To prove this feedback is accurate and needs to be implemented we only have to look at radar deprivation. I use this skill simply because it's one of the most used modules in the game so it's fair to assume it will be one of the most used skills when the tree goes live.
Radar deprivation costs a total of 17 points to unlock at 100%. Those 17 points also get you target decay, target info gathering, sensor range, and target retention. Every player who gets radar deprivation is going to get those same exact skills because we are all forced to take them.
That's not customization when everyone looks the same.
So how can this be fixed? Assuming they are hell bent on keeping the 1 node = 1 point cost then we'll need more radar dep nodes.
Change the cost for max radar dep to 12 nodes straight down.
That leaves five nodes free to pick whatever else we want in sensor. Have each of the branches go straight down and let players pick how they want to augment their sensors.
Even if everyone took radar dep there would still be customization when some people take range (scouts), some take info gathering (snipers), some get decay (LRM boats), and others go for seismic or ECM.
Lets say that ECM is another one determined to need to have a higher cost. Especially since folks with ECM don't really need radar dep. Then it's just a matter of having 8-10 nodes worth of ECM running down a line so people can go that route if they choose.
It's not that tough to take what is already present and turn it into a linear tree with enough costs to force people to make choices on which skills are worth the cost and which aren't. With the current system we aren't really customizing our mechs as much as we are just hitting our goals and accepting whatever crap the devs have determined we all have to pay in order to get what we want.
Trying to see if I can add a photo. Hopefully this will work.
Edited by Ruar, 26 April 2017 - 12:16 PM.



























