Skill Tree Public Test Session #2
#341
Posted 27 April 2017 - 03:32 PM
#342
Posted 27 April 2017 - 03:46 PM
MovinTarget, on 27 April 2017 - 03:13 PM, said:
Only if you didn't master all your mechs or have duplicates of a variant would you need to buy skill points. If they are not yet leveled, what are you complaining about?
I failed reading comprehension, but found it doing the conversion. Removed my rant. :/
#343
Posted 27 April 2017 - 05:08 PM
#344
Posted 27 April 2017 - 06:15 PM
Judah Malganis, on 27 April 2017 - 03:32 PM, said:
you do realize weapons work perfectly fine with NO SP into the firepower branch as well, right? might want to work on having fits that don't require quirks/skills to actually be viable.
#345
Posted 27 April 2017 - 06:23 PM
AngrySpartan, on 27 April 2017 - 05:14 AM, said:
Please learn how humans work, they complain a lot more and more easily than they compliment.
#346
Posted 27 April 2017 - 06:59 PM
CadoAzazel, on 27 April 2017 - 06:23 PM, said:
Please learn how humans work, they complain a lot more and more easily than they compliment.
also fun to note that probably 70% of the complaints on this thread alone are because morons didn't even read the stuff PGI put up and are b***hing about the stuff from the LAST one, which has actually been addressed, quite heavily.
and the guys whining about Engine decoupling... we've known that was coming pretty much since MechCon last year, and they've been pretty clear what it does for a long time. fact is, a 100 ton mech is going to handle like a HUNDRED TON MECH. not the Kodiaks who currently handle like frigging Mediums, unless you invest into Mobility, which is fair. it's a tradeoff. also...be aware that the Survivability tree is going to make you a LOT harder to kill... not just a tiny bit, a LOT, so torso twisting, while useful, isn't going to be as needed as it used to for some of the larger guys, provided the pilot isn't an idiot and completely ignored that tree, or, you know, actually uses cover. the best defense is not getting shot in the first place.
Edited by Arkhangel, 27 April 2017 - 07:00 PM.
#347
Posted 27 April 2017 - 07:34 PM
So im happy with the changes you have done with most of the skill tree, but there is one thing that kind of bothersome. The change to modules from cbill to gsp, I'm with Kanajashi opinion in his video The option to pick which kind of refund you would like because gsp is not necessary for I will have all my mechs skilled out with points left over.
#348
Posted 27 April 2017 - 07:36 PM
Judah Malganis, on 27 April 2017 - 03:32 PM, said:
Only if you feel a need to get all of the nodes do you have to cross into some different areas.
Right as it is now, each of the branches have several levels in each of the base skills of Range, Cooldown, and Heat Reduction.
If you stuck strictly to the Laser skills, for example, you get about 6 levels of each of these and then the Laser Duration and can spend a total of 25 points without any waste.
It's the same for sticking strictly to the missile or the ballistic branch. You get access to those same skills to some degree. (You tend to be able to get 5 levels in most of them).
The design of it has been to setup up the weapons in a combined tree, which was in response to having each weapon in it's own tree and therefore how that favoured boating.
As it is with this design, you could pick up 15 base skill nodes which will give you a bit of everything, then spend that bit extra to give a few additional bonuses if you do have a mixed loadout.
It makes the selection even (or balanced if you prefer) between the different branches while also giving mixed builds good access to the base skills and allowing easy expansion.
If you do feel that you must have 10 levels of range, then yes, you will have to go across nodes that are going to be potentially useless.
The system allows you to make that choice... then you have to live with that consequence.
#349
Posted 27 April 2017 - 07:48 PM
I don't like the skill tree because it seems like an unnecessarily complicated and ham fisted change to the game that isn't going to add much of anything, in my opinion, to the game. I did test it a bit and I hope to test it more. I'm not particularly upset by the refund system but I'm also not the least bit excited about re-specing a whole bunch of mechs just so that I can have them preform worse than they did before. That's not just bitching. That's what PGI asked for.
Oh. I am ecstatic that we don't have to buy three chassis to "master" a mech type now.
#350
Posted 27 April 2017 - 09:17 PM
Release it. Fix details later.
#351
Posted 27 April 2017 - 09:51 PM
50 50, on 27 April 2017 - 07:36 PM, said:
Only if you feel a need to get all of the nodes do you have to cross into some different areas.
Right as it is now, each of the branches have several levels in each of the base skills of Range, Cooldown, and Heat Reduction.
If you stuck strictly to the Laser skills, for example, you get about 6 levels of each of these and then the Laser Duration and can spend a total of 25 points without any waste.
It's the same for sticking strictly to the missile or the ballistic branch. You get access to those same skills to some degree. (You tend to be able to get 5 levels in most of them).
The design of it has been to setup up the weapons in a combined tree, which was in response to having each weapon in it's own tree and therefore how that favoured boating.
As it is with this design, you could pick up 15 base skill nodes which will give you a bit of everything, then spend that bit extra to give a few additional bonuses if you do have a mixed loadout.
It makes the selection even (or balanced if you prefer) between the different branches while also giving mixed builds good access to the base skills and allowing easy expansion.
If you do feel that you must have 10 levels of range, then yes, you will have to go across nodes that are going to be potentially useless.
The system allows you to make that choice... then you have to live with that consequence.
So what you are saying is that variants that do not have all weapon type hardpoints are either nerfed with less range and/or cooldown for their weapons or nerfed with fewer effective skill points.
#352
Posted 27 April 2017 - 10:01 PM
YUyahoo, on 27 April 2017 - 01:00 PM, said:
Please use paragraphs. I'm genuinely interested in your opinion (I wouldn't be reading forums otherwise), but it is a pain to read posts like this.
Iron Buccaneer, on 27 April 2017 - 07:48 PM, said:
[...]
So... because there are parts of the skill tree that I like, I'm suddenly trolling? People who don't side with your opinion are instantly trolls? Get real.
I'm fine with the refund. I'm much more concerned about the complexity of the skill web. I'm glad an attempt is being made to increase TTK, though I wish the energy draw was refined more and more instead of being cancelled. I particularly dislike the requirement of having to purchase nodes I've already purchased (for re-spec).
Iron Buccaneer, on 27 April 2017 - 07:48 PM, said:
Oh. I am ecstatic that we don't have to buy three chassis to "master" a mech type now.
Me too!
Edited by Fox the Apprentice, 27 April 2017 - 10:01 PM.
#353
Posted 27 April 2017 - 10:19 PM
Fox the Apprentice, on 27 April 2017 - 10:01 PM, said:
So... because there are parts of the skill tree that I like, I'm suddenly trolling? People who don't side with your opinion are instantly trolls? Get real.
No but the people coming on here insulting people who post negative feedback as bitching and poor pilots ect are trolling. Posting positive feedback isn't White Knighting or trolling. Trying to shut down people who are posting negative feedback is.
Edited by Iron Buccaneer, 27 April 2017 - 10:19 PM.
#354
Posted 27 April 2017 - 10:34 PM
Iron Buccaneer, on 27 April 2017 - 10:19 PM, said:
No but the people coming on here insulting people who post negative feedback as bitching and poor pilots ect are trolling. Posting positive feedback isn't White Knighting or trolling. Trying to shut down people who are posting negative feedback is.
What about the people offering no actual constructive feedback?
#356
Posted 27 April 2017 - 10:41 PM
Iron Buccaneer, on 27 April 2017 - 10:36 PM, said:
Where is yours?
my what?
if you mean my "no actual constructive feedback?
First off, to "ask me where is mine" doesn't make sense. Second, go to the PTS feedback forum to listen to the comments people make on the tree. That is actually where PGI looks
Edited by BLOOD WOLF, 27 April 2017 - 10:46 PM.
#357
Posted 27 April 2017 - 10:47 PM
BLOOD WOLF, on 27 April 2017 - 10:41 PM, said:
Constructive feedback? What do you think is good about this system? What do you think it will add to the game? Why do you think it is worth while?
I think it is too complicated and is kind of an across the board nerf. I have other feelings about it but I really don't feel the need to point out every little thing. I've converted a few of my mechs on the test server and I've tried to drop with them but no one seems to be testing so....
Yay no more rule of three....
Make it simpler. Try not to nerf already below average mechs. How is that not constructive.
#358
Posted 27 April 2017 - 10:50 PM
Iron Buccaneer, on 27 April 2017 - 10:47 PM, said:
BLOOD WOLF, on 27 April 2017 - 10:34 PM, said:
I asked you about the people offering no constructive feedback. Rather making threads pretending as if they can forecast PGI's financial future because of the new skill tree.
Since constructive criteria is your goal, can we just dismiss all the nonsense threads/post? That's a genuine question
Edited by BLOOD WOLF, 27 April 2017 - 10:52 PM.
#359
Posted 27 April 2017 - 10:51 PM
So please, hold on, improve it a bit more, use some community ideas and than we will be happy to meet the new skill system in the game. I'm begging you.
#360
Posted 27 April 2017 - 10:55 PM
Meppoy, on 27 April 2017 - 10:51 PM, said:
That didn't explain anything. Raw and rough, don't tell me anything about the actual tree.
And no, stop using the threat of leaving as a means to pressure them. Same trick used for ED won't work twice. The skill tree is a must.
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