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*post Updated* Latest News Regarding Upcoming Skill Tree Pts


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#321 Gentleman Reaper

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Posted 01 March 2017 - 01:58 PM

View PostOberost, on 01 March 2017 - 01:45 PM, said:

Nope:

"The next update to the PTS Skill Tree build – the contents of which are outlined below – is currently slated for early next week."


Not sure under what pretext you're linking that, but the update says we should see it within the next day or two, so tonight or tomorrow.

#322 MovinTarget

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Posted 01 March 2017 - 02:11 PM

"soon"

Posted Image

#323 Xaat Xuun

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Posted 01 March 2017 - 05:03 PM

I'm a little confused what some are saying about the cost (c-Bills)
so just going to attempt how I understand, and let it be corrected from there

the cost to master is pretty close the same (GXP) maybe cheaper with the new skill tree
the cost for Modules under the new skill tree, are cheaper, and you will gain more mech modules then the current skill system (mech module slots limitations),
Lets take Radar deprivation and Seismic Sensor cost (c-bills), 12 million , to reach the same modules under new skill tree, 19 million, but wait, we're also getting sensor range , current that's what 2 million, and we're getting . .

oh wait, now that I've typed it out, and before complete, I'm seeing the higher C-Bill cost, so what I was thinking was cheaper is not, and I already know the reset cost makes it go out the roof

never mind
looking forward to the changes and see again
I'm guessing that since there was all them C-Bills I had refunded, on top of what one gets in PTS, had blinded me to actual cost in c-bills

#324 Uncle Totty

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Posted 01 March 2017 - 05:11 PM

Looks like the PTS may be ready tomorrow.

#325 Nori Silverrage

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Posted 01 March 2017 - 05:45 PM

Hmm the PTS server looks down but there is a patch available.

#326 SuperFunkTron

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Posted 01 March 2017 - 06:17 PM

View PostNori Silverrage, on 01 March 2017 - 05:45 PM, said:

Hmm the PTS server looks down but there is a patch available.

https://mwomercs.com...now-live-on-pts

#327 Zergling

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Posted 01 March 2017 - 08:40 PM

Checked out the PTS, my thoughts:

Survival is still a 'must have'; it just costs 20 points to get the armor/structure nodes instead of 14.
Operations is still a 'must have'; it just costs 21 points for all the heat related nodes instead of 16.
Mobility is a still a 'must have'; it just costs 30 points to get all the accel/decel, turn rate and speed nodes instead of 20.
Sensors is still a 'must have'. Unlike the others, it didn't increase in cost, still 19 points.

The problem here? It costs 90 out of 91 points to get all the 'must have' nodes. This new PTS suffers from there not being enough skill points available to specialise in any sort of weapons.


Further, the firepower tree isn't that good; it spreads things like range, velocity and heat generation out through the energy, missile and ballistic nodes, which forces players to take many worthless nodes just to get those they want.

Eg, if you want to spec for laser duration and range, it costs 22 points to get -15% laser duration and +7.5% range (in addition to -3% heat gen and -3.2% cooldown).
Specing for more range forces the player to go over into missile and ballistics, forcing points to be wasted on things like gauss charge, magazine capacity, LBX spread, missile spread, resulting in a cost of 13 points for another 7.5% range!


Frankly, at this point I believe the entire 'tree' idea should be thrown out, and just let players spend points on the bonuses they want.
The amount of bonus given by each skill point can then be weighted directly against each other, and players won't have to spend points on worthless bonuses.

#328 Oberost

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Posted 01 March 2017 - 11:04 PM

View PostGentleman Reaper, on 01 March 2017 - 01:58 PM, said:


Not sure under what pretext you're linking that, but the update says we should see it within the next day or two, so tonight or tomorrow.


Check out the updated post, in the third paragraph under the first picture, just at the end and you'll see by yourself...

#329 Uncle Totty

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Posted 01 March 2017 - 11:53 PM

View PostOberost, on 01 March 2017 - 11:04 PM, said:


Check out the updated post, in the third paragraph under the first picture, just at the end and you'll see by yourself...


Then you were looking in the wrong spot. The update is at the very top of the page.

...and speaking of update: PTS IS UP!

#330 MajCyric

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Posted 02 March 2017 - 03:29 AM

View PostRhialto, on 20 February 2017 - 07:44 PM, said:

Oh, can you add a clock in the MechLab? I always need to ALT-TAB to know the time. I think I requested this 2 years ago... but if too complex, I just can keep using ALT-TAB and crash once every 5-10 games. I've heard there is less crash using Windowed Mode but I must play Full Screen to trigger 3D Vision. Huge sacrifice to have depth I suppose.


Some advice... Use Alt+Enter over the Alt+Tab... MWO doesn't like the Alt tab combo for some reason on most systems...

#331 Volag

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Posted 02 March 2017 - 04:29 AM

Throw out the tree branching system, just balance it so players can choose only the nodes they want and don't have to go through nodes that will not help their build.

#332 Dee Eight

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Posted 02 March 2017 - 07:36 AM

View PostZergling, on 01 March 2017 - 08:40 PM, said:

Checked out the PTS, my thoughts:

Survival is still a 'must have'; it just costs 20 points to get the armor/structure nodes instead of 14.
Operations is still a 'must have'; it just costs 21 points for all the heat related nodes instead of 16.
Mobility is a still a 'must have'; it just costs 30 points to get all the accel/decel, turn rate and speed nodes instead of 20.
Sensors is still a 'must have'. Unlike the others, it didn't increase in cost, still 19 points.


"must have" depends on mech builds and play styles. What you must have isn't going to be the same as what I must have, or tom...****...and harry's must haves. Several of my mechs CANNOT overheat...thus the whole operations tree is largely pointless to me. Why would I need to spend skill points on nodes that make zero difference to how I play the mech ?

#333 Zergling

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Posted 02 March 2017 - 07:47 AM

View PostDee Eight, on 02 March 2017 - 07:36 AM, said:


"must have" depends on mech builds and play styles. What you must have isn't going to be the same as what I must have, or tom...****...and harry's must haves. Several of my mechs CANNOT overheat...thus the whole operations tree is largely pointless to me. Why would I need to spend skill points on nodes that make zero difference to how I play the mech ?


If you mechs can't overheat, then they are badly built.

Every single good build in the game has to manage heat, so they will benefit a great deal from the operations tree.

#334 Wintersdark

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Posted 02 March 2017 - 08:49 AM

View PostZergling, on 01 March 2017 - 08:40 PM, said:

Checked out the PTS, my thoughts:

Survival is still a 'must have'; it just costs 20 points to get the armor/structure nodes instead of 14.
Operations is still a 'must have'; it just costs 21 points for all the heat related nodes instead of 16.
Mobility is a still a 'must have'; it just costs 30 points to get all the accel/decel, turn rate and speed nodes instead of 20.
Sensors is still a 'must have'. Unlike the others, it didn't increase in cost, still 19 points.

The problem here? It costs 90 out of 91 points to get all the 'must have' nodes. This new PTS suffers from there not being enough skill points available to specialise in any sort of weapons.


Further, the firepower tree isn't that good; it spreads things like range, velocity and heat generation out through the energy, missile and ballistic nodes, which forces players to take many worthless nodes just to get those they want.

Eg, if you want to spec for laser duration and range, it costs 22 points to get -15% laser duration and +7.5% range (in addition to -3% heat gen and -3.2% cooldown).
Specing for more range forces the player to go over into missile and ballistics, forcing points to be wasted on things like gauss charge, magazine capacity, LBX spread, missile spread, resulting in a cost of 13 points for another 7.5% range!


Frankly, at this point I believe the entire 'tree' idea should be thrown out, and just let players spend points on the bonuses they want.
The amount of bonus given by each skill point can then be weighted directly against each other, and players won't have to spend points on worthless bonuses.

Gotta say, I need to disagree with regards to the weapon tree.

A major problem with the current module system and with the old weapon system was running multiple weapon types was inherently disadvantageous.

Now, your skill points are shared between weapons. If you run a single-weapon mech, you're not going to invest a whole lot of points into the Weapon tree, but you're also not going to get the absolute maximum to heat gen/cooldown/range. Or you're going to have a couple extra points spent that don't really benefit you.

So, if you're investing heavily in the Weapons tree, it behooves you to run two weapon types: I found, with a laser+ballistic build, I was able to get basically all the range/heat gen/etc, and those applied to both my weapon types. I couldn't get *one* Cooldown (-.65%) node without buying an unnecessary skill, so I just didn't get that one. It's just 0.65% cooldown anyways.

If you're just running one weapon, then yeah, just invest in that weapon and the nearby nodes. It saves points for other things.

Why this is important:

For me, build dependant, I'd sooner invest more points in weapons and less in sensors, because I don't really care much about them. Operations, as well - Sure, I lose cool running, the only REALLY important skill in Operations, which is 10% dissipation, and I'm also losing 15% heat capacity. However, I'm gaining -8% Heat Generation. So, if I'm generating 8% less heat in the first place, I need less capacity AND dissipation. So, investing heavily in weapons has covered all but 2% dissipation and 7% capacity. That's pretty damned close in the grand scheme of things, AND I'm packing more ammo, have lower UAC jam changes, enhanced range and projectile speed, etc, etc, etc.

If I just ran a single weapon type, I wouldn't invest so heavily in Weapons and would instead consider Operations to get that heat management.


What I am seeing is a lot of harder choices. Still lots of "filler" to force people to pay more for certain skills: Specifically in Operations, getting those heat management skills costs a lot: you need all 25 points to get them all, and basically only 10 points is actually worthwhile. This really reduces the "must have" nature here.

Edited by Wintersdark, 02 March 2017 - 08:54 AM.


#335 Zergling

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Posted 02 March 2017 - 09:08 AM

View PostWintersdark, on 02 March 2017 - 08:49 AM, said:

Gotta say, I need to disagree with regards to the weapon tree.

A major problem with the current module system and with the old weapon system was running multiple weapon types was inherently disadvantageous.

Now, your skill points are shared between weapons. If you run a single-weapon mech, you're not going to invest a whole lot of points into the Weapon tree, but you're also not going to get the absolute maximum to heat gen/cooldown/range. Or you're going to have a couple extra points spent that don't really benefit you.

So, if you're investing heavily in the Weapons tree, it behooves you to run two weapon types: I found, with a laser+ballistic build, I was able to get basically all the range/heat gen/etc, and those applied to both my weapon types. I couldn't get *one* Cooldown (-.65%) node without buying an unnecessary skill, so I just didn't get that one. It's just 0.65% cooldown anyways.

If you're just running one weapon, then yeah, just invest in that weapon and the nearby nodes. It saves points for other things.

Why this is important:

For me, build dependant, I'd sooner invest more points in weapons and less in sensors, because I don't really care much about them. Operations, as well - Sure, I lose cool running, the only REALLY important skill in Operations, which is 10% dissipation, and I'm also losing 15% heat capacity. However, I'm gaining -8% Heat Generation. So, if I'm generating 8% less heat in the first place, I need less capacity AND dissipation. So, investing heavily in weapons has covered all but 2% dissipation and 7% capacity. That's pretty damned close in the grand scheme of things, AND I'm packing more ammo, have lower UAC jam changes, enhanced range and projectile speed, etc, etc, etc.

If I just ran a single weapon type, I wouldn't invest so heavily in Weapons and would instead consider Operations to get that heat management.


What I am seeing is a lot of harder choices. Still lots of "filler" to force people to pay more for certain skills: Specifically in Operations, getting those heat management skills costs a lot: you need all 25 points to get them all, and basically only 10 points is actually worthwhile. This really reduces the "must have" nature here.


Fair enough, I can understand your arguments and opinions even if I don't exactly agree with them.


Sensors tree for Radar Deprivation and Seismic Sensor are pretty useful; Radar Dep makes LRMs a non-issue most of the time, while Seismic vastly increases situational awareness.
While I can get by without them, I find them far too useful to pass them up.

And note that ECM mechs need to invest in the Sensors tree to get the full use of their ECM; without the ECM skill nodes, their ECM will be severely nerfed compared to current live server performance.


As for Operations, getting maxed Cool Run / +10% heat dissipation requires a minimum of 17 points, while just 3 nodes / +6% heat dissipation requires 12 points.
17 points is a very good idea, and it is then only 3 more points for maxed Heat Containment nodes, which is still quite useful (albeit not as much as Cool Run).


The one tree I find debatable is Mobility; with the general mobility/engine rating decoupling changes on the PTS, I really don't know if the accel/decel/turn rate/top speed bonuses in that tree are really worth 30 points, or even 24 points it costs without Speed Tweak.

It seems fairly unlikely the current mobility state in the PTS is final, so even testing things out in the PTS won't help me form a solid opinion on it.
If the bonuses were applied to the current live server, I'd probably say yes, the tree is worth the points... but with the pending mobility changes, I just don't know.

Edited by Zergling, 02 March 2017 - 09:08 AM.


#336 Rhialto

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Posted 02 March 2017 - 09:37 AM

View PostDAYLEET, on 01 March 2017 - 07:26 AM, said:

Maybe someone already said it but just use Steam and bring the overlay in view when you need the clock.

I don't play MWO on Steam but good advice. Posted Image

Edited by Rhialto, 02 March 2017 - 09:40 AM.


#337 Wintersdark

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Posted 02 March 2017 - 09:40 AM

View PostZergling, on 02 March 2017 - 09:08 AM, said:


Fair enough, I can understand your arguments and opinions even if I don't exactly agree with them.


Sensors tree for Radar Deprivation and Seismic Sensor are pretty useful; Radar Dep makes LRMs a non-issue most of the time, while Seismic vastly increases situational awareness.
While I can get by without them, I find them far too useful to pass them up.
I don't run them a lot on live because I'm too lazy to swap modules. Derp, because I don't care about LRM's, and Seismic while awesome... eh. I can survive without it fine. Lots of points, if you feel it's worth than then that's all good, but I'd certainly not call the tree mandatory.

Quote

And note that ECM mechs need to invest in the Sensors tree to get the full use of their ECM; without the ECM skill nodes, their ECM will be severely nerfed compared to current live server performance.
Yup; if I was running ECM, I'd go all in on the sensors tree... but that kind of makes sense, really. Then you're building a infowar based mech, right?

Quote

As for Operations, getting maxed Cool Run / +10% heat dissipation requires a minimum of 17 points, while just 3 nodes / +6% heat dissipation requires 12 points.
17 points is a very good idea, and it is then only 3 more points for maxed Heat Containment nodes, which is still quite useful (albeit not as much as Cool Run).
If you're not going hard into weapons, then yeah. If you ARE going into weapons, though, simply generating less heat in the first place is functionally identical to dissipating more. Grab Heat Gen skills, and those Operations points are less important.

Quote

The one tree I find debatable is Mobility; with the general mobility/engine rating decoupling changes on the PTS, I really don't know if the accel/decel/turn rate/top speed bonuses in that tree are really worth 30 points, or even 24 points it costs without Speed Tweak.
I agree here, and fine it varies from mech to mech. Some mechs, I need the extra agility, others not so much. It depends both on the baseline characteristics AND the weapons on the mech. I care less for less torso speed, for example, when I've got the majority of my loadout in my arms.

Quote

It seems fairly unlikely the current mobility state in the PTS is final, so even testing things out in the PTS won't help me form a solid opinion on it.
If the bonuses were applied to the current live server, I'd probably say yes, the tree is worth the points... but with the pending mobility changes, I just don't know.

My opinion on it is pretty simple: If it's not readily apparent that the mobility tree is necessary or not, that means it's not mandatory, and that's exactly where it should be. Something you can choose to use, or not, depending on your goals.

#338 C E Dwyer

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Posted 02 March 2017 - 09:52 AM

Big silly grin on face.

P.T.S 2 is a big, big, leap forward over P.T.S 1 there are a few niggles, and a few skills I think are redundant, and a few skills that are very important, that are in IMO to far down the nodes (hard braking) but if P.G.I shipped this thing out next week as long as they said they would look at the annoying bits I'd probably be buying stuff again.

First time in a long long while I've felt genuinely positive about this game, I do feel that P.G.I are going in the right direction with this.

#339 Bluttrunken

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Posted 02 March 2017 - 09:54 AM

@Zergling

If we could get all the good stuff in those trees, including a weapon specialization the skill tree would be pointless. The tree is about choices. Do I want a mobile, hard-hitting unit? A durable, cool running brawler? etc.

If we could just skill all the juiciest bits, there would be no sense in having a skill tree.

Edited by Bluttrunken, 02 March 2017 - 09:55 AM.


#340 Wintersdark

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Posted 02 March 2017 - 10:01 AM

View PostCathy, on 02 March 2017 - 09:52 AM, said:

Big silly grin on face.

P.T.S 2 is a big, big, leap forward over P.T.S 1 there are a few niggles, and a few skills I think are redundant, and a few skills that are very important, that are in IMO to far down the nodes (hard braking) but if P.G.I shipped this thing out next week as long as they said they would look at the annoying bits I'd probably be buying stuff again.

First time in a long long while I've felt genuinely positive about this game, I do feel that P.G.I are going in the right direction with this.

I'm liking it. Harder choices for skills, less "mandatory" trees. Bugged mechs aside, I don't feel I *need* mobility, though I do want it. Operations is valuable despite being 90% filler for the skills you actually want, but it's replaceable via heavy investment in weapons. Or you can do both, at the cost of mobility/defense for maximizing heat dissipation *and* reducing generation.





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