Useful vs. Non-useful items.
Playing around with the skill trees I can say that I understand that people are frustrated with having to choose things that they don't want to get to things that they do. I also understand that the devs wanted to make someone have to make hard choices and I get that. I would suggest making the choices linear and see how that plays out. Meaning Range has 10 nodes beneath it, Velocity has 5 nodes beneath it, etc...
This means that you do not have to spend money and xp on nodes you don’t want/use. This also means that it is completely clear what you are choosing and what the total buff is going to be. Meaning that is I get all 8 -1% heat gen nodes then I will get a -8% heat gen reduction.
I wouldn’t be opposed to different costs (making it more painful for missile rack and mag capacity) and/or even a progressive cost (each node costs more than the subsequent node.) This would make it a bit more costly for someone to boat and make it less of a hit for someone to spread out the nodes with more weapons.
I am one of those people who usually has 3 different weapons on my mechs and I already have to choose between the module buffs for each and have no issue with having to choose to spread out my points to get the buffs I want.
Armor, structure, and mobility.
Speed and Armor is life in this game, therefore, I think it is safe to assume that almost everyone wants Speed tweak and will spend down to get it and the same with survivability. The first thing I did was try to find the most painless way to speed tweak and get all the armor and structure nodes.
Now, I know this is going to be a controversial suggestion but it is just a suggestion that I have been throwing around in my head:
Get rid of the survivability tree and the mobility tree.
That means no speed tweak (your mech is as fast it is meant to be) and no armor and structure buffs. You can already choose to put armor on your mechs and quirks are not totally gone.
*ducks head*
Or not and just make them linear (as mentioned above) as well.
Node Cost
I have no problem with the current xp and cb cost structure. Meaning I like the buy once, don’t penalize for removing and then just a 400xp addition to add it back (kind of like brushing up on that skill). I have not issue with this. Thank you for listening to the community on this.
I might be way off base on all this, but I thought it worth putting out there. Good luck!
Edited by Stormravin, 02 March 2017 - 12:33 PM.





















