mycroft000, on 28 April 2017 - 11:18 AM, said:
MischiefSC, I agree with you 100%. Having said that, if this is the tree we are going to get saddled with, look at what I think is going to be fairly close to the "Solved" state of the skill tree.
https://mwomercs.com...f-skill-points/
Nope, the sensor stuff is not nearly as useful as the same points spent on mobility. You'll want to max mobility or the sensors are not worth much.
Same with armor vs weapon stuff. Gank > Tank.
QS Kalasa sorta went over it in your thread. This argument ties into my whole issue with the skill tree -
There's going to be people who are effectively playing the game without ever getting Elites unlocked, just some (not all) their Basics but they'll have Radar Derp and Seismic. Other people are going to get double basics + 15% burn duration decrease, range perks and the equiv of cooldown modules on their mechs.
The second group is going to either already have or pretty quickly develop the situational awareness to not need derp or seismic and they're going to crush the first group the same way T1 vets (who are actually T1) stomp T4s in new mechs.
Your 'armor' quirks are earning you, on most mechs, about 1 medium laser hit more durability
one time total over the match for which you're giving up
about 5 points (10%) more damage via faster cooldown and heat management every time you go to shoot over the match.
The mobility quirks are even more critical. If you and I both have, say, a Roughneck (Roughneck is Bestneck) and we get into a brawl with full mobility vs your gimped mobility tree I'm just going to circle you. I'm literally going to get 2 additional shots into you that you can't return on a 90 degree mutual pivot because I can turn further, tighter and faster. Essentially you're making my success against you in even a moderately close fight a sure thing. Even at range I'm going to get my sights on target first and be able to twist away first.
Brawl or poke the person with the full mobility tree is literally like someone with full Mastery vs someone with just a couple basics (not double basics) unlocked on live.
That's the problem. These are not 'equal tradeoffs'. If you take sensor over mobility and firepower then you're going to consistently lose to those who do.
Now, if you could trade 1% of that heat management for 1 node (100m) of seismic, would you? Probably. Maybe. Depends on the mech.
That would be a worthwhile tradeoff (values subject to relative value of quirks). The current system eliminates that. To get Derp or Seismic, even at basic level, you need 5SP. That's giving up 14% quick ignition and 4% Cool Run. Utterly and completely not worth it. It's 4.5% of your top speed (that's about 2 or 3 engine sizes depending on the mech) from Speed Tweak plus 5% turn rate.
Your 'standard skill tree' is going to put you at a disadvantage against one that literally rebuilds exactly what we have today - near max the mobility tree, near max the operations tree, put 19 pts into weapons.
You hit the crux of it with your last post. We're being forced to pick the least wasteful set of nodes. This not only doesn't give us 'more options' but it just creates more ways for people to screw themselves, only now they're going to pay cbills and wasted time to screw themselves.
mycroft000, on 28 April 2017 - 11:51 AM, said:
Valuable skills should be more accessible and cost more. Hill climb should cost less. So should make of the less valuable skills, that might lead to people seeing a bunch of cheaper skills as being worth taking over a handful of higher cost skills.
Or it will just show that those cheaper skills are unnecessary to the game and can simply be removed or boosted until they are actually worth taking.
Sorta. You can keep them all at 1 SP but alter the relative value of what each SP gets you. So 0.5% in Cool Running for example is maybe worth 7.5% Hill Climb. You can keep it at a 1 to 1 ratio - just have getting 10% in cooldown cost 10SP but 30% Hill Climb only cost 4 SP to get up to.
You don't have to change relative SP value, just relative value of what that SP buys you in each skill.