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Latest Skill Tree Build Now Live On Pts!


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#201 ARM32

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Posted 04 March 2017 - 05:47 AM

1 - This bug still alive:

2 - Too much useless skills you need to take, for getting good skills. Example 1"Armor structure" - 10 good for 10 useless. So, for each good skill point, i spent 2 skill points, not 1.

Posted Image

BUT(!) with "Mech operations" i get 15 good for 5 bad, and 1 "so so", (i'll not count it), it's only 4 skill points for 3 good skills and it's ok. So, as for me, "armor structure" needs some rebalance.

Posted Image

3 - "weapons" as for me, better cut on 2 trees now. 1 - range, cooldown,velocity, heat. 2 - lasers, missiles, ballistic. Why? It's simple - before u can put ~ 2 modules with cooldown\range for weapon, now - it's more for type of weapon. BUT(!) it's more easy to come with boat of SRM\med-pulse\large-pulce\LRMs, instead of take 4 med lasers + gauss, or uac20 + SRMs + ER-Smalls... This type of skilltree cutting "fun" of different builds and lightly force you to boating weapons. With 2 different trees, you can balance range for all builds in 1 line and easy change weapon systems without resetuping skill tree. Example - 5 skills on range + 3 Velocity, 3 Laser duration + 3 UAC jam chance - can work with lots of builds without forcing to boat lasers\ACs\Missiles.

So, it's still ~ 7\10 for current skill tree, Please, keep working.

Edited by ARM32, 04 March 2017 - 05:48 AM.


#202 Damnedtroll

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Posted 04 March 2017 - 05:56 AM

It's over complicated... it's like i will never buy a new mech anymore and just use the returned xp on my mastered ones to have some to play it...

Just buying updates like modules on each weapon slot would be more practical... boat full of small weapons would need to buy a lot of them...and diverse build with heavier weapons less.

#203 Uncle Totty

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Posted 04 March 2017 - 06:00 AM

View PostMovinTarget, on 03 March 2017 - 05:23 PM, said:


I have no problems with reticle shake, but wouldn't the shake happen after the discharge?


No. It would happen same time as the discharge. Lasers give off an interference. ACs have recoil. PPCs, missiles, and gauss have a mix of both.

#204 HolyTerra

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Posted 04 March 2017 - 06:16 AM

...and no word on the insane costs to re-spec mechs? No word on loss of functionality when it comes to moving modules between mechs? No word on being forced to buy bonuses we do not want in the skill tree in order to get the ones we do?

Edited by BobTheMad, 04 March 2017 - 06:17 AM.


#205 KrocodockleTheBooBoxLoader-GetIn

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Posted 04 March 2017 - 06:58 AM

Yea I'm done

#206 KrocodockleTheBooBoxLoader-GetIn

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Posted 04 March 2017 - 07:10 AM

gg pgi

#207 Sardauker Legion

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Posted 04 March 2017 - 07:41 AM

I'll start to explain my perplexities using skill trees from other games:

two examples of easy skill tree:
http://s18.photobuck...llTree.jpg.html

https://s-media-cach...b5391f8a733.jpg

one example of a difficult skill tree:
https://cdn.techinas.../11/exile21.png

MWO is no RPG, and we are not here to play RPG.
The tree you're creating is lot more difficult than Blizzard's Diablo skill tree - and Blizzard are considered the BEST in RPGs.

Other problem: let's take an example on the CDA-3F or the BNC-3M
Maybe the Devs see a logic about forcing a player to unlock Gauss Charge 5 and LBX spread 2 to reach Range 10, but on both example mechs those are useless. They have only energy HPs.

Same situation in Mobility: to get Speed Tweek, you have to unlock Arm Pitch 4 or 5 -but both example mechs have no arm weapons.

Other strange thing: the ECM quirks. The only way to get both, is aquiring Radar Deprivation 2 and 3 - as far as i know, Radar deprivation is used on mech without ECM, it's absolutely useless on an ECM Mech.
It should be linked on Target Info gathering, because ECM mechs are usually scouting for the main team.

There is no RPG where you're forced to unlock skills/quirks not related on the choosen tree -
and MWO is no RPG, and we are not here to play RPG.

You don't want to get easy reach important skills? Instead of a large, use a high skill tree.
But don't put in a single tree skills we cannot use - (cannot, NOT want not) - and force us to unlock them.

Last consideration:
I'm playing Mechwarrior since the first MW game in MS-DOS,
and i sense this skill thing too complicated. How should a rookie feel?

Thks

Edited by Anavel Gato2, 04 March 2017 - 09:58 AM.


#208 Arkhangel

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Posted 04 March 2017 - 07:46 AM

View PostBobTheMad, on 04 March 2017 - 06:16 AM, said:

...and no word on the insane costs to re-spec mechs? No word on loss of functionality when it comes to moving modules between mechs? No word on being forced to buy bonuses we do not want in the skill tree in order to get the ones we do?

hey Bob? how about PGI adds repair and rearm back in? would you like that? given it costs five times as much to repair an OmniMech as a normal mech? the costs are far from "insane." they're completely fair, as long as you actually USE that mech, [Redacted].

as for the other two.... Modules are GONE with this, and they're called Tradeoffs. Deal with it, Minmax Meta[Redacted].

Edited by draiocht, 04 March 2017 - 01:32 PM.
unconstructive, inappropriate language


#209 ThiefofAlways

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Posted 04 March 2017 - 08:11 AM

The only thing good you did with the patch to the PTS was to get handling and movement better.

All the rest is garbage. Your attempts to "give us better choices" is a fail. You give things then take them away or reduce it to balance. Get over balance it cant exist unless there is 1 mech set the same way. If I honestly don't see something positive I will take my money some where else. I wont buy more bundles, mechs or mech bays.

You are attempting to fix something that most people are happy with. Leave things as they are now on the live server, with the exception of needing three chassis. If things are going backwards no point in playing.

Edited by ThiefofAlways, 04 March 2017 - 08:15 AM.


#210 Wintersdark

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Posted 04 March 2017 - 08:45 AM

View PostBush Hopper, on 04 March 2017 - 05:21 AM, said:

Mobility of heavies:

I did some testing with the rather sluggish heavies on PTS. It seems they are pretty agile - even the said normally sluggish ones.
It seems we will end up in the same situation we have on the live servers: heavies rival the firepower of assaults while at the same time rivaling the agility of mediums.

I wonder why the changce to curb the agility of heavies isn't taken. That heavies are too good is shown by the queues. Nearly always the heavy queue us the longest.

In regards to the lighter mech class, I find that rather problematic because light (and to some extend medium) mechs sacrifice a lot to get speed and agility.


Mobility of lights:

Speaking of lights: most still play rather unresponsive and less agile. As if a 35t mech suffering from hypersomia


Edit: I haven't tested the agility of assaults yet

Have you tried lights with mobility skills? I've found them to be substantially MORE agile; or at least the ones I've tested.

As a rule of thumb, across the board IS mechs tend to be a bit more agile than Clan mechs; which light where you testing? A Jenner IIC is no Spider, after all :)


Last night, I spent a lot of time testing lights, mediums, heavies and assaults, and I found:
1) There's a definite progression as you increase in tonnage. My Spider turns as 122 degrees/second with a torso twist around 220d/s.
2) There's a pretty good variety of baseline speeds even inside a tonnage according to chassis and variant.
3) Distinctly better clan mechs have worse agility. For example, a Hunchback IIC's agility when skilled matches the unskilled HBK 4G(which is still very good!). I'm OK with this, as the IIC is carrying twice the firepower at a faster speed and the same armor.
4) JJ skills have a profound impact. Probably the most noticable of all the skill trees (but just being JJ's, not as important as many). 1JJ just to hop, I wouldn't bother. Any mech I'm loading up with JJ's is getting them, though, because they're insanely strong.
5) Speed has a heavy impact on turning. If you slow down from max speed, you turn MUCH faster. In my KDK's, I found cutting back the throttle for a major turn made a demonstrable difference. I like this, as it makes piloting more interesting.

In my EBJ, tapping full stop then full speed again during a turn allowed a near instant 180. That is, not stopping, but just allowing the speed to fall by deceleration then accelerating again mid turn. With throttle decay on, just letting off the throttle during the first half of the turn had a HUGE impact.

I respect the desire to see heavy mobility curbed, but it's a sticky spot. You don't want to reduce their agility to the point where they are no longer fun to play. Where exactly the should be is highly subjective. But right now, the important part is that on the live servers, even assaults have the same agility - numerically speaking, not just "I feel they do" - as mediums. On the PTS, you can readily see the values, and mediums are more agile than heavies, and much more agile than assaults.

Skills can push you up a category, so they do matter, but they're really not mandatory (except, again, in the case of some very large assaults). I was fine with my EBJ as it was, for example.

While *I* would like the whole line pushed up a bit, it's VERY MUCH comparable to current values, excepting some large mechs with very large engines.

But even my KDK's handle pretty well (the KDK-4 has better handling than the KDK-3, something I appreciate) once they have mobility skills. I wouldn't run a big assault without them; but you could, and it's not that bad.

#211 Uncle Totty

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Posted 04 March 2017 - 09:42 AM

View PostArkhangel, on 04 March 2017 - 07:46 AM, said:

hey Bob? how about PGI adds repair and rearm back in? would you like that? given it costs five times as much to repair an OmniMech as a normal mech? the costs are far from "insane." they're completely fair, as long as you actually USE that mech, [Redacted].

as for the other two.... Modules are GONE with this, and they're called Tradeoffs. Deal with it, Minmax Meta[Redacted].


I like the idea of bringing back repair and rearm costs.

I also like the idea of trial mechs being faction based (mastered) stock mechs that you can run for free.

I also want mechs to lose their stock designation once you customize them.

As well as gain "Renown" status once they are mastered. (It's nickname is shown as it's designation, and it has an added 15% C-Bill boost.)

Edited by draiocht, 04 March 2017 - 01:33 PM.
Quote Clean-Up


#212 The Boneshaman

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Posted 04 March 2017 - 10:00 AM

I to think this is over complicated. it would be far simpler if you were to consolidate every thing and pick and choose what you want. example keep the armor, weapons, mech operations and so on. Than in mech operations you can pick cool run level 1 if you want upgrade to level 2 way up to max level 5, in structure you may not want to upgrade because you want to run a missile boat and you rely on your team mates to protect you so can focus more on upgrading skills that improve your missile performance. I hope I'm explaining this clear enough because I suck at explaining things. Same thing if you want to run a scout you would want to focus more on speed and maneuverability or a assault and focus on your survivability. that way if you don't run AMS you don't need to add points in to AMS. but if you run a mech that runs two or three AMS you can put points in to this.

#213 Tiantara

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Posted 04 March 2017 - 10:14 AM

View PostUncle Totty, on 04 March 2017 - 09:42 AM, said:


I like the idea of bringing back repair and rearm costs.



- I really don't like the idea about repair and rearm cost. Because I clearly remember how it ends in back times. Bad games, worst teams, small rewards, less c-bill and negative number of balance. All that take me off game till all that was taken off from game. Play on trial and wait until you get enough c-bill to repair your own mech? No thanks, that make useless to buy mech and customize them. And also make useless to own many of them. More of it - it greatly impact FP and units.
So. You say terrible idea. Really. Or too overconfident about your own skill and all other players in game without understanding "bad games" side effects.

#214 Weeny Machine

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Posted 04 March 2017 - 10:18 AM

View PostWintersdark, on 04 March 2017 - 08:45 AM, said:

Have you tried lights with mobility skills? I've found them to be substantially MORE agile; or at least the ones I've tested.

As a rule of thumb, across the board IS mechs tend to be a bit more agile than Clan mechs; which light where you testing? A Jenner IIC is no Spider, after all Posted Image


Last night, I spent a lot of time testing lights, mediums, heavies and assaults, and I found:
1) There's a definite progression as you increase in tonnage. My Spider turns as 122 degrees/second with a torso twist around 220d/s.
2) There's a pretty good variety of baseline speeds even inside a tonnage according to chassis and variant.
3) Distinctly better clan mechs have worse agility. For example, a Hunchback IIC's agility when skilled matches the unskilled HBK 4G(which is still very good!). I'm OK with this, as the IIC is carrying twice the firepower at a faster speed and the same armor.
4) JJ skills have a profound impact. Probably the most noticable of all the skill trees (but just being JJ's, not as important as many). 1JJ just to hop, I wouldn't bother. Any mech I'm loading up with JJ's is getting them, though, because they're insanely strong.
5) Speed has a heavy impact on turning. If you slow down from max speed, you turn MUCH faster. In my KDK's, I found cutting back the throttle for a major turn made a demonstrable difference. I like this, as it makes piloting more interesting.

In my EBJ, tapping full stop then full speed again during a turn allowed a near instant 180. That is, not stopping, but just allowing the speed to fall by deceleration then accelerating again mid turn. With throttle decay on, just letting off the throttle during the first half of the turn had a HUGE impact.

I respect the desire to see heavy mobility curbed, but it's a sticky spot. You don't want to reduce their agility to the point where they are no longer fun to play. Where exactly the should be is highly subjective. But right now, the important part is that on the live servers, even assaults have the same agility - numerically speaking, not just "I feel they do" - as mediums. On the PTS, you can readily see the values, and mediums are more agile than heavies, and much more agile than assaults.

Skills can push you up a category, so they do matter, but they're really not mandatory (except, again, in the case of some very large assaults). I was fine with my EBJ as it was, for example.

While *I* would like the whole line pushed up a bit, it's VERY MUCH comparable to current values, excepting some large mechs with very large engines.

But even my KDK's handle pretty well (the KDK-4 has better handling than the KDK-3, something I appreciate) once they have mobility skills. I wouldn't run a big assault without them; but you could, and it's not that bad.


You should not only regard the values in a vacuum. As I wrote before, lighter chassis sacrifice a lot to gain speed and (well, hopefully) an agility advantage. Their lighter chassis brings with it drawbacks. However, it should also bring advantages. Too bad that PGI dropped the ball on radar detection time. This could have been an advantage of a smaller chassis. So what is left as a compensation? Speed and agility. That is balance.

Currently, though, nearly all heavies turn so fast that they have an easy time to keep a light in their firing arc. Which means an inherent value which costs them nothing nearly compensates what lighter chassis pay for in range, dps, high alpha, structure, armour, heat dissipation etc.
That is not balance.

While I respect that heavies should be fun to play, you shouldn't forget that they have many advantages and they can't have everything. On the live servers, they basically have that. The result? The heavy queue is nearly always the higherst outside of events. Only assaults top them now and then but even that is rather the exception.


As for lights: I tested several chassis and I could write a novel now but I will spare us both ;) As a rule of thumb you can say that the ones which had hardly any quirks perform better now and vice versa. But that is no surprise. What disappointed me the most are the decel/accel and turn values, though. Some more help for the light and to some degree the meds to sidestep fire would have been appreciated. Bear in mind that the 35t mechs are still huge

#215 cougurt

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Posted 04 March 2017 - 10:55 AM

at the rate things are going, this skill tree rework will likely end up delaying the introduction of new tech. i say just push it back until after the new tech has been added, since there's a good chance that will throw a wrench in everything anyway.

#216 Aramuside

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Posted 04 March 2017 - 11:21 AM

View PostUncle Totty, on 04 March 2017 - 06:00 AM, said:

No. It would happen same time as the discharge. Lasers give off an interference. ACs have recoil. PPCs, missiles, and gauss have a mix of both.


Strange because lasers don't give off an interference...

View PostArkhangel, on 04 March 2017 - 07:46 AM, said:

hey Bob? how about PGI adds repair and rearm back in? would you like that? given it costs five times as much to repair an OmniMech as a normal mech? the costs are far from "insane." they're completely fair, as long as you actually USE that mech, [Redacted].

as for the other two.... Modules are GONE with this, and they're called Tradeoffs. Deal with it, Minmax Meta[Redacted].


Reported. Please keep your abuse of other forum users to yourself.

Edited by draiocht, 04 March 2017 - 01:34 PM.
Quote Clean-Up


#217 Uncle Totty

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Posted 04 March 2017 - 11:30 AM

View PostAramuside, on 04 March 2017 - 11:21 AM, said:


Strange because lasers don't give off an interference...



Reported. Please keep your abuse of other forum users to yourself.

Their high heat messes with targeting sensors.

#218 MovinTarget

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Posted 04 March 2017 - 11:31 AM

Someone pointed out this is not an rpg, which makes sense. Perhaps they should go about things a little differently... instead of modules, you by "kits" that are one-shot customizations. Different variants get different kits options, but there could still be basic ones applicable to most all mechs.

This would be the finicial part. You can buy them right off... just like if you bought a car and immediately kitted it out.

The next phase is your "experience" that gradually increases the proficiency of said kit. If you equip mutiple kits, your "exp" distributes across all of them causing your proficiency to progress more slowly.

Kits could be designed to have several stats or just one with varying effect depending on how many stats the kit affects.

There can be a max on # of kits per mech and a max on kit *type*.

So this would simulate real life "getting to know your vehicle"

This seems a bit more straight forward, giving players ability to tailor their mechs with the hope that the options are clean and understandable...

#219 Tiantara

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Posted 04 March 2017 - 11:42 AM

- Well... after update system "give and take" work not good. Some mech, like too hot Viper, unplayable without full set of mech operational because, like some other mech, was calculated based on old skill system, which make too hot mech playable and less hot or cold - too OP for play. Right now new skill system make not a choice, but mandatory take nodes to make mech less hot and more protected without any chances to make weapon better. That feels more like illusion of choose.

Like an example - overheated viper (caustic map) after jump take get impact from using JJ and go to long sleep from overheat, as well take damage from fall and as additional damage from overheat. As final cherry on that cake - huge damage from focused fire by enemy, who see defenseless and stay still target in pretty full of dynamic game. Maybe as nice pilot I can avoid some of that troubles... like play more careful or place less weapon (but sniper viper with 1 PPC and 3 erSL not so overpowered build, right? And his heatmanagement not so low, 1.19 plays more or less comfortable on Live Server.
On PTS such hot mech, seems, playbale only on coldest map or with heatmanagenet not lower 1.4 But... that make useless nearly 3\5 of possible builds and roles of that mech.

Same problem seems with all IS mech builded around AC20 cannon. Worst situation with mech which have only energy weapon.

Situation can change a little - possibility to take not only nodes which placed lower than those which you already bought, but upper too. Player achieve more flexible tool to make bad sides of mech better and leave good side as is, without improving them by useless skill. Like hill climbing for already fast mech or arms agility for builds which HAVE NO WEAPON IN ARMS at all.
Or make mech slower in upper body movement but better turn speed. Or take for weak mech radar depr without oter, fully useless skills which will newer work on that mech anyway.

Once again... without some skill some mech become unplayable. That's why in old system mech become better only after basic and elite skills fully upgraded and before that was bad. Yes. Even than some skills was useless like arms movement and was open only to get Elite line of skills. Even there was only 2 good skill - speed tweak and fast fire (for ballistic mech only).
Right now users of such mech have no choice - but try make mech better in only one possible way - Mech Operations and Mobility. 20 nodes in one tree and 32 from another. But... in Mobility 11 nodes from 32 have no use with longrange weapon and nearly half of possible builds. They not a "give-and-take" system when you improve side which you use in your playstyle or role in team... that force you spend 11 points for nothing. Also in another side some slow mech need all of them without difference. That seems not like a balance, more like a restrictions.
Better than give column like tree with some horizontal connections, with allow take fully useful skill and upgrade it completely or, on some nodes take a break and choose another skill branch as correct "give-and-take" choice.
Like
Arm - torso - speed - brake - archore.
Each go down like a column and have horizontal connections between. Player can start frm any of branches in tree, but also can move to another brach anytime and continue with it to the end or stop (it that enough for mech and playstile) and move to other branch and go further. Or move down in each branch taking by a little from each of them.
That make pilots better tool to tinker mech and make them all better for play in different style as well as provide balance between mech.
Something like that.
Spoiler


And make same or something alike to other trees as well. Players already have Skill point restrictions and always take those skills which make mech not always better, but at least playable. Right now some mech would be sold away or newer bought, because without certain skills they are unplayable. And that really a problem.
Changing tree give right choose between - speed\agility, weapon cooldown\range, armor\structure, leaving space to make too hot mech still operable by taking less speed, weapon range or armor. And also make possible to have exact info tech which mech have or can have by model!

#220 Carminus

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Posted 04 March 2017 - 11:49 AM

View PostAramuside, on 04 March 2017 - 11:21 AM, said:


Strange because lasers don't give off an interference...



Reported. Please keep your abuse of other forum users to yourself.


Reported for what lol? I bet you were are the type of kid who would call diffus on your parents if they disciplined you. Your skin needs to thicken since nothing said was bad.

Posted Image

Edited by Carminus, 04 March 2017 - 11:50 AM.






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