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*post Updated* Latest News Regarding Upcoming Skill Tree Pts


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#281 Wintersdark

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Posted 27 February 2017 - 12:22 PM

View PostUrbanTarget, on 27 February 2017 - 12:06 PM, said:



HERESY! BLASPHEMY! SPEAK NOT ILL OF THE EXHAULTED URBIE, OUR SAVIOR FROM THE CLANS!

Who appeared along with our Resistance I Pack (okay, he brought up the rear)? Though a mere afterthought, it was the Urbanmechs (and a sh*t-ton of quirks) that began the turning of the tide!

So besmirch not his hallowed name, let his merciful 360 degree gaze be upon you!

Hey, I love my Urbanmech, and it's my single most used IS mech (out of very, very many, too!)

But as much as I love it - and do quite well in it - I try to be as direct as possible in threads like this because as fun as jokes are, we've already got one person grossly overexaggerating everything and it causes a lot of problems when you're trying to have a reasonable discussion.

#282 cougurt

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Posted 27 February 2017 - 11:41 PM

View PostWintersdark, on 27 February 2017 - 10:20 AM, said:

I've felt that way. Speed is why you go faster - speed and heatsinks. But twist and turn cap how far you'll go lower. Once you hit "twisty enough" more doesn't matter a lot - it's icing on the cake.

You're arguing my point against 1453R though, speed IS the real reason you change engines size, because speed is critically important. He fears everyone's going to mount 250's and the game is going to slow to a crawl, but that's ridiculous.

i haven't actually read through most of this thread, but yeah, that's a bit of an exaggeration. in fact, i expect average speeds would drop very, very little. however, i also don't see enough mechs benefiting from this to make it worthwhile.

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Preaching to the Choir. Both are valid choices, and while most tend to prefer the Gyr, the Linebackers speed has its place (though I argue it has too much speed, as diminishing returns on tonnage:speed means it gives up a lot to get that speed). The timber wolf / Gyr is a much better comparison.


it's not a perfect comparison seeing as how the linebacker is 10 tons lighter, but it's a good example of the diminishing returns on larger engines (which you're already aware of). i really like the linebacker because it's different from the other heavies. it's not the best, but it at least has that slight edge in maneuverability, and i'll be very sad if it loses that.

this isn't just a problem for omnimechs, either. what do you do with mechs that have very high engine caps? do you quirk them to be on the same level as mechs with locked engines, or do they get left out because they have the option of taking something smaller?

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Mechanically that's hard to do because engines don't give mobility, speed does. From a coding perspective that makes this much more complex. You're not changing a property of is engines, you're adding code to the mobility calculation. You can't just if (IS) add x%, because then large engine is Mecha gain even more agility.

Engines lack the ability to carry modifiers to the mech. Also, setting modifiers per engine still screws with things because speed (and thus mobility) are a factor of engine vs. tonnage, so if you have say 250 rated engines +10% turn rate, that would be a HUGE buff to lighter Mecha using it (they move fast with a 250 and thus have very high base mobility, add a percentage and they gain a LOT) while it isn't helpful for a large mech running that same engine as they gain little.

That's why the decoupling of mobility from the engine size is good. It's also a complex change, but it solves a lot of issues where the current formula messes things up.

would that really be a bad thing, though? most IS lights already have significant mobility quirks and still struggle to remain competitive. if necessary, the effects of engine size on mobility could be reduced either across the board or just on the extreme ends of the spectrum. perhaps i'd have to see it in action, but i can't imagine this would upset the balance of the game too much.

#283 Kael Posavatz

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Posted 28 February 2017 - 11:07 AM

View PostTina Benoit, on 24 February 2017 - 03:43 PM, said:

Unfortunately the next update to the PTS Skill Tree build won't be up today, a bit more time was required and will be ready for early next week.

Thank you for understanding!


We are rapidly running out of 'early' and heading towards 'middle'.

#284 Uncle Totty

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Posted 28 February 2017 - 02:10 PM

View PostTina Benoit, on 24 February 2017 - 03:43 PM, said:

Unfortunately the next update to the PTS Skill Tree build won't be up today, a bit more time was required and will be ready for early next week.

Thank you for understanding!


Any update in regards to the cause of this new delay? Posted Image

#285 DarthFunkNinja

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Posted 28 February 2017 - 02:35 PM

I wonder if people who work for PGI get told one thing; and then something else happens. This was supposed to be completely ready in January.

#286 MechaBattler

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Posted 28 February 2017 - 02:42 PM

It'll be done when it's done. It wouldn't be the first or second time they've underestimated how much time it would take to develop something. And the last PTS had many bugs. Most especially the crit system.

Edited by MechaBattler, 28 February 2017 - 02:43 PM.


#287 MovinTarget

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Posted 28 February 2017 - 02:57 PM

All they can do is *estimate* the amount of time it takes to complete something... So often the true level of complexity in some code implementation comes out after the estimation is given...

#288 The Boneshaman

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Posted 28 February 2017 - 03:09 PM

I see what they are trying to do, But I still don't like the idea of my Cbills going to my skill tree.
I want my Cbills to go to mechs, weapons, and equipment. NOTHING else.
I would rather you increase the XP need with no Cbill cost.
I would also like to see the option of turning off XP gained when mechs are fully mastered. but that's just me. I don't like gaining XP after my mech is master.
I only used GXP for my module upgrades. plus I don't buy MC to convert the over flow of XP in to GXP. but that's just me. when my mech is mastered its time to put it away.
only because I hate gaining XP that I will never use. Unless whenever I choose to change my skill tree around I loose the XP and have to re grind it.
I wouldn't mind that. makes me feel like I can still play the mech and not worry about the excess XP.
But I'm probably the only one that thinks this way. Shut of XP gain to get a 1% Cbill boostPosted Image that would be fine by me.

Edited by The Boneshaman, 28 February 2017 - 03:12 PM.


#289 Kael Posavatz

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Posted 28 February 2017 - 03:13 PM

View PostMechaBattler, on 28 February 2017 - 02:42 PM, said:

It'll be done when it's done. It wouldn't be the first or second time they've underestimated how much time it would take to develop something. And the last PTS had many bugs. Most especially the crit system.


It's not the first time or second time, but it seems like every time. Those things that do arrive on time often need major changes in the weeks/months that follow. Again. Not all the time, but often enough.

#290 Kael Posavatz

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Posted 28 February 2017 - 06:46 PM

Okay, the thread is saying the post was updated.

The news feed https://mwomercs.com...-skill-tree-pts is saying it was updated, but I am not seeing any updates.

Unless, of course that 'early next week' was changed to 'early next week [emphasis added]'.

#291 SpiralFace

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Posted 28 February 2017 - 07:43 PM

He said over on reddit that the top portion is new. So they are still working on getting it sometime this week.

#292 Felicitatem Parco

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Posted 28 February 2017 - 07:57 PM

Yeah, the update is the heads-up that it's happening this week, as opposed to just leaving us guessing. It's nice to know they are still on track for this week.

#293 Kael Posavatz

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Posted 28 February 2017 - 08:00 PM

View PostSpiralFace, on 28 February 2017 - 07:43 PM, said:

He said over on reddit that the top portion is new. So they are still working on getting it sometime this week.


Okay. Well...I guess that's nice to know.

#294 Nightbird

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Posted 28 February 2017 - 08:35 PM

It's still a TTK nerf patch, -12% dps nerf because no replacement for cooldown modules (tree covers fast fire only), and + ~20% to hp and armor values, = 20-30% TTK increase.

#295 brophy79

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Posted 28 February 2017 - 08:45 PM

I think this is still wrong. I think that when you buy a node it shouldn't be specific. For example if you have purchased 20 nodes for your mech, you should be able to move those 20 nodes about as much as you want. This will promote diversity and experimentation.

#296 -Ramrod-

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Posted 28 February 2017 - 09:11 PM

This whole thing sounds like such a good idea that it actually isn't. The current skill tree is not broken. A massive fundamental change to gameplay for a game that's been around for 5 years. It's far too late to implement this stuff. Skill Tree...energy draw...just drop em. Instead do better jobs on balancing mechs from the get go. This isn't going to attract new players. It's just going to make some current players stop playing altogether. These massive changes may help "balance the game (which they don't)" but are quite toxic to the community. The game has been out for far too long. I'd rather see many more new maps, game modes, Solaris, new weapons, etc etc than a fix to something that isn't broken in the first place.

Edited by Ramrod AI, 28 February 2017 - 09:12 PM.


#297 AntoNik

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Posted 28 February 2017 - 10:58 PM

Posted Image

#298 Gedankenlaser

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Posted 01 March 2017 - 12:19 AM

View PostWintersdark, on 25 February 2017 - 07:17 AM, said:

Covered in the announcement post. Mecha which require agility for competitiveness (read: already have agility quirks) will have higher base manueverability values. Example given that the Phoenix Hawk will be substantially more agile than a Blackjack.

Yeah I read that.
My question just was if the values will be transferred 1:1 or just in part. And if just in part if they will make an impact vs the userquirks on stronger chassis.
Peace

#299 Doctor Dinosaur

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Posted 01 March 2017 - 12:31 AM

I'm still wondering how PGI will re-balance the fact that mechs have a different number of available module slots. This buff/nerf will vanish and be replaced with nothing, usually (I think) resulting in a buff for clanners or a nerf for IS.

I play clans, I am ok with that...

(not really)

#300 XX BURT XX

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Posted 01 March 2017 - 01:40 AM

Kinda meh to me... left WOT for MWO, but now I feel mechs are getting closer to tanks regarding unification of mechs, after a couple of updates we may face all mechs will be equal, which I consider to be a bad thing. The quirks were ok for me, why not... I think the game is online for too long, to make such radical changes. Makes me feel my pimped mechs will be garbage after update, not spending any cbills or exp before patch arrives. But we will see.





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