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Will The New Tree Kill The Freedom To Tinker And Play Around With New Builds


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#1 mouser42

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Posted 25 February 2017 - 11:46 PM

a lot of players like to swap things around try out new build with our mechs, it's part of the fun. To try out new builds we will have to spend c-bills and exp ever time we want to change something around and if we don't like it pay again to change it back. For me this is a turn off for limiting my fun of tinkering with my mechs. Ever time I see a video for the daily build form moltenmetal or a fun build snuggles time has posted, I can't help but dream up some abomination to try out when I get home. This pay gind pay grind and repeat is a kill joy to players who like to tinker.

keep the skill tree it's better then what we have put a cap on how many skill nodes a mech can use at one time but not how many skill node that can be unlock.

over time a mech may have all it's skill nodes unlock but that mech will only be able to use a set number of those skill nodes at any one time and we can keep on tinkering and trying out new builds.

It's far from a perfect solutions and I have only have one voice. But I for one would hate to lose the freedom to tinker with my mechs and be for ever stuck in the meta rut.

#2 Andi Nagasia

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Posted 25 February 2017 - 11:55 PM

well as it currently is. it costs 60,000 C-bills & 800 Exp per Node to unlock,
it costs nothing to purge a Node and choose another one(which you Buy at Full Price)
but if you ever go back to that other Node it will cost half to buy,

as you could easly get a node even on a loss,
im ganna say no not really, it gives you more choices,
but at a cost of respecing sometimes later if you would like to,

Edited by Andi Nagasia, 25 February 2017 - 11:56 PM.


#3 MechaBattler

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Posted 25 February 2017 - 11:55 PM

They're consolidating the weapon skill tree and making many of them universal skills for weapons. There will still be specific skills like velocity, duration, jam chance reduction, etc. But those are the only ones you'll want to swap around for different loadouts.

#4 El Bandito

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Posted 26 February 2017 - 12:00 AM

Gonna see how it goes when Skill Tree 1.1 comes out on PTS. I still think nodes you unlocked should be free forever on that mech, if you wish to respec.

#5 SuomiWarder

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Posted 26 February 2017 - 12:43 AM

Well, one could always tinker with different weapon load outs and not put anything into the weapon tree until you find something you like. And if you swap something out later, for casual play it really shouldn't be critical if you don't have 15% extra range and cool down or whatever.

#6 Myke Pantera

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Posted 26 February 2017 - 01:40 AM

Please reread the economy section of https://mwomercs.com...tree-pts-update and you'll find that respecing costs no CBills anymore and only 400XP. The XP will not be an issue since you'll mostly tinker with mech you actually play, so all the XP earned after initial mastery can be used to tinker. Along with the changes to make weapon quirks more general I don't see a problem with respecing anymore. Of course we'll only know for sure, once it's on the PTS but I'm now very confident this will be a success and major improvement to MWO

#7 Weeny Machine

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Posted 26 February 2017 - 01:43 AM

View PostAndi Nagasia, on 25 February 2017 - 11:55 PM, said:

well as it currently is. it costs 60,000 C-bills & 800 Exp per Node to unlock,
it costs nothing to purge a Node and choose another one(which you Buy at Full Price)
but if you ever go back to that other Node it will cost half to buy,

as you could easly get a node even on a loss,
im ganna say no not really, it gives you more choices,
but at a cost of respecing sometimes later if you would like to,


Andi, what happens to the existing quirks? Take for example a Centurion D. The skill tree wouldn't be enough to keep the chassis afloat.

#8 Baba_Yaga

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Posted 26 February 2017 - 03:41 AM

Yes, it will reduce tinkering, especially if you play with moremthan a few mechs!

#9 I_AM_ZUUL

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Posted 26 February 2017 - 03:43 AM

View PostBush Hopper, on 26 February 2017 - 01:43 AM, said:


Andi, what happens to the existing quirks? Take for example a Centurion D. The skill tree wouldn't be enough to keep the chassis afloat.


Some stuff will be staying but the IS is being Nerfed so hard they are not even going to be anything but marginal at best for at least 6-9 months before PGI does another quirk pass. The skill tree is a terrible joke since it costs more to get less than what we currently have already... so Clan have less to lose and therefore this will end up being a net gain over IS for them.

But to the original topic... YES! yes it will

#10 Jubblator

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Posted 26 February 2017 - 06:45 AM

View PostI_AM_ZUUL, on 26 February 2017 - 03:43 AM, said:


Some stuff will be staying but the IS is being Nerfed so hard they are not even going to be anything but marginal at best for at least 6-9 months before PGI does another quirk pass. The skill tree is a terrible joke since it costs more to get less than what we currently have already... so Clan have less to lose and therefore this will end up being a net gain over IS for them.

But to the original topic... YES! yes it will

And you should go read the https://mwomercs.com...tree-pts-update

Also the armor quirks of the previous trials on PTS for IS are ******* incredible for instance Atlas could boat 164 CT armor. The clans get less bonuses to armor for instance, the IS chassies wont be locked into quirks you might not use (say the chassi is quirked for PPC but you dont like using it). So no it will actually give you more options to quirk your mech out like you want to play it.
As for cost, to elite out a mech now you need 2 more variants of the same chassis (and perhaps the types you wont like to play) instead of with the skill tree you can only play and elite your favourite mech.
The skill tree will be a great addition.

#11 LordNothing

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Posted 26 February 2017 - 08:50 AM

its actually going to give you more freedom, but that freedom comes with extra grind. you will get locked into a particular build through mastery and if you want to try something else, you will probibly have to respec. also if you want to be competitive a lot of stuff is going to be mandatory. you can spec out a troll build to be super annoying but it probibly wont fly well in fp.

#12 Clanner Scum

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Posted 26 February 2017 - 09:26 AM

View PostMyke Pantera, on 26 February 2017 - 01:40 AM, said:

Please reread the economy section of https://mwomercs.com...tree-pts-update and you'll find that respecing costs no CBills anymore and only 400XP. The XP will not be an issue since you'll mostly tinker with mech you actually play, so all the XP earned after initial mastery can be used to tinker. Along with the changes to make weapon quirks more general I don't see a problem with respecing anymore. Of course we'll only know for sure, once it's on the PTS but I'm now very confident this will be a success and major improvement to MWO


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#13 Andi Nagasia

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Posted 26 February 2017 - 09:59 AM

View PostBush Hopper, on 26 February 2017 - 01:43 AM, said:

Andi, what happens to the existing quirks? Take for example a Centurion D. The skill tree wouldn't be enough to keep the chassis afloat.

not all existing quirks are going away,
Many IS mechs keep their Armor / Structure, but when the new bonuses are applied they do much more,
PTS1 a DWF with full Defense Tree would only gain 10Heath Armor/Structure, an AS7 gets 25ish more,

#14 Agent1190

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Posted 26 February 2017 - 10:28 AM

To answer the OPs post title - too soon to tell. We've had one PTS, and the second PTS for this will be different. Asking this question now is pointless, because there is nothing that says we will get a skill tree in it's previous form, current form or some other form.

#15 Mystere

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Posted 26 February 2017 - 10:37 AM

View PostMechaBattler, on 25 February 2017 - 11:55 PM, said:

They're consolidating the weapon skill tree and making many of them universal skills for weapons.


And that is something I am not fond of.

Would it have really hurt if Mechs with multiple hardpoint types received more weapon skill trees and/or more skill points to distribute?

Yes, I realize it's more effort on PGI's part. But, genericity just does not seem to sit well with me these days.

Edited by Mystere, 26 February 2017 - 10:38 AM.


#16 Tier5 Kerensky

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Posted 26 February 2017 - 11:59 AM

It will mostly give more. You can have more features which previously were restricted to like 2 (modules).

It's not only more everything, you have to choose, just like before, you can't have everything.

Biggest change will be you can fully upgrade any single mech you want, without buying two useless mechs you don't want. That is really good change and I really hope it's going to hit next month. The new system doesn't have to be perfect right from the start.

This new system is alot easier and cheaper than previous PTS version.(yes, the new hasn't been yet introduced as PTS but the major changes to first PTS version has been released.

Edited by Teer Kerensky, 26 February 2017 - 11:59 AM.


#17 MechaBattler

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Posted 26 February 2017 - 01:56 PM

View PostMystere, on 26 February 2017 - 10:37 AM, said:


And that is something I am not fond of.

Would it have really hurt if Mechs with multiple hardpoint types received more weapon skill trees and/or more skill points to distribute?

Yes, I realize it's more effort on PGI's part. But, genericity just does not seem to sit well with me these days.


I'm not really a fan of homogenization either. But they did keep the specific ones like jam chance reduction, duration, velocity, and the gauss charge skills in. So you still have some specialization. And if you never want to bother with changing skills based on your loadout, you just don't get the specialized skills. Use the extra points for something else.

#18 JC Daxion

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Posted 26 February 2017 - 02:11 PM

View PostBush Hopper, on 26 February 2017 - 01:43 AM, said:


Andi, what happens to the existing quirks? Take for example a Centurion D. The skill tree wouldn't be enough to keep the chassis afloat.



You do realize that most of the PTS builds in the past removed quirks for a time while they find baseline balances. You test the Base, see how mechs react to it, and the adjust. If you are stacking this on pre-quirked mechs, you don't have a baseline.



OP, No, i think most of the tree will basically be one way on your mech. Are you a scout, or flanker, or tank or jumper or what ever.. Typically people play with weapons, so that is a small part of the tree, so you are not going to be doing full respects. I don't think minor adjustments are going to cost more XP, or c-bills than you will earn in a few matches.

I don't see that being much more expensive than adding and removing things like artemis/endo ect.. I know it is not done all the time, but i can say for sure, especially with energy boats and my missile mechs i have spent much swapping around, to the point that it probably would of been cheaper to just buy an extra chassis for a couple that i could just never decide on.

Edited by JC Daxion, 26 February 2017 - 02:15 PM.


#19 FupDup

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Posted 26 February 2017 - 02:20 PM

View PostMystere, on 26 February 2017 - 10:37 AM, said:

And that is something I am not fond of.

Would it have really hurt if Mechs with multiple hardpoint types received more weapon skill trees and/or more skill points to distribute?

Yes, I realize it's more effort on PGI's part. But, genericity just does not seem to sit well with me these days.

This is very easily exploitable, particularly on Omnimechs.

Just because you have multiple hardpoints types does not mean that you actually equip multiple weapon types. A mech with missile, ballistic, and energy can just choose to boat lasers, for example.

As a preemptive counterpoint, basing it off of weapons equipped doesn't solve it either. You can just use SL, MG, and SRM2 as filler weapons to game the system.

Edited by FupDup, 26 February 2017 - 02:20 PM.


#20 Coolant

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Posted 26 February 2017 - 05:14 PM

it shouldnt affect playing around with new builds at all....skills separate from mechlab. It wont cost anymore than it does now.





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