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New Vrs Old - What Does It Fix?


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#21 DAYLEET

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Posted 01 May 2017 - 09:26 AM

View PostAlteran, on 30 April 2017 - 06:52 PM, said:


I would disagree with your first statement only in the fact that currently your 'variety' comes from your weapon loadout and module choice.

As for Radar Derp, that is a module they could get rid of with a few clicks, tomorrow.

So, what is it that PGI really wants?

You'll get to chose which variant does what. We will still be somewhat bound by quirks but less so. Id rather all quirks be removed and mech wuo requires quirks be given more skill points or better, multiplying points. Want extra anchor turn? Put a x2 special skill point on it.

#22 Clownwarlord

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Posted 01 May 2017 - 09:30 AM

Fix? Well if you where looking for it to balance the game then you clearly have not read what PGI stated. The new skill tree is designed to do two things. Replace the place holder of the skill tree we have, and the second is to open up for other ways to change or balance the game later on.

#23 VanillaG

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Posted 01 May 2017 - 11:10 AM

The biggest change is that you can take the improvements in smaller increments. Have a mech that goes extremely fast, you can skip Speed Tweak while still maxing out cooling skills and putting that XP into something else. The only customization choices we have now are a couple of modules, with large bonuses, that take a lot of GXP and CBills to purchase. Right now your decisions is to take 12% cooldown for a weapon or 0% or 100% Radar Dep or 0%. The skill tree lessens the penalty for not following a min/max build because the skill nodes are smaller bonuses. People have the ability shave a couple of percent off one skill and put it into another skill to suit their build/playstyle.

A new player can enter the game, purchase their first mech and have the ability to totally customize the mech in the mechlab and skill tree without having to purchase any other mechs to max the skills. They can get the equivalent of a fully moduled mech for around 4mil CBills that will be the exact same as any meta mech. They might not have the skills to use it correctly but they are not running around in a module-less mech which puts them at an actual disadvantage.

#24 Skanderborg

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Posted 01 May 2017 - 11:12 AM

View PostAlteran, on 30 April 2017 - 03:00 PM, said:

Took a step back today after my last post and re-read many of the posts over the last couple of months. I looked at the Dev posts, our posts and the arguments for and against, in that I had to ask myself, what does this system fix?

From the initial announcement till now, I keep reading both sides and yes I have my POV, but today I asked myself, if the current skill tree and module system is only being mashed into a multiple skill tree system, what does it actually fix?

Thoughts?


It doesn't fix anything. Same **** different toilet. The only thing i can see changing is you can run optimized builds on any mech instead of building around specific quirks on a individual chassis.

#25 Jackal Noble

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Posted 01 May 2017 - 11:41 AM

Some players like the mystical ideal of potentials. I am one of those players.

I don't care about the hard numbers.
I don't care about stats.
I don't care about meta.
I don't care about fraction.
I don't care about balance.


TBH I am just really attracted to the idea being giving the illusion of modifying my mech to my personal tastes.
My ideal would similar to what the skilltree purports, but with visual cues/modifications to models as things are altered.

That said.
I will continue to play both forces of the game with impunity. Pretty damn sure I.S. mechs are not going to get the short-end of the stick in this whole ordeal, despite what have alluded to, I hope at least. Either way I will continue to ride in what I enjoy.

I'm also predominantly a single player game type, if that explains anything. I'll still murk ya on the field tho Posted Image

I'm not championing for anything really, as whatever it is, in whatever form will get here, whenever it does.

Edited by JackalBeast, 01 May 2017 - 11:45 AM.


#26 Druarc

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Posted 01 May 2017 - 12:09 PM

For me it means I don't have to remember to switch in modules, or where i left the module I'm looking for ;)

#27 Jackal Noble

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Posted 01 May 2017 - 12:27 PM

View PostDruarc, on 01 May 2017 - 12:09 PM, said:

For me it means I don't have to remember to switch in modules, or where i left the module I'm looking for Posted Image


This. So many moments where I'm like " should I email support?" "Am I going crazy?" "Is PGI trying to swindle the modules from under my nose?" A combination of the three is the best answer.

To think that could have been remedied quite easily with a simple module database - apparently nickel and diming is the primary logic/motivation for what should be a common sense implement for a game that utilizes many multiples of vehicles.

While on that vein, why the heck couldn't we have a skill tab on the main screen for the currently selected mech that takes you directly to that mechs skill page instead what is currently in game -> taking you to the stupid laggy sea of grey tabs, where you pick your mech type, than mech, and finally "DO YOU REMEMBER THE VARIANT # OR EXP OF THE CHASSIS YOU WANTED TO LEVEL? BECAUSE THEY ARE ALL $%^&ING OLIVE DRAB. NO!!??? WELL BUCK UP AND GO BACK TO THE MAIN SCREEN AND COME BACK WHEN YOU'RE GOOD AND READY. FRICKIN AMATEUR HOUR.

Edited by JackalBeast, 01 May 2017 - 12:28 PM.


#28 C E Dwyer

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Posted 01 May 2017 - 12:36 PM

View PostAlteran, on 30 April 2017 - 03:00 PM, said:

Took a step back today after my last post and re-read many of the posts over the last couple of months. I looked at the Dev posts, our posts and the arguments for and against, in that I had to ask myself, what does this system fix?

From the initial announcement till now, I keep reading both sides and yes I have my POV, but today I asked myself, if the current skill tree and module system is only being mashed into a multiple skill tree system, what does it actually fix?

Thoughts?

I asked myself exactly this, and can't really find an answer to it, for all the hard work and the angst both for and against it, very little is changed, except the removal of one redundant skill box (Targeting time) and the forced inclusion of module skills we never took.

There are of course those that will acuse you of hardly playing the PTS for holding this view, so beware

#29 Scyther

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Posted 01 May 2017 - 12:37 PM

@JackalBeast:

IIRC, PTS2 had the Skill Tab for the mech you currently have selected on the same list as Loadout and Weapon Groups, so basically what you are asking for.

Edited by MadBadger, 01 May 2017 - 12:37 PM.


#30 Sjorpha

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Posted 01 May 2017 - 12:41 PM

It fixes the rule of 3 and...

...no, actually that's it. That's the only current problem it fixes.



Of course it also adds ton of problems and comes bundled with a completely unwarranted nerf to IS quirks because reasons.

#31 Alteran

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Posted 01 May 2017 - 04:46 PM

View PostCathy, on 01 May 2017 - 12:36 PM, said:

I asked myself exactly this, and can't really find an answer to it, for all the hard work and the angst both for and against it, very little is changed, except the removal of one redundant skill box (Targeting time) and the forced inclusion of module skills we never took.

There are of course those that will acuse you of hardly playing the PTS for holding this view, so beware


I've read the posts in reply on page one and in answer to those: Yes I've looked and searched the Dev Posts and built/played the two PTS's for the skill trees and that is why I've asked the question: what does this actually fix?

I've made all sorts of Mech configurations, movement vrs armored vrs weaponed vrs run-of-the-mill and so on and in all it's always just a nerf.

So I guess I'm at a point where the answer for me isn't a fix per-say, it's just a big nerf.

I fall back to a post I made a couple of days ago: just get rid of the skill system entirely and let mechs operate in their stock non-skilled configuration as of right now on live servers. No modules and no skills, just consumables. Then we'd all be on the same page and we wouldn't need to worry about further nerfs or 'optimizations' of the new skill system.

Now that is something that I could understand and get on board for.

#32 Scyther

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Posted 01 May 2017 - 04:53 PM

@Alteran:

Sorry but I gotta call you on this one. If you made all sort of configs and they were 'always just a nerf' and 'just a big nerf' then you are doing something wrong. You may end up with a litte less heat management (so will everyone else), you may end up with 10 or 20% less of this or that current quirk. You will also end up with some other bonuses that are more than you have now.

So, put your builds where your opinion is. List your build that is 'just a big nerf' and let's see if we can't fix it for you.

Edited by MadBadger, 01 May 2017 - 04:54 PM.


#33 I_AM_ZUUL

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Posted 01 May 2017 - 06:01 PM

View PostDruarc, on 01 May 2017 - 12:09 PM, said:

For me it means I don't have to remember to switch in modules, or where i left the module I'm looking for Posted Image


That is just bad planning & time management on your part... strip them out when finished, *poof* problem solved!!!! Took me a while to figure that basic concept out and stop wasting time.

#34 Pixel Hunter

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Posted 01 May 2017 - 06:18 PM

the new update fixes the issue of some IS mechs being decent





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