vandalhooch, on 27 April 2017 - 05:07 PM, said:
2 - I think the new system has the potential to be a much more useful tool in the near-constant balancing act that must go on in a game like this. Instead of a PGI developer, who has far less play time than most players, deciding what bonuses to apply to under-performers, the developer can just allow the mech to have 96 or 101 nodes. Let the players decide how best to give the mech more utility.
Exactly this. The one surprising thing about the skill tree is that people don't agree on a 'best' build. Some people say defense, I say mobility. And others are focusing on weapon cooldowns and heatgen. And that's a good thing, because it will hopefully lead to there being no 'one true build' which is exactly what we have now in the current skill system.
In the current system everyone gets the exact same bonuses whether they need it or not. A sniping gauss mech gets heat and mobility bonuses as a brawler. A brawling assault gets the same bonuses as a skirmishing light. The new skill system allows you to choose which bonuses you want for your build, and even more than that allows us to choose bonuses WE DIDN'T HAVE BEFORE. Like armor, jumpjets and shot velocity. It gives so much more choice and customizability in a game THAT IS ALL ABOUT CUSTOMIZABILITY. We can quibble about the implementation but the addition of this much choice vastly outweighs the disadvantages of being locked into the 'one true build' of the current system.
Edited by fat4eyes, 27 April 2017 - 05:35 PM.