase across the board like 20%, or a flat damage bonus across the board like 40 (so AC2 would get 20 rounds, AC5 8 rounds, AC10 4 rounds, AC20 2 rounds.)
Ether way at the very least AC2 as a fast firing low damage weapon should have the highest bonus to ammo capacity. .
Armor Bonus. it is not correctly applying 10% to the mech. If you have 130 Front CT armor and 5 Rear you should get 13 front bonus and 0.5 rear armor, im getting only 11 front and 0 rear. Getting the same odd numbers regardless of front / rear balance or mech size.
IMO the bonus to armor should be given bassed on the max amount of armor for a given part. So if CT is 135 split aross front and rear, then you should get 13.5 bonus armor for the PLAYER to decide where to put it.
UAC2 jam duration change. NO... just... NO. 4 seconds is waaaaaay to long for a UAC2 to be jammed for regardless of the jam chance. On live its 3 seconds, and even that is to long, if anything it needed lowering not increasing.
I honestly dont understand your thought process on this one.
The faster a AC reloads the faster it should unjam, Thus a UAC2 should unjam much faster than a UAC20, since the UAC2 is going to jam more anyway due to its faster ROF.
If you must increase UAC2 Jam duration to 4sec as a base, then replace the crappy 4% C-UAC2 cooldown bonus to -50% jam duration (4x -12.5% Jam duration).
The AC2 skill tree, its usless. I boat 6 Ac2's on a King Crab, i wont be touching the skill tree for them as they wont do sh*t all to their performance. Especialy when more important bonuses for armor, agility, speed, and utility use up most if not all the 91 possible skill points.
What the AC tree does need is seperat bonuses for the AC sizes, for the AC2 in particular it needs a bigger CD bonus and/or a reduction in heat. 0.6 heat down to 0.4 heat (33%) would make a noticable difference, as would 0.72 reload down to 0.5 (30%).
Changing the AC2 cooldown bonuses from 1% to 6.5% would do, and adding in 5 bonuses of -6% to heat would work.
Heat & Alpha meta
Spoiler
:So im thinking PGI need to address the high alpha meta, and this new skill system is the perfect opportunity.
With the smaller CD bonuses people r going to rely even more so on alpha striking, as such, a way to reduce alpha damage without stopping people from chucking on loads of weapons would be the following.
Remove heat containment from the bonus list.
This will lower heat capacity, from a possible 46 back down to the standard 40.
In its place....
Ether:
Buff 'Cool Run' by 50%
Or
In place of 'Heat Containment' have a bonus that adds the same as 'Cool Run' BUT with a negative effect of -3% heat capacity per skill.
The latter idea would result in Double Cool Run bonus with - 15% heat capacity lowering the standard 40 down to 34.
The effect:
A reduction in the amount of damage that can be fired in 1 shot (alpha) but an increase in stagered fire for those who choose the additional cooling efficency skill.
This would promote more balanced builds and allow players to stop being insta killed by multiple high damage alpha strikes.
With the smaller CD bonuses people r going to rely even more so on alpha striking, as such, a way to reduce alpha damage without stopping people from chucking on loads of weapons would be the following.
Remove heat containment from the bonus list.
This will lower heat capacity, from a possible 46 back down to the standard 40.
In its place....
Ether:
Buff 'Cool Run' by 50%
Or
In place of 'Heat Containment' have a bonus that adds the same as 'Cool Run' BUT with a negative effect of -3% heat capacity per skill.
The latter idea would result in Double Cool Run bonus with - 15% heat capacity lowering the standard 40 down to 34.
The effect:
A reduction in the amount of damage that can be fired in 1 shot (alpha) but an increase in stagered fire for those who choose the additional cooling efficency skill.
This would promote more balanced builds and allow players to stop being insta killed by multiple high damage alpha strikes.
I dont particularly care about what costs you put on the skill tree are so long as its worth it and gives you choice, the current system does not.
Edited by ArmageddonKnight, 12 February 2017 - 08:50 AM.