Alan Davion, on 27 April 2017 - 09:14 AM, said:
You ever think that maybe PGI did that because they want people to stop min/maxing the ever-loving-crap out of the game?
PGI set itself the goal to allow people "Specialisation" by "commitment" in the trees. But in my opinion when someoen wants to go for heat or range on lasers, he should have ways in that so called "non linear" trees to get there without having to use any skilsl not related to the wepaon he tries to specifiy.
Sure a node of beam reduction is maybe not what you want, but it will at leats be a node your laser mech utilises, But having to use any missile related skills is bad and entirely contradicting the goal PGI wanted to achieve.
Khobai, on 27 April 2017 - 11:43 AM, said:
yes actually. WoW got rid of their skill tree years ago.
that in my opinion didn't improved WoW, it made it just easier for the casuals and more lame to play than ever before.
so lets say you want to specialice your mech for PPC sniping. (Think adder prime for example) how do you reach heat gen 2
Suhc a built will be limited by heat so heat gen is a primary goall as well as range and secondary goals would be velocity and tertiary cooldown.
without having to skill a node that has NO effect on your mech at all. there are nodes of less usability, but at least usability, but there are nodes you have to use thaat will not even affect your mech. And this is a very unsuited approahc for a non linea skilltree providing "commitment". Range 6 is basicalyl a spot meant for lasers only, as getting there basicalyl forces you to use 2x beam duration reduction, ot 1x beam duration reducation and missile spread 1x.
now reverse this and go throuh the same tree with a gauss oriented sniper, gaus charge reduction is very nicely available, however range 6 is also hidden very badly behind unrelated stuff.
range 6 is a good example for a very bad hidden skill, as specialising in range with AC's, PPC or ballistics basically not forces your for some inferior choices, it directly forces you to even skill some nodes not affecting your build at all with any benefit. (unless you happen to have additionalmissiles or lasers with you - but thats not specialisation anymore tbh. So PGi isn't transfering their goals well into the way the skill trees are structured.)
look what we get when I color priotities
Green:
Skills I want for my build.
Yellow:
Skills which a good for my build but not really needed. (faster velocity make sit les likey for my opponent to exccape the shots fired)
Orange:
Skills having a positive effect on my build but not really helping much. Cooldown is good, but PPC run so hot that sniping with them isn't profiting from this at all.
Red.
Wasted skills, as they have = impact on my build not even on a sideffect level. These ar eto be avoided.
now having to reach so many range and heat skills on the left side, forces me to utilise a LOT freaking Beam reduction skills.
too many for my taste to be considered "specialisation" because specialisation means avoiding thinks not part of the focused subject.
But BTT
also, this consideration took me maybe 3 minutes. sounds not much at all. but then. thats probably like 10minutes per mech for considering every tree and makign the evil choices to get the wanted ones down to 91 nodes I only cna choose.
Now take this 10minute son my 103 mechs, and divide this by 60. thats, 17hours of time skilling all mechs. probably more becase the PPC adder is an easier build while mixed wepaon builds need a lot more reconsidering on which weapon to focus.
And given how we soon see new tech arrive i will probnably pilot Nova only with a single adder and 2 timbers if I go invasion. Don't realyl plan to double spent those 17hours when new tech needs adjustments.
Edited by Lily from animove, 28 April 2017 - 01:43 AM.