Vellron2005, on 14 February 2017 - 04:53 AM, said:
What the cbill cost of skills actually does, is it extends the time MWO is a viable game for the player by extending the grind.
Assuming each QP drop is a reasonable win, or a great loss, you are rewarded 100K+ cbills. That means that to master a mech, you have to drop a minimum of 91 times (one for each skill).
That's alot more than the time it took us to master a single mech now..
BUT - its still about the same time it took us to grind up 3 mechs worth of cbills, buy 3 variants, and basic them all.. So.. its really kinda the same?
But we only get one mech, not 3.. and that's what we wanted, is it not?
Grinding is one thing. I've been grinding my way through the Tier 7 ships in World of Warships, and that's about as grindy as I'm willing to tolerate.
What this grind will do to MWO is grind it to a flipping halt.
If it takes LONGER to master a mech in the NEW system than in the OLD system, then the NEW system is poorly implemented and will severely discourage people from grinding out new mechs.
In addition, have you looked at Russ' twitter feed lately? He actually went and said that this new system is supposedly geared towards making people buy MULTIPLE COPIES OF THE SAME MECH.
That right there smacks of incompetence and a disconnection from reality and the players themselves.
A mech variant has one 'optimal' loadout, if you follow the mindset of the meta-comp players, and to take anything less is putting yourself and your team at a disadvantage.
However, player attitudes aside, the optimal loadout thought still applies. The loadout that allows you to kill your enemy most quickly and efficiently is the loadout you should take. To do anything less is to put you and your team at a disadvantage.
Buying multiple copies of a specific mech variant, depending on the chassis/variant, doesn't really allow for much in the way of experimentation.
For example, I'll use my favorite chassis, the Shadow Hawk.
According to Meta Mechs, the optimal loadouts are as follows.
SHD-2H: 2 AC5s with 6 tons of ammo and 1 AC2 with 2 tons of ammo.
Total hardpoints: 3 Ballistic, 3 Missile, 1 Energy and 1 AMS.
Experimentation Potential: I'd say pretty low. Scrap the AC2/ammo, you free up 8 tons, which can get you a LPL and a DHS, or 3 SRM4s and 2 tons of ammo. If anything I'd say the 2AC5/LPL loadout would be better as the LPL can at least be a backup if you're good enough to run out of ammo before dying. Run out of ammo with both the 2AC5s/3SRM4s and you're useless.
SHD-2D: 1 AC20 with 3 tons of ammo and 1 PPC.
Total hardpoints: 3 Energy, 3 Missile, 1 Ballistic and 1 AMS.
Experimentation Potential: Also low. Best alternate loadout I can make would be to drop the PPC and add 2 Medium Lasers, 2 SRM4s and a ton of ammo.
SHD-2D2: 1 AC10 with 2.5 tons of ammo and 4 SRM4s with 4.5 tons of ammo.
Total hardpoints: 4 Missile, 2 Energy, 1 Ballistic and 1 AMS.
Experimentation Potential: Again. Low. Next best loadout would be to drop the DHS, and the half-ton of ammo for the AC and SRM and add a couple medium lasers.
SHD-2K: 3 Large Pulse Lasers.
Total hardpoints: 3 Energy, 3 Missile and 1 AMS.
Experimentation Potential: Better than the previous variants at least. You can potentially upgrade to PPCs. Not a good idea to fire them all at once of course, but that's a nasty surprise for anyone. You can also get 3 SRM6s, 3 MPLs and an engine upgrade, which would be a pretty nasty brawler if you could get into range without suffering too much damage.
SHD-5M: 2 UAC5s with 7 tons of ammo.
Total hardpoints: 2 Ballistic, 2 Energy 2 Missile and 1 AMS.
Experimentation Potential: Practically Zero. By dropping the UAC5s down to normal AC5s you only free up 2 more tons, which is either 2 more tons of ammo or 2 medium lasers. Missiles are pretty much worthless on this variant.
SHD-GD: 1 AC20 with 4 tons of ammo and 4 Medium Lasers.
Total hardpoints: 4 Energy, 2 Missile, 1 Ballistic and 1 AMS.
Experimentation Potential: Again, practically zero. Dropping the AC20/ammo to an AC10 only frees up about 6 tons. Not enough to do anything of consequence aside from add a little bit more ammo.
In the current version of the game I would go so far as to say that the 2K and 5M models would be the two strongest models, with the Gray Death and 2D next because the lasers and PPC provide back up weaponry once the ammo runs dry. The 2H and 2D2 are the most ammo dependent, and while they could be powerful, they are also susceptible to either the ammo running dry before you've properly killed someone, or to ammo explosions if you get surprise-butt-sexed by a sneaky light.
Yes the 5M has a similar weakness, but those UAC5s are nothing to sneeze at either. That said, the 2K and 5M also fit the best under the current version of the skill tree, seeing as they only mount one weapon system. All the others mount 2 and therefore can't be as powerful as the 2K and 5M under the current meta.
Granted I probably chose the absolute WORST mech chassis to showcase Russ' statement about the skill tree making people buy more of the same variants, but that's kind of the point I was trying to make. There's literally only one variant of the Shadow Hawk that has any half-decent ability to run different builds other than the meta build.
Other mechs might have better potential for their variants to run more varied builds other than the meta build, but how many mechs are there out there like the Shadow Hawk? How many mechs have just that one optimum meta build? I dare say that number is far larger than most of us like to think.
The fact that Russ doesn't seem to understand that scares the absolute ever-loving crap out of me and does not give me any hope for MWOs future.