Posted 03 March 2017 - 02:53 PM
So far the thing I dislike the most about the new skill tree is the way the nodes are scattered, particularly on the firepower tree. In testing out the skill tree for my Nova, which carries nothing but small pulse lasers, I wanted to maximize range and heat efficiency, with cool down and laser duration being secondary concerns. In order to reach every range and heat reduction node, I hade to waste points on FOUR projectile velocity nodes, two ballistic weapon nodes, and two missile weapon nodes. That's almost 10% of my available points spent on nodes for weapons that aren't on my mech. If I were using PPC's, I could benefit from the projectile velocity nodes, but the SEVEN laser duration nodes I had to take to get the maximum heat efficiency would be an even bigger waste.
I would like to see a hybrid between this configuration and the previous one, where the firepower trees are separated by weapon category rather than by specific weapon: Ballistic, Energy, Missile. Each of those trees could then have its own heat efficiency, range and cool down nodes, with outlying nodes on the sides for things like laser duration, UAC jam chance, missile spread, etc.
Secondly, rather than linear progression, I think the skill nodes should have diminishing returns. Early nodes would have greater impact than later nodes, allowing players to decide between focusing their skill points on maxing out a few attributes, or gaining a smaller but still respectable benefit across a wider variety of skills. This would also have a secondary effect of reducing the gap between new players who have just begun to level up their mechs, and veterans who are fully invested.
Example:
1st Node: -5% Heat, +3% Range, +2.5% Cool down
2nd Node: -4% Heat, +2.5% Range, +2% Cool down
3rd Node: -3% Heat, +2% Range, +1.5% Cool down
4th Node: -2% Heat, +1.5% Range, +1% Cool down
5th Node: -1% Heat, +1% Range, +0.5% Cool down
Total: -15% Heat, +10% Range, +7.5% Cool down
Each of these values can be tweaked however you need them, as can the total number of nodes, but I think this is a good illustration of the idea I am trying to convey. A laser boat would probably spend all 15 points on getting these nodes across the energy tree, and might spend more points on laser duration. A PPC boat would do the same, but take projectile velocity instead of laser duration.
In contrast, a mech that carries two weapon types might only take the first three nodes on each tree. They still get roughly 80% of the benefit of maxing out a tree, but only invest 60% of the points to do so. I think this same pattern could also be carried over to the other skill trees. By front loading the benefits in the early skill nodes and then reducing it slightly with each consecutive node of the same type, newer players will benefit from less disadvantage.
I feel like the survival tree would benefit from some kind of dynamic between laser reflection and reactive armor, otherwise it seems pretty good.
I don't care for the agility tree at all. It suffers from the same problem that the firepower tree does. If my weapons are all arm mounted, as they are on my Nova, I think its wasteful to have to sift through torso pitch nodes to get to the arm nodes. The same is true in reverse... if all of my weapons are torso mounted, as in a Kodiak 3 will four auto-cannons, then having to tag the arm nodes to get the torso nodes is wasteful. Finally, having to commit no less than 24 of 30 points to this tree in order to get the full benefit of speed tweak is appalling.
The Jump Jet tree most closely aligns with the format I think the other trees need to take. Vectoring and Vent Calibration are both arranged linearly; now they just need their values front-loaded as I described above, with gradually diminishing returns.
Mech Operations: The Cool Run and Heat Capacity nodes are really the only ones I am interested in. Too bad in order to max them out I have to spend 50% MORE on skill nodes I don't care about.
Sensors: I spend roughly the same amount on skill nodes I don't care about in order to get the ones I actually want...
Auxillary: I really like what this skill tree offers, but I'm a little confused. If I'm reading it correctly, there are skill nodes that give you additional slots for consumables, but in order to take additional consumables of a specific type, you have to take OTHER skill slots.
Example: Right now I can take two consumables, but only one can be an air strike/artillery strike. The Consumable Slot nodes allow me to take up two SIX total consumables, but in order to have more than one of those strikes I also need to pick up the Expanded Reserves Nodes.
Assuming I'm reading that correctly, I actually like this Skill tree. Each category of consumable is on its own part of the tree, so you don't have to take UAV upgrades to get improved air strikes or vice versa.
If the Skill trees became streamlined as I have suggested, you could probably get away with reducing the total number of skill points available for each chassis. By implementing the front-loaded diminishing returns model, you could then give players incentives to branch out with the application of those skill points, while still leaving them the option to min-max a particular loadout if they desire.