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Oh ####! The New Skill Tree.


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#21 Clownwarlord

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Posted 03 March 2017 - 09:18 PM

View PostWolvesX, on 03 March 2017 - 02:18 AM, said:

Should this be in PTS feedback?

... PTS has more problems:

- Consumables cost 50% more now.
- Lights & Meds play like bricks.
- Underpreformers get nerfed (bit.ly/2m09E7X)

https://mwomercs.com...ree-pts-updated

All your issues have been address, for the most part. All you have to do is read and this just came out today.

View PostMystere, on 03 March 2017 - 08:34 AM, said:

I mean it's been several freaking years since release and the #1 obsession is still balance, not actual substantive game features.


See I have to disagree, they are not only working on balancing but cleaning up a broken system that has been in the game since closed beta. That being the skill tree.

All things affect balance, its called feng shui.

#22 MischiefSC

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Posted 03 March 2017 - 09:35 PM

The changes make ISXL a serious death sentence. The only thing a mobility nerf does is make it easier to kill bad players and lighter mechs. It makes picking off a ST vastly easier.

It's a flat out wholesale buff to Clans, in a big way. Both in context of eliminating the quirks that gave the illusion of balance for IS mechs and in the mobility nerf making CXL dramatically superior to IS XL, which is now a trap that stupid people will spend a huge amount of money to fall into.

#23 Clownwarlord

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Posted 03 March 2017 - 09:47 PM

View PostMischiefSC, on 03 March 2017 - 09:35 PM, said:

The changes make ISXL a serious death sentence. The only thing a mobility nerf does is make it easier to kill bad players and lighter mechs. It makes picking off a ST vastly easier.

It's a flat out wholesale buff to Clans, in a big way. Both in context of eliminating the quirks that gave the illusion of balance for IS mechs and in the mobility nerf making CXL dramatically superior to IS XL, which is now a trap that stupid people will spend a huge amount of money to fall into.

My response to something similar in another thread:

View PostClownwarlord, on 03 March 2017 - 08:50 PM, said:

https://mwomercs.com...ree-pts-updated

Also other changes where made as of TODAY Mar 4, 2017 12:15 AM UTC

Furthermore,
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Furthermore,

Quote

Mobility Scaling for 20-40 ton 'Mechs
While the above Deceleration fix will address a major bug in the way we intended 'Mechs to handle, after additional testing we felt that the mobility of lighter 'Mechs didn't scale well against heavier 'Mechs. As a result of this we've taken a second look at 'Mechs within the 20-40 ton range, along with a handful of heavier 'Mechs which have tended to operate with higher Mobility values. These 'Mechs have now been provided with greater Mobility compared to their state in the previous PTS update.

It should be noted however that even with the Mobility improvements issued for certain 'Mechs in this update, their base Mobility will not match the values currently seen on the live servers. The same caveat applies for all other 'Mechs when it comes to comparing their new baseline Mobility stats to the current stats on the live servers.

It's our intention for these new Mobility attributes to play into the presence of the new Skill Tree and to account for Mobility in general being brought closer to a middle-ground across the full lineup of available 'Mechs.



So in other words they went through with their engine changes but then increased the baseline mobility to help account for the nerf to the lights. This will overall lessen the effect of mobility nerf on the lights but still require SP to be spent on nodes in the mobility tree.

#24 MischiefSC

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Posted 03 March 2017 - 11:39 PM

View PostClownwarlord, on 03 March 2017 - 09:47 PM, said:

My response to something similar in another thread:



So in other words they went through with their engine changes but then increased the baseline mobility to help account for the nerf to the lights. This will overall lessen the effect of mobility nerf on the lights but still require SP to be spent on nodes in the mobility tree.


Which means IS XL is a death trap.

#25 Clownwarlord

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Posted 03 March 2017 - 11:56 PM

View PostMischiefSC, on 03 March 2017 - 11:39 PM, said:


Which means IS XL is a death trap.

OK benefits currently in taking XL:
- Mobility
- Speed
- Tonnage

Cons currently to taking XL:
- Side Torso Death
- Uses more Crit Space

The only thing that changes is you no longer get the benefit of Mobility. Which will be more tied into skill tree (may still not be able to get back to what current game level mobility is but close enough for most). Outside of that one change the cons never change you still are side torso death and crit space gets used up.

In other words there is less benefit, not more determent to taking an XL. (this is just IS though, clan well I do have a question ... will losing a side torso still affect mobility or will it only affect speed?)

#26 El Bandito

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Posted 04 March 2017 - 04:43 AM

View PostClownwarlord, on 03 March 2017 - 02:02 AM, said:

What I am trying to point out is that this term meta that we have, might be harder for us to nail down for awhile. At least until some people with way to much time on their hands and are spreadsheet warriors find the magic nodes to go with those meta builds.

So be prepared MWO will be chaotic in the cue for awhile, but always remember team work is OP and always will be.


You can get +20% velocity on all weapons while spending only 8 nodes. I am fairly certain that PPFLD meta will still be king.

#27 Weeny Machine

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Posted 04 March 2017 - 06:08 AM

View PostWolvesX, on 03 March 2017 - 02:18 AM, said:

Should this be in PTS feedback?

... PTS has more problems:

- Consumables cost 50% more now.
- Lights & Meds play like bricks.
- Underpreformers get nerfed (bit.ly/2m09E7X)



Yup, I just posted the same about lights and meds in the PTS forum.
I tested also some heavies after having put a reasonable number of SP into the mobility tree. And lo and behold: even the normally sluggish ones turn pretty fast. In short: we will have the same situation like now with the new skill tree: heavies will rival mediums when it comes to agility and assaults when it comes to firepower.

What will also be fun: IS gets their quirks reduced and the skill tree is added as compensation. At the same time clans - which hardly have quirks anyway - get the same amount of skill points than the IS. Sounds a good way to balanced things...no, not really

#28 DrxAbstract

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Posted 04 March 2017 - 06:31 AM

View PostClownwarlord, on 03 March 2017 - 09:47 PM, said:

So in other words they went through with their engine changes but then increased the baseline mobility to help account for the nerf to the lights. This will overall lessen the effect of mobility nerf on the lights but still require SP to be spent on nodes in the mobility tree.

Thereby forcing 20-40 Ton Mechs to spend points in a specific tree by default just to partially recover the agility they heavily relied upon for survival, and was still inadequate for the majority of them on Live...Which means you essentially have less Skill Points to spend because of the weight class you're playing... Does that seem right to you? It's agility they should have by default as recompense for largely possessing minimal armor and firepower.

Unless this allows those Mechs a sufficient enough advantage to survive against Heavies/Assaults that havn't invested in the Mobility tree, and even against many that have, it's just pushing most Lights/Meds further down the food chain and exacerbating the go big or go home ideology that's been plaguing the game for the better part of 2 years. That's no bueno.

#29 Mister Blastman

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Posted 04 March 2017 - 06:35 AM

View PostWolvesX, on 03 March 2017 - 02:18 AM, said:

Should this be in PTS feedback?

... PTS has more problems:

- Consumables cost 50% more now.
- Lights & Meds play like bricks.
- Underpreformers get nerfed (bit.ly/2m09E7X)


Consumables cost more now?

#30 Davegt27

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Posted 04 March 2017 - 06:57 AM

I use cool shots a ton

so under the current system you run 2 cool shots
cool shot 6 = 10,000 c-bills
cool shot 9 = 40,000 c-bils
so 50K c-bills

under the new system you only get 1 C-bill cool shot

cool shot 18 for 40,000 c-bills (just realized they lowered the cost it was 60,000 c-bills for 1 cool shot 18 so yesterdays patch lowered that cost)

not complaining just reporting

#31 MischiefSC

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Posted 04 March 2017 - 11:20 AM

View PostClownwarlord, on 03 March 2017 - 11:56 PM, said:

OK benefits currently in taking XL:
- Mobility
- Speed
- Tonnage

Cons currently to taking XL:
- Side Torso Death
- Uses more Crit Space

The only thing that changes is you no longer get the benefit of Mobility. Which will be more tied into skill tree (may still not be able to get back to what current game level mobility is but close enough for most). Outside of that one change the cons never change you still are side torso death and crit space gets used up.

In other words there is less benefit, not more determent to taking an XL. (this is just IS though, clan well I do have a question ... will losing a side torso still affect mobility or will it only affect speed?)


E,depth the mobility, the ability to twist, is what makes IS XL in any way viable. With the steep reduction in mobility your XL is significantly easier to pick off. Currently a WHR can twist off damage effectively. Not on the PTS. The difference of 0.5 seconds to torso twist is literally the difference between your ST taking 25 pts or 48 pts in one trade.

That's win vs lose right there. With the velocity buffs there's no same reason not to take a Clan poptart.





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