soapyfrog, on 16 March 2017 - 02:58 AM, said:
When ALL mechs can increase survivability like that then this is just a further penalty on pilots just starting out who haven't got that extra toughness yet.
Easiest way to solve that is to give trial mechs some selected nodes.
soapyfrog, on 16 March 2017 - 02:58 AM, said:
The extra consumable thing is probably the single worst thing they added to the skill tree. You used to have to have at least some decision to make as to which consumables to bring, now for the cost of 1 skill point you don't have to choose at all... and it's yet another indirect nerf on earnings.
How so? You have the dicisition to go with, 1 CS + 1 UAV + 1 ARTY, or you can go 2 CS + 1 UAV, or 2 UAV +1 CS, or 2 UAV +2 ARTY + 2 AIR, et cetera. IN the current system it is flavors of "Do I want to use C-bill Coolshot or Premium?" "Do I want UAV or ARTY?". Its the same exact thing but you can only take less. They also made it so you get a greater effect from those modules at the cost of the current system's lower priced ones.
soapyfrog, on 16 March 2017 - 02:58 AM, said:
Extra ammo per ton? Extra Gauss charge time? Sure. Nice little bonuses. Reduced spread just replaces quirks mechs used to have, so not new.
But with the removal of all quirks, which a large chunk of the community is asking for, will you still have those quirks? Also, you can get those spread skills for ALL mechs instead of the one or two variants per weight-class.
soapyfrog, on 16 March 2017 - 02:58 AM, said:
Do you have a source for that? Would be absolutely fine if true and the best case scenario, but I haven't seen anything about them wanting to make nodes free.
I remember reading a news post stating that their original intention was to have the nodes cost XP only but they added a C-Bill cost to balance out the mass flooding of accounts with the module refunds. But for some reason I can't seem to find it.