Jump to content

Best Thing About The New Skill Tree?


26 replies to this topic

Poll: Best thing about the new skill system? (76 member(s) have cast votes)

What is the best thing about the new skill system?

  1. Removal of the 3-variant rule. (33 votes [43.42%])

    Percentage of vote: 43.42%

  2. No more module swapping/cheaper modules. (7 votes [9.21%])

    Percentage of vote: 9.21%

  3. More customization. (18 votes [23.68%])

    Percentage of vote: 23.68%

  4. Greater TTK times. (12 votes [15.79%])

    Percentage of vote: 15.79%

  5. Other (specified below) (6 votes [7.89%])

    Percentage of vote: 7.89%

Vote Guests cannot vote

#21 Skribs

    Member

  • PipPipPipPipPipPip
  • 465 posts

Posted 11 February 2017 - 10:37 PM

View PostFiona Marshe, on 11 February 2017 - 05:59 PM, said:

Check the notes; most of the old quirks are included in the base skill trees (you have to compare to notice)


What do you mean?

#22 I_AM_ZUUL

    Member

  • PipPipPipPipPipPipPipPip
  • Mercenary
  • Mercenary
  • 1,017 posts
  • LocationIsle of Skye (Freeing Skye from the Steiner usurpers)

Posted 12 February 2017 - 12:50 AM

View PostLemming of the BDA, on 11 February 2017 - 08:57 AM, said:

Nerfing IS mechs into ground? Hardly. Lights will be tougher, dakka build will get more shells per ton, xl less vulnerable(more armor). Crits will be less common on IS side. So how is that a Nerf into the ground?


Because it NERFS everything into the ground... Clan mechs have less to lose thereby when the dust settles they will be even stronger than in the current system. You are delusional or ret@rded if you think that 2 ML shots worth of extra Armor/structure is going to make any kind of difference for an isXL Check... which in reality is never a question when I am checking, just a killing.

#23 L3mming2

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,304 posts

Posted 12 February 2017 - 05:39 AM

View PostSkribs, on 10 February 2017 - 10:50 AM, said:



I'm going to disagree. Extra armor/health makes excessive pinpoint burst less dangerous, because it requires accurate placement on follow-up shots. It makes higher DPS builds more useful because they have time to catch up to the pinpoint burst. Are there other, potentially better solutions? Yes. But it's not a bad idea and it's not something I'd so easily dismiss.


i agrea but they need to buff ammo/t if they do so, and no the 10% quirk is not nearly enough to make up for that at the moment..

#24 Chuck Corneliusson

    Member

  • PipPip
  • 24 posts
  • LocationTerra

Posted 13 February 2017 - 11:17 AM

I think the best thing about the new skill tree is the "Magazine Capacity" node. When PGI doubled the Internal Structure and Armor points of the original BattleTech designs they failed to double the shots/ton of the ammunition, thus making each ton of ammo less effective. Anyone who has tried to play an ammo dependent build "stock" knows what I mean. It has been getting even worse since the introduction of Armor and Structure quirks. I implore PGI to increase the shots/ton for all ammunition to help alleviate this problem. Thanks. Posted Image

Edited by Chuck Corneliusson, 14 February 2017 - 09:01 AM.


#25 DoctorZuber

    Member

  • PipPipPip
  • Bad Company
  • 75 posts

Posted 13 February 2017 - 11:34 AM

There are many things i like, and dislike about the new skill tree system. The most important by far however, is the removal of the 3 mech rule.

In my mind, this is the most important decision PGI has ever made.

I think this will go a long ways to making this game much less intimidating for newer players. I actually have a few friends who have been refusing to play this game for years, who are now suddenly willing to give this game a second look just because of the upcoming one mech system.

#26 DoctorZuber

    Member

  • PipPipPip
  • Bad Company
  • 75 posts

Posted 13 February 2017 - 11:43 AM

View PostChuck Corneliusson, on 13 February 2017 - 11:17 AM, said:

I think the best thing about the new skill tree is the "Magazine Capacity" node. When PGI doubled the Internal Structure and Armor points of the original BattleTech designs they failed to double the shots/ton of the ammunition, thus making each ton of ammo less effective. Anyone who has tried to pay an ammo dependent build "stock" knows what I mean. It has been getting even worse since the introduction of Armor and Structure quirks. I implore PGI to increase the shots/ton for all ammunition to help elevate this problem. Thanks. Posted Image


I admit, this is a good node, If anything, I think it might be good to have more than one of these nodes available.

Incidentally, the ammo has been increased slightly from canon if you look up the weapons on Sarna.net you can confirm this. But yes, armor is doubled from canon, and ammo was only increased 20% or so. This does make it challenging to bring enough ammo to be relevant, and adds risk with ammo explosions as well.

And when you consider that armor/structure are going to be increased further with the defensive nodes, ammo based mechs are looking a lot less desirable all of a sudden.

#27 Kyle Kowalski

    Member

  • PipPip
  • The Raider
  • The Raider
  • 33 posts

Posted 20 February 2017 - 02:36 PM

the PTS skill tree just sucks, to be honest. I joined MWO for the exact reason that it is one of the few games where the grind is NOT as painful as in other games. I want to go in there, PLAY not grind, spend some cash, have fun. Foo the grind. no one likes the grind.





10 user(s) are reading this topic

0 members, 10 guests, 0 anonymous users