VanillaG, on 27 April 2017 - 08:52 AM, said:
Mobility Tree contains Speed Tweak which increases mech top speed and is at the bottom of the tree. Operations contains Speed Retention which increases mech speed after being legged and it capped to a total mech speed of 50 km/h. Operations also contains the infamous Hill Climb which decreases decel on slopes.
Jables McBarty, on 27 April 2017 - 08:50 AM, said:
There* is "Speed Retention +10%" 1-3 in the Operations Tree, as well as "Quick Ignition +7%" 1-5.
*This is according to the pictures in the announcement, not the actual PTS.
I see, guys I think they switched the positions of speed retention and speed tweak, speed tweak was definitely at the bottom of the operations (sorry forgot names) now.
Bishop Steiner, on 27 April 2017 - 08:54 AM, said:
I like that the use of the weapons and sensor trees can be very intermingled. My Catapults benefited massively by focusing there, whereas tbh the armor and mobility only gave middling returns, in comparison, at least for that chassis. Yet I found other chassis did benefit heavily from focusing on armor and mobility. Operations is still pretty mandatory, IMO to load up at least 3/4 on, but the rest, just as with the last PTS on it, I believe people will find the choices less monolithic with testing, than they did on the surface.
Not going to say it makes LRMs comp, or will necessarily shift the Meta, but go try your catapult in testing ground stock, then max out the laser and missile weapons tree, and the sensor stuff and test it again. Massive improvement in exposure due to changes in lock time, missile velocity, cooldowns, etc.
Hopefully I'll get to test some more tonight
Yeah I like how it becomes a series of choices that can be wildly different for different builds, I ranked mobility in particular very highly for assaults in particular, but surely some lights mediums and even heavies wouldn't really need or notice the differences.
Rampage, on 27 April 2017 - 08:55 AM, said:
Well, new players were at a huge disadvantage under the old tree and module system too. At least with the new system they can start getting incremental improvements to performance much earlier because the cost is spread out much more than it was previously. They can invest in SP as they go instead of having to save up for 21,500 XP and 2000 GXP plus 9 Million C-Bills for a Radar Derp module and a weapon module.
I have also seen the argument that the ST is too complicated for the new player. While it is a bit overwhelming for an old guy like me, this still makes me chuckle a bit. Most new players are going to be gamers that have years of experience with MMOs or RPGs on both PCs and consoles. These are the people who have never read a game instruction manual in their life and just pick up the game and go. They have dealt with things like skill trees since before they liked the other sex. They may adapt to the new skill tree faster than a lot of us old vets.
Agreed, I never meant to suggest that noob-vet gap didnt exist in the prior system, just that it exists.
And yeah I think the way the skill tree is set up will make it much more immediately important to new players, more so than the module system, which was arguably more important. The tree definitely has more character and is clearly important.