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Yay Or Nay On Skill Tree.


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#1 Scout Derek

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Posted 16 May 2017 - 07:14 PM

just wanted a collective post of everyone that visits the forum here of if they are nay for the skill tree or yay.


I'm still unsure if I like it or not, so I guess I'm just curious on what everyone else thinks since I can't always see what everyone thinks. I was nay back then, but now not so sure.

Total of all people that say yay or nay.
Total Yays: 85
Total Nays:100

List of Yays and Nays:
Spoiler

Edited by Scout Derek, 18 May 2017 - 04:30 PM.


#2 Bud Crue

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Posted 16 May 2017 - 07:20 PM

Nay a huge friggin NAY on the UI.

Yay!!! on the fact that the live nerfs on some mechs that I care about are not as bad as they were proposed on the PTSes.

Meh on the actual nodes and "skills" and arrangement of the tree (branches) themselves. I just don't care that much and am not good enough to notice a .75% change here or a 1.5% change there.

#3 Trenchbird

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Posted 16 May 2017 - 07:21 PM

Yay for my lighter mechs, especially my Urbie's armor. My bigger ones don't seem to be impacted nearly as much, though.

Edited by Catten Hart, 16 May 2017 - 07:21 PM.


#4 DoctorDetroit

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Posted 16 May 2017 - 07:24 PM

Nay, way too many nodes, with too low of values.

That is just for starters.

#5 SFC174

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Posted 16 May 2017 - 07:24 PM

Still a Nay. Could see how some people would think its ok depending on their favorite mechs, but overall it damages playability and fun for me.

#6 jss78

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Posted 16 May 2017 - 07:26 PM

Yay.

At least, it's better than what we used to have. I'm finding I'm going for surprisingly similar trees for different 'mechs. Almost full sensor tree, at most UAV unlocks from consumable tree, a bit of mobility (some mechs need more than others), and then about half each of weapons and survivability trees.

Still I vary the skill set a bit depending on mech and loadout, and that's more than can be said for the old tree.

#7 Goggles Paesano

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Posted 16 May 2017 - 07:26 PM

NAY! I want to play, not screw around with this stupid crap!

#8 Shard Phoenix

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Posted 16 May 2017 - 07:29 PM

Nay.

Ditto to too much for too little. Definitely could have been slimmed down a little bit. I'm all for a little more customization, but not when it's a little too convoluted.

#9 GenghisJr

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Posted 16 May 2017 - 07:29 PM

View PostCatten Hart, on 16 May 2017 - 07:21 PM, said:

Yay for my lighter mechs, especially my Urbie's armor. My bigger ones don't seem to be impacted nearly as much, though.

urbie is not a real mech

#10 Christophe Ivanov

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Posted 16 May 2017 - 07:35 PM

Nay for me....my DW is not as good as it was. Over heats more now and guns (in my opinion) are less effective. I just went at an Atlas 40 feet away and hit him in the torso with my UAC10's and LERs 4 times and he promptly cored me which I was only hit lightly in torso center before engagement using 2 shots.

I used all 91 slots for my DW UV.

I say Bring back the old system as so far, this new one favors Light and possibly medium Mechs.

#11 Khobai

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Posted 16 May 2017 - 07:39 PM

nay

an expanded module system wouldve been way better

#12 LORD ORION

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Posted 16 May 2017 - 07:40 PM

Yay on skill tree.
Unit is excited on configurations for FP tactics.
There will definitely be right and wrong ways to skill for various configurations though, so current tree maybe be unnecessarily complex.

Some things though...
5 consumable slots? That is a P2Win hate crime (in FP anyways)
2 uber cool shots? F no!

Not sure on percentage based armor/internals, maybe better if it was flat rate. (eg:+1 extra armor/internal per node)

#13 Dee Eight

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Posted 16 May 2017 - 07:41 PM

Yay. Regardless of what quirks were reduced/eliminated on mechs I owned... if the "modules" was the ultimate end improvement before then the skill nodes allow a LOT more module effects on every mech I own than before. Now granted the seismic sensor range is down 50 meters (was 250m yesterday with the module, today its 200 with both nodes), and they've shrunk the default ECM bubble (which for ECM Snipers and skirmishers isn't a problem... it makes them even less likely to be noticed as they are hiding or coming up behind someone...no tell tale "low signal" on your radar screen whenever they're within 90 meters). but its everything else now you can do for a mech.

Take as an example, my hybrid loadout ARC-5W...5 LRM5s w/10 tons, BAP, 2xSRM4 + 2xSRM6 w/4 tons. I used to run the target decay and adv sensor range, the lrm5 cooldown and lrm5 range modules. The SRMs are in the arms and that's the close range brawl weapon, and the LRM5s in the torso bins. So I could detect & lock at 1200m and start shooting at 1100. Well now the default LRM range is 900 meters, with 15% range nodes I can shoot out as far as 1035m but with 5 sensor nodes I can detect out to 1280. I could drop the BAP and add an AMS instead, and still detect out to 1080m. More importantly though now my SRMs are firing out to 310 meters, and my ammo magazine capacity is 20% better, my spread is 5% less for all my launchers, and they all have cooldown and heat reductions with 15% more crit damage. I also have my same 3.5 seconds of target decay, the info gathering and 360 target info retention, 200 meters of seismic and the equivalent to the old radar dep module. Ok sure... I didn't have the nodes to go down the mobility tree to get to the speed tweak... but even a full 7.5% only added 5kph to the speed of the thing. Everything else is a lot more useful to me. Oh and before I had a coolshot 21.6 and 7.2... now its a pair of 27s, a pair of adv strikes, and a UAV as well.

Edited by Dee Eight, 16 May 2017 - 07:43 PM.


#14 I L L

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Posted 16 May 2017 - 07:41 PM

A thousand times nay.

#15 King Kahuna

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Posted 16 May 2017 - 07:46 PM

Yay for me.

I play everything but lights and mediums are my favorite rides and they are fine.

#16 KingCobra

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Posted 16 May 2017 - 07:47 PM

NAY the new skill tree is way too buggy(MY poor Timberwolf died wont go 10 kph with 23 points in survival) way to costly to convert historic or gxp to SP and way to confusing for a new player.

Also when you skill up to 91 points most of the modules are not working especially in survival the mech dies just as fast as it did with the old skill tree weak armor and bad hit boxes HAHAHA.

#17 Gerwig

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Posted 16 May 2017 - 07:48 PM

Nay. Too conoluted. The akills are hodgepdged into miss matched groups. Nothing new added. Just honestly not thrilling. I logged off early tonight bored. I dont even want to node out tgese mechs what a pain. This is yet another barrier preventing new players from staying.

#18 CK16

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Posted 16 May 2017 - 07:51 PM

Yay

#19 Steel Claws

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Posted 16 May 2017 - 07:52 PM

Here's what I see going to happen. People who had a lot of mechs will probably shed the excess that they no longer use. Also - there is no longer any reason to buy 3 of any mech so people (including me) will only by the best variants. Lastly people will supercharge their favorite rides an only drive those few instead of playing several different ones in a night.

#20 Lethal Mouse

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Posted 16 May 2017 - 07:53 PM

NAY





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