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The Skill Tree Is Op


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#41 Cato Phoenix

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Posted 27 April 2017 - 01:16 PM

View PostClownwarlord, on 27 April 2017 - 12:16 PM, said:

The first time the skill tree was tested people complained that the skill tree would be non-beneficial. Now this time we have a thread stating it will be OP. Odd thing is the numbers look the same.


That's because he's actually been lulled into believing that because he has a large list of 'skills' picked out of the tree, his much is now OP. That isn't necessarily true- he fails to take into account our efficiencies. A 4.5% cooldown, for example, is much less than what you get with fast fire currently, and only ~1/3rd of what a module now gets you. The mech is also less mobile, slower, etc.

It does get a diverse amount of minor skills because of the skill blob, but most of these are not additions in any sense.

The mech is perhaps optimizable compared to other mechs which are losing quirks, but in no way OP.

#42 Shifty McSwift

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Posted 27 April 2017 - 01:22 PM

View PostShifty McSwift, on 27 April 2017 - 01:02 PM, said:

I think in general in a game like this, the fact the base damage rates are so naturally viable along with the very set amount of life a mech has in any given game, give aspects of survive-ability much higher priority, up to a certain point. If your mech is naturally very mobile and tough but has only minimal access to weaponry, boosting that weaponry in any capacity available will make a much larger difference than to a slow mech smothered in guns for example.


To add to this idea, as another example, a person with a varied array of weapons really has no need to access a skill buff like weapon range, or would gain much more consistent advantages from other trees overall, or would benefit from very specifically choosing his weapon buffs for something like making his close range weapons more reliable in those desperate moments.

#43 Clownwarlord

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Posted 27 April 2017 - 01:23 PM

View PostCato Phoenix, on 27 April 2017 - 01:16 PM, said:

That's because he's actually been lulled into believing that because he has a large list of 'skills' picked out of the tree, his much is now OP. That isn't necessarily true- he fails to take into account our efficiencies. A 4.5% cooldown, for example, is much less than what you get with fast fire currently, and only ~1/3rd of what a module now gets you. The mech is also less mobile, slower, etc.

It does get a diverse amount of minor skills because of the skill blob, but most of these are not additions in any sense.

The mech is perhaps optimizable compared to other mechs which are losing quirks, but in no way OP.

Oh the sacrifices one must pay for choice.

#44 Telemachus -Salt Wife Salt Life-

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Posted 27 April 2017 - 01:44 PM

View PostCato Phoenix, on 27 April 2017 - 01:16 PM, said:

That's because he's actually been lulled into believing that because he has a large list of 'skills' picked out of the tree, his much is now OP. That isn't necessarily true- he fails to take into account our efficiencies. A 4.5% cooldown, for example, is much less than what you get with fast fire currently, and only ~1/3rd of what a module now gets you.


But those don't matter anymore when all mechs lose those anyway? If I am missing something here, let me know.

#45 Pixel Hunter

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Posted 27 April 2017 - 03:26 PM

View PostJaybles, on 27 April 2017 - 10:11 AM, said:

Try a Marauder IIC with full mobility/ operations/ partial radar derp/seismic/ and full energy tree.

Because a 73 point laser alpha clearly needs -15% beam duration stacked with -heat gen quirks.


PGI really really likes the clans. I stand by my previous statement that it seems PGI headquarters has been taken over by Clan TT fans who are making increasingly outrageous demands

#46 Vellron2005

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Posted 28 April 2017 - 04:06 AM

Since I have not yet loaded up the PTS myself, I have a question to ask of those that have..

Do the skills come with descriptions?

Like, what does "Missile rack 1: +1" actually mean?

What I get an extra.. what?

#47 MechWarrior5152251

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Posted 28 April 2017 - 04:10 AM

One of the big advantages of boating is keeping my firing decisions down to 3 buttons, since that is how many my mouse has.

#48 MechWarrior5152251

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Posted 28 April 2017 - 04:26 AM

For most build the only things that matter are heat and range. OP has forgotten that we lose all the mastery bonuses we currently have so the only things you can pick up from the Skill Tree over the current system is extra range.

#49 Lily from animove

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Posted 28 April 2017 - 05:07 AM

yes the danger of this skill tree surely is it encourages boating as much as the previous module system did. But it also does support some wepaonsover others.

look at the energy side of sthe skill tree, lots of "beam duration" quirks. so a PPC and Gauss users WILL have to skill that if he wants heat reductions and/or range.

#50 Y E O N N E

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Posted 28 April 2017 - 06:58 AM

View PostLily from animove, on 28 April 2017 - 05:07 AM, said:

yes the danger of this skill tree surely is it encourages boating as much as the previous module system did. But it also does support some wepaonsover others.

look at the energy side of sthe skill tree, lots of "beam duration" quirks. so a PPC and Gauss users WILL have to skill that if he wants heat reductions and/or range.


Not really, there is plenty of that in the ballistics section, which contains more relevant nodes. At any rate, the total heat gen reduction available us so small that it isn't worth going out if your way for.

#51 SpiralFace

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Posted 02 May 2017 - 07:24 AM

View PostVellron2005, on 28 April 2017 - 04:06 AM, said:

Since I have not yet loaded up the PTS myself, I have a question to ask of those that have..

Do the skills come with descriptions?

Like, what does "Missile rack 1: +1" actually mean?

What I get an extra.. what?


Yes they do. There is a description box on the right side. Missile racks in particular boosts your ammo capacity. So getting those nodes gives you more ammo per ton

#52 Khobai

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Posted 02 May 2017 - 10:39 AM

Quote

yes the danger of this skill tree surely is it encourages boating as much as the previous module system did.


yep PGI needs to stop encouraging boating and make mixed loadouts more viable.

Quote

One of the big advantages of boating is keeping my firing decisions down to 3 buttons, since that is how many my mouse has.


if you have 3 different types of weapons in a mixed loadout you only need 3 buttons too.

the biggest advantage of boating is that you can fire all your weapons at once, without having to worry about different weapon cooldowns, different spreads, different velocities, etc... you can just vomit all that damage into one location. pinpoint alphas are probably the biggest problem this game has.

a better skill system would be one that equally buffs every weapon system your mech has. that way boating is rewarded the same as mixed loadouts. boating will still be better, for game mechanic reasons, but at least it wont be encouraged further by the skill system.

Edited by Khobai, 02 May 2017 - 10:49 AM.


#53 Bullseye69

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Posted 02 May 2017 - 11:28 AM

Going to add my 2 cents in now. Tried the Highlander maxed out the mobility skills made no difference at all on assualt class mechs. But on the phoenix hawk mech a almost maxed mobility skills made him op in jumping. You now have a medium mech with the ability of spider and firepower of a medium mech. The idea is a good one ie remove the quirks and allow you to invest in your meh the way you want to be it what every chassis it is. So if I like to pilot say jenner , griffin, marauders, highlander i can max those chassis have what i want not use one chassis that has the specific quirks i need such as medium plse laser range plus 10 and minus 10 heat. You will see people driving say dragon configured in ways totality different than what was before it. the problem is some chassis will be to good and some chassis just was never fixed properly. Anyone here think the locust is scaled a little to small or the urban mech compared to the panther, wolfhound or the jenner.





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