(https://mwomercs.com...-tree-feedback/)
but for the sake of showing more support for his stance on the new skill tree and throwing my shiny little C-Bill in on the matter, here's my post about it!
The current build of the "Skill" Tree does not "Promote greater build and 'Mech diversity on the battlefield by enabling broader control over specialized roles." or at least, not to the extent that I feel it could. It's just not designed that way! There are too many arbitrary decisions to make to get to the "good stuff" ,so to speak, that I want for my mechs.
Say I want that sweet -5% cooldown for my duet of lbxs on my *K-tapult? I gotta wade through 4 range or velocity(Take your pick) buffs just to get that! That's 400k of C-Bills I could be spending elsewhere, not to mention the 6k exp cost as well! Now that's not to say people won't want that sorta buff alongside their cooldown improvement, but that's 4 choices I didn't want to make. AND it means that there are only 2 variations on a mech with -5% lbx cooldown! If you look at regular auto cannons *Silently retches* there are only 1 variation of skill choices that get you the full -5% unless you wanna tryhard and get the range buffs as well...
Now! I don't dislike the "Skill" Tree in it's entirety! I like the idea of it, but it's execution isn't right... I think that from both a thematic and practical standpoint, you should change it from buying "Skills" off a tree to buying quirks in the lab. leave out those modules and even remove all inherent mech quirks to allow people to customize and purchase the quirks they want!
Plus I'd like a "decrease jumpjet landing recoil" quirk as well pleaseandthankyou!
* That's what I call the Catapult-K2, by the by...
Edited by Hickory, 13 February 2017 - 11:06 AM.