Shifty McSwift, on 28 April 2017 - 12:08 PM, said:
let me stop you here, as you seem to be presuming a lot already and you addressed the point I made in the first sentence. I still would argue it is not an UTTER waste as you still get the resulting nodes behind the ones you don't want, it is somewhat wasteful yes... But an utter waste is hyperbole man.
It is an utter waste. If I have no energy hardpoints or am not going to use energy hardpoints on a mech then 4 SP on laser duration is a total waste. If I have only torso mounts on a mech then arm flex nodes are a total waste.
An utter waste. 100% pointless. 0% return for the value spent.
Marquis De Lafayette, on 28 April 2017 - 12:06 PM, said:
However...lest I completely lose my mind I have to remember....EVERYONE is also struggling with the same problem. So, if I am worse in some areas....so is everyone.
Therefore, I am willing to go with it still.. reserving the right to change my mind.
P.s...there are advantages to nearly everyone taking less fall damage. When you strip and leg-leave your opponent they have a harder time killing themselves. Got to find the silver lining here...
I get the concept. However the current skill tree does nothing but provide some blanket nerfs and put us exactly where we are now. There's no tradeoff, no point in a 'skill tree' at all really. Just remove Derp and Seismic and Zoom and all weapon Cooldown modules, cut the value of range modules in half and nerf mobility a little. Boom. Done.
If the specific skills in the skill tree were linear then I would have real tradeoffs.
So like this:
Heat Generation Hill Climb Extra Ammo Consumable Perk Arm Elevation
0.5%......................7.5%.................+10.............................10% ...........................5%
1.0%.......................15%.................+20..............................20%..........................10%
1.5%.......................22.5%..............+30..............................30%...........................15%
2.0%.......................40%.................+40..............................40%............................30%
So the advantage of progressive quirks in the same tree is usually linear for useful quirks but could be graduated for less useful ones. However if I wanted to give up 0.5% of heat gen to get 7.5% hill climb or bonus consumable or ammo quirks, I can.
That would be a real set of tradeoffs. It makes the less useful (generally) quirks suddenly worth considering a somewhat larger investment because at the upper tiers they give a steeper benefit.
Make sense? That would be real customization and a real skill tree. Mechs with arm mounted weapons you could logically decide to invest in arm quirks because those quirks would be useful to that mech, making it play different than their torso weapon mechs. Ballistic mechs could drill down on velocity and ammo at the expense of heat gen.
Do you get what I mean? That would be real tradeoffs. That would make for meaningful customization. It means that on my PHX I could turn an otherwise bad mech into a good one by drilling down on what it does best to make it exceptional instead of having to give it the same general stuff everything else has just to keep it from being drastically inferior.
Edited by MischiefSC, 28 April 2017 - 12:26 PM.
























