1. Cost - why even have a CBill requirement to unlock skills. Is this so people couldn't just "buy" their way in with real money? XP does that anyway, so having skills cost CB only hurts new and casual players.
2. Weapon balance, meta etc. The current tree goes completely against all assurances that it is supposed to reduce the difference between meta and non-meta builds. Total failure on this part.
3. Useless skills. Some skills look like they are there simply to tick boxes or make the tree look bigger.
1.
- Reduce or eliminate the CB cost for unlocking skills. I estimate I'd need about 50 battles to reliably get enough XP for 91 points. In the same 50 battles, I'd get less than the required CB for all those points, not to mention double HS, Endo Steel and any weapons or other equipment, and last of all, other mechs!
- Don't start from the assumption "oh you don't need to buy and master 3 mechs now" - that shouldn't have existed in the first place!
- I would actually be OK with the current XP cost for a node, although the total XP cost is quite high as well. Assuming that mechs are given base quirks or extra base points to use.
2.
- Meta boats are going to thrive, stock, experimental, especially lore builds are just going to perform even worse, relatively speaking.
- Grouping cooldowns, ranges etc for all weapons, or even all weapons of a type, would be a massive improvement.
3.
- Why is "arm speed" even a thing? Arm pitch and yaw are great additions, but why arm speed? And why is it the obligatory entry skill?
- What's up with the JJ skills? They are so insignificant as to literally be a waste of points. Then again, this needs base JJs to work properly anyway*.
As is in the title, for what it's worth, I made my own tree for anyone to look at and comment on, or not. Each tree would have 5 skill levels, with XP costs of 500, 700, 1100, 1900 and 3500XP, except where otherwise noted. This would give a nice round 200 nodes and 55 maximum points for a start. Not sure what the CBill cost would be, maybe 20k per node. It's relatively low, while still being a significant investment for most players.
Have increasing bonuses for increasing skill levels (example, Ballistic range could be +2%, +4%, +7%, +9% and +12%.
BALLISTIC: Range | Cooldown | LBX Spread | UAC Jam Chance | Gauss Charge Reduction
ENERGY : Range | Cooldown | Laser Duration | PPC Velocity
MISSILE (NARC as well): Range | Cooldown | Spread | Velocity
DEFENSIVE: Structure | Armor | Equipment Durability | Fall Damage | AMS Range+DPS (3lv)
UPPER MOBILITY: Torso Pitch | Torso Yaw | Turn Rate
LOWER MOBILITY: Turn Rate | Acceleration | Deceleration | Speed
JUMPJETS*: Duration | Vertical Thrust | Forward Thrust
MECH OPERATIONS: Ignition Time | Heat Cap | Cooling Rate | Speed Retention | Gyro (1 lv)
SENSORS: Info Gathering | Range | Derp | Target Retention | Cap Accelerator
UAV Range | UAV Duration | NARC Duration (3lv) | Seismic (2lv) | Zoom (1lv)
Of course, this is just my take on it. I'm sure I missed something, and other people put more thought into everything. IMO all general skills, like cooldowns, should just be rolled into one, but this is a start.
*Class 1 and 2 JJs need a buff, flat out. To combat poptarting, make the reticule shake wildly when JJs are engaged and keep some of the shake when falling.
Edited by Giklab, 11 February 2017 - 05:04 AM.