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Pts2: Auxiliary Tree Encourages Selfish Attitudes, Less Team Play.


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#1 WillyPete

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Posted 27 April 2017 - 04:59 PM

Currently, players are limited to 2 consumables and they cannot be related.
In PTS2, there is only one slot open by default.

Dumping a lot of SP into consumables (or rather, the Miscellaneous tree) will reward you with 5 slots and the possibility to double up 2 of those consumables.

Example: 5 consumables for a total spend of 16 nodes.
http://i.imgur.com/pGcf5rF.jpg
http://i.imgur.com/kNAJ62Zl.jpg

*Edit: You can drop 2 of those to make it 14 nodes to get the extra slots, but you get the point. (UAV Range 2 and Enhanced Spotting)*

If a player thinks that the old system of just 2 slots is good enough for them, with UAV and a Coolshot, then the spend is 6 nodes.
http://i.imgur.com/iESjCnFl.jpg

Edit: this is wrong. 1 Node spend to revert to current 2x slots for consumables. 6 will OPEN 2 more slots (optimum use if you wish to utilise bonuses or use 2 of the same consumable).
2am mixup on my part.


If we consider that only Coolshot is of direct benefit to the player (I ignore exceptions like UAV for streakboats in Scout mode for neutralising opposing ECM mechs), then a player can get maximum benefit for only 6 nodes and come away with 2x Coolshot 18

With the 91 node limit, there is currently absolutely *no* incentive for a player to do otherwise.
You would be stupid to not use those 10 nodes elsewhere, especially on a light who were really the only mechs where an UAV was almost obligatory.

What previously cost only CB for a player to add benefit to their team, now requires sacrificing skill nodes elsewhere which would be much better use of the limited resource.

If we consider the number of people currently running in QP with no consumables at all, this will only worsen, to the detriment of team play.

It will require *massive* incentive (CB/XP) for a player to want to sacrifice any nodes and place them into Auxillary/Miscellaneous in order to carry extra UAVs or increase their Narc duration for the benefit of their team.

If you consider LRMs a useful weapon, consider this a warning. You will see significantly less UAVs in this game should it proceed with the current PTS.

Edited by WillyPete, 27 April 2017 - 05:44 PM.


#2 oldradagast

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Posted 27 April 2017 - 05:09 PM

Good points, but PGI has never understood teamwork.

They also clearly don't understand role warfare - the skill maze should have been simple, distinct roles vs. this idiotic mess.

They also seem to believe that making the skill maze complicated, illogical, and annoying qualifies this game to be a "thinking man's shooter."

#3 Vxheous

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Posted 27 April 2017 - 05:09 PM

Comp builds will take 5 consumable slots, 1 UAV, 2x coolshot, 2x airstrikes x 8 mechs. Enjoy getting non-stop airstriked in group queue

#4 WillyPete

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Posted 27 April 2017 - 05:25 PM

View PostVxheous Kerensky, on 27 April 2017 - 05:09 PM, said:

Comp builds will take 5 consumable slots, 1 UAV, 2x coolshot, 2x airstrikes x 8 mechs. Enjoy getting non-stop airstriked in group queue


Possibly.
Will the extra nodes required for loading 2x airstrikes worth of damage justify not spending them on TTL favouring nodes like Mobility or Survival?

I think a more likely scenario is to see the lights using 2 UAVs, brawlers using 2x Coolshot and the longer ranged mechs using 2x airstrikes

Edited by WillyPete, 27 April 2017 - 05:26 PM.


#5 Cy Mitchell

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Posted 27 April 2017 - 06:41 PM

I honestly do not see this as a concern. People can already take two coolshots and only benefit themselves. If anything with the option to take more consumables they might take two coolshots and a UAV.

I expect competitive leagues to limit the number of consumables they allow.

I have Mastered 7 Mechs on PTS so far. I invested one SP in Aux on each of them to get back to the two slots. I think a lot of people will do the same.

#6 Lukoi Banacek

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Posted 27 April 2017 - 07:34 PM

Initially I thought the 5 consumable boogie man was going to be indeed an issue. Playing on PTS however, I've quickly come to the realization that I'd rather have my mech perform better than rely on things like strikes for damage.

I'm adding one point into the tree to open a second consumable slot and that MIGHT be it.

Mobility modifiers are huge in the new ST, and I find RDerp/Seismic alot more important than coolant shots. I don't think it's going to wreck things nearly as much as people fear, or at all frankly. Definitely not in league play. Precision aim is more important than the roll of the dice on a strike any day.

If the extra strikes were easy or super cheap to get to, I'd agree, but that's just too many SP that are better used elsewhere imo.

#7 Y E O N N E

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Posted 27 April 2017 - 07:47 PM

View PostVxheous Kerensky, on 27 April 2017 - 05:09 PM, said:

Comp builds will take 5 consumable slots, 1 UAV, 2x coolshot, 2x airstrikes x 8 mechs. Enjoy getting non-stop airstriked in group queue


I think it's more likely you'll see three. 1x UAV/Strike and 2x Cool-shot.





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