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Latest Skill Tree Build Now Live On Pts!


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#81 MW Waldorf Statler

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Posted 02 March 2017 - 08:43 AM

im hate this up-up-up weaponsskills for each Chassie
...give me a AC10 Armstrong Buster Model skill ...higher Cooldown as Standard, and more Pinpoint-damage and crit Chance and less Optimal range , or a AC Mydron Model B skill-less Cooldown, less pinpoint damage as Standard, and higher Crit Chance and higher Optimal range ...and 24 Arti and Airstrikes bad idea ...yesterday and today and Tomorrow

Edited by Old MW4 Ranger, 02 March 2017 - 08:43 AM.


#82 Dee Eight

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Posted 02 March 2017 - 08:43 AM

View PostXarchus, on 02 March 2017 - 08:30 AM, said:


Maybe not to you sir, but if a company suddenly loses 10% of its customer base that is going to have a very significant impact.


Ten percent of this game's base isn't the same as say ten percent of overwatch's base. If 10% up and quit here...they should lose their forum access also. The loss of salt would be better for the game in the long run.

#83 Xarchus

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Posted 02 March 2017 - 08:48 AM

View PostDee Eight, on 02 March 2017 - 08:43 AM, said:


Ten percent of this game's base isn't the same as say ten percent of overwatch's base. If 10% up and quit here...they should lose their forum access also. The loss of salt would be better for the game in the long run.


I don't deny that there are parties on both sides whose judgement has been clouded by the salt in their eyes.

+ By that logic you could say that losing 10% of our far smaller community could have a far greater impact, especially as there will be fewer new people stepping in behind them than there would be for a game like Overwatch. Fewer players = less money for the developer = fewer new cool things for us to play with =(.

Edited by Xarchus, 02 March 2017 - 02:01 PM.


#84 Arkhangel

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Posted 02 March 2017 - 08:50 AM

also... bear in mind not thst entire 10% actually hates this :P more like 1%, art most. so... honestly... yeah. not a loss.

#85 Darren Marik

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Posted 02 March 2017 - 08:55 AM

View PostArkhangel, on 02 March 2017 - 08:07 AM, said:

It's already been said to the whiners whining about "having to take nodes they don't use." guess what, you can't be minmax meta[Redacted] anymore. you're GOING to have to take some stuff you don't want in order to get the stuff you do want, or re-work out how you build your mechs.

in other words... the best MWO players will be the best PILOTS in more cases, rather than just the ones who follow the meta closest, which.. honestly is how it should be,

These posts only deter people from expressing "their" opinions of the PTS, which PGI is obviously asking for by allowing us to test. some people do not like the idea of choosing nodes they do not need, and are expressing that, which is encouraged.

Edited by draiocht, 02 March 2017 - 01:49 PM.
Quote Clean-Up


#86 Rogue Jedi

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Posted 02 March 2017 - 09:00 AM

View PostKael Posavatz, on 01 March 2017 - 07:12 PM, said:

If MC and C-bill consumables have the same in-game effect, then what impetus is there for a player to take an MC consumable?

the 50% increase in price of the Cbill consumables, from 40k to 60k each, and if you unlock the 4 extra slots you will potentialy be paying 360,000 per match or 90MC for 2 strikes, 2 UAVs and 2 Cool Shots

#87 anfadern

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Posted 02 March 2017 - 09:04 AM

This will be interesting!

#88 GenJack

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Posted 02 March 2017 - 09:06 AM

Amazing improvement, can't wait to see how it plays out!

#89 Dee Eight

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Posted 02 March 2017 - 09:21 AM

View PostRogue Jedi, on 02 March 2017 - 09:00 AM, said:

the 50% increase in price of the Cbill consumables, from 40k to 60k each, and if you unlock the 4 extra slots you will potentialy be paying 360,000 per match or 90MC for 2 strikes, 2 UAVs and 2 Cool Shots


Which all work better than the 40k ones we have now.

#90 RaptorRage

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Posted 02 March 2017 - 09:29 AM

I'm assuming it's a typo in the weapon tree for this version that the missile spread increases +1.5% with each node selected rather than the missile spread decreasing -1.5% each.

#91 ThiefofAlways

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Posted 02 March 2017 - 10:02 AM

Even worse than the first try! Now I have to waste even more points on things that I didn't want to start with that don't fit my game play. Unlike more I didn't care about the cost to redo a tree or the costs to start it. I much preferred the Skill tree V1 to this. Give people the option to truly have what they want and don't want. Don't make them buy nodes that have nothing to do wit their build.

#92 Michaelson Snow

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Posted 02 March 2017 - 10:45 AM

Just keep tweeking it. Going good so far, not everyone will be pleased, as they never are. Be it game or reality.

#93 CptnHero

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Posted 02 March 2017 - 11:13 AM

First of all, thx for listening to the community and not releasing the new system too early.

The resumee below ist after a short test, but I will go deeper and test more mechs later.

The new skill tree is as bad as the old one. In some points better (less XP an c-bill costs), in some points worse (still, and even more than before, the exact opposite of a freedom of customisation as promised).

There is zero need of that weapon skill tree. If you want to compete, you need Sensors for seismic and radar dep., Survival for the full armor and structure bonus, Operations for the full heat bonus, and (for my part) Mobility, for the extra mobility in your 'Mech and Auxiliary as a nice bonus for extra cool shots an consumables (or any other nodes) for most 'Mech configurations.

My main problems with the new skill system are not solved. You still have to unlock nodes you don´t need (hillclimb wtf?), and the c-bill costs are still too high. They should be nothing but zero for unlocking and respecing the nodes (actually there are no c-bill costs for respecing or unequipping nodes, a big thanks for that).

But the new consumable skill is hillarious! I can have, in my configuration, the full bonuses as above + 2 cool shots with +100% efficency + 1 air strike/artillery strike + 1 UAV. Please don´t change that. There will be UAVs, artillery and air strikes all over the battlefield! Might allow air strikes and artillery strikes be used at the same time. The higher costs are ok, the cooldown time for cool shots also. And cut off that MC-consumables, noone really needs them!

#94 pacifica812

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Posted 02 March 2017 - 12:01 PM

Thanx for letting us try out this project.

So far I've tested out the mobility changes and I have to say

OH MY GOD!!!

What have you done????

I mean, piloting a light mech with all agility upgrades feels like piloting a fr3akin heavy. Like you're trying to race with a bulldozer!

Come on guys this needs serious tweaking. The brakes are horrible, I have better brakes on my old Renault Posted Image

Please PGI new (i)mobility system is uberunderpowered please buff!!!!!

Edited by pacifica812, 02 March 2017 - 12:05 PM.


#95 pacifica812

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Posted 02 March 2017 - 12:10 PM

View PostXX BURT XX, on 02 March 2017 - 04:27 AM, said:

Its like having a stop at your car service asking for new tires, but they reply you need to upgrade your mirrors, windshield and radio antena first Posted Image


LoL :D

But the sad thing is that the skill branch really feels like that ...

#96 -Pik-

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Posted 02 March 2017 - 12:13 PM

View PostDarren Marik, on 02 March 2017 - 08:55 AM, said:

These posts only deter people from expressing "their" opinions of the PTS, which PGI is obviously asking for by allowing us to test. some people do not like the idea of choosing nodes they do not need, and are expressing that, which is encouraged.


You have been given an argument why it is the way it is. If you want to take that last 1-2% percent you have to pay more skill points for it. It's even something some people wanted, choice and increasing cost deeper into the tree.
I would even see those unwanted skill nodes as small boni I never had before.

Would it really kill your mech build if 5 -10 skill points aren't optimal? I take that over no choice and everybody running the same build any day. (People will still look up their meta builds anyway and probably ***** about the stale meta)

other than that:
- lights need to be buffed to prev levels and a few chasi are bugged (shouldn't be too hard to fix)
- the skill tree needs to be more user friendly, i.e. the weapon types are already shown with the icon, use the colorcoding for unlockable nodes, group the quirksa and color code the weapon quirks in the mech info tooltip,...
- I still think a mech should come with a base set of free skill nodes and a little bit more overall cbill cost reduction wouldn't hurt.
- an Q&A about the changes and why they where made. i.e. explain those whales that a prior mastered mech will still be better with the new system than with the old, all they lose is their shiny gold wings (maybe give them a legacy mastered icon?)
- I'm mostly concerned with clan/inner sphere balance and the loss of many mech quirks meaning mechs will lose a big chunk of their identity.

Edited by -Pik-, 02 March 2017 - 12:35 PM.


#97 PeeWrinkle

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Posted 02 March 2017 - 12:15 PM

I like that they listened to the community. PGI is actually pretty good at that. I like the premise behind the changes and think they are going in the right direction.

But, and not being cynical here, is there a way to make the trees a bit simpler to read and follow? If not I think I may skip skilling mechs until I get my PhD in rocket science.

#98 Draglock

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Posted 02 March 2017 - 12:25 PM

It's looking good so far but I see one bug in my testing, Light Battlemech can not change speed, takes a long time to get to speed and the same amount of time to slow down once you get to speed. Light Omnimech do not have the same problem. Tested Raven 3L with XL 275; Jenner IIc cLX 275; and a Kit Fox Prime.

Edited by Draglock, 02 March 2017 - 12:30 PM.


#99 Colonel ONeill

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Posted 02 March 2017 - 12:32 PM

Nice Skills Skittles you got there

View PostTarogato, on 01 March 2017 - 07:24 PM, said:

Posted Image


#100 SocialistKiwi

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Posted 02 March 2017 - 12:36 PM

Overall I think the way you have laid out everything is nice, but the mobility skill tree needs work. My issue with it is that if I have a Mech I want to up skill it's mobility but has no arms as such (e.g. Locust or Catapult), but we are forced to take arm quirks.

My suggestion is to either separate them so you can choose to go with Arms or Torso to get to the hard breaking etc. Or to separate the two trees back out one being upper and other being lower body.

Other wise I loved the other changes you have made to the structure and lay out, the only other suggestion I can make is to have the tiles change color when you unlock them as it was hard to tell at a glance what I have turned on.

Thanks for your hard work PGI team.





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