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Did You See The New Skill Tree Announcement With The New Firepower Tree And No Useless Arm Skill Nodes?


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#1 Felicitatem Parco

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Posted 15 May 2017 - 08:50 AM

https://mwomercs.com...d-chris-lowrey/

They improved the tree by removing the useless arm skill nodes and put the weapon-specific firepower nodes at the bottom to remove gating problems.

Take a look.


Edit: I think a bigger point to look at is their drive to achieve balance at the tech level, and rely less on quirks.

Edited by Prosperity Park, 15 May 2017 - 10:08 AM.


#2 Monkey Lover

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Posted 15 May 2017 - 08:59 AM

Yep i saw it, they been improving the skill tree every update they have done. I think most people are happy with it. Its the other stuff attached most people are not happy about.

#3 HGAK47

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Posted 15 May 2017 - 09:01 AM

Credit where credit is due they have improved things. At this point lets just get it and tweak it once we have a bit of time to see the affects.

Granted there is a lot we can deduce from stats alone and there is very real concern, but there will be funky builds and odd things people will come up with that were unforseen. Thats half the fun of the mech lab coupled with the skill tree IMO.

Edited by HGAK47, 15 May 2017 - 09:01 AM.


#4 Navid A1

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Posted 15 May 2017 - 09:10 AM

yeah... let me know when they decide to get rid of recurring xp cost for re-spec'ing your mech.


With modules, you paid once and it was yours.

#5 Juodas Varnas

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Posted 15 May 2017 - 09:19 AM

Unless they added "Add 2 extra legs" skill node, i really don't give a shite.

I never really cared for any skill/progression systems. If it was up to me, we wouldn't have them at all. No XP, no magical statistical bonuses to the mechs, no nothing...

Edited by Juodas Varnas, 15 May 2017 - 09:21 AM.


#6 Ultimax

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Posted 15 May 2017 - 09:31 AM

It's one step on a giant flight of stairs.

#7 Athom83

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Posted 15 May 2017 - 09:32 AM

View PostNavid A1, on 15 May 2017 - 09:10 AM, said:

yeah... let me know when they decide to get rid of recurring xp cost for re-spec'ing your mech.

With modules, you paid once and it was yours.

In one match you could earn enough XP to "respec" a multitude of skills. Not an issue. Also, "respec" is a misnomer as that implies that you completely remove and replace all of your skills instead of just swapping around a few.

Modules also had a tremendous upfront cost for those new to the game and didn't have a store of 2-3 of every one plus extra.

#8 JediPanther

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Posted 15 May 2017 - 09:41 AM

I'm going to have fun finding the perfect for me skill tree for my lights and lrm mechs. Mobility vs jump jets etc. Glad I wasn't one of those who went into a mad rush to sell variants once the rule of three was put down. I might even have to buy another jr7-d and mech bay. I haven't done that in months.

#9 KodiakGW

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Posted 15 May 2017 - 09:52 AM

"In other words, Hill Climb or Improved Gyros are still a required investment if you want to reach further into the Operations tree and acquire more desirable Skills such as Heat Containment and Cool Run."

Still needs work. Seriously, we are talking about 3-5 SP wasted on unwanted skill nodes in that tree. How the hell is having 3-5 SP nodes going to change a mech from what they believe is what you can have to "specialize" your mech, and it being "min-max" or "too OP"? Have you seen the anemic percentages on the weapon tree?



#10 Duilliath

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Posted 15 May 2017 - 09:55 AM

A polished **** is still a ****.

#11 Felicitatem Parco

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Posted 15 May 2017 - 10:01 AM

View PostDuilliath, on 15 May 2017 - 09:55 AM, said:

A polished **** is still a ****.


First, you should see the Mythbusters spisode where they polish turds. They did achieve an industry-acceptance level of gloss finish.

Second, the oxygen we breath is just the turds of cyanobacteria and chloroplasts.

Third, the skill tree is, in my opinion, better than the bland "blanket upgrade" system we had before.

#12 Felicitatem Parco

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Posted 15 May 2017 - 10:08 AM

I think a bigger point to look at is their drive to achieve balance at the tech level, and rely less on quirks.

#13 Ryllen Kriel

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Posted 15 May 2017 - 10:08 AM

Removing the arm movement skills will be nice. I have seriously wondering what my Cicadas and Locusts would do with such specializations.

#14 Felicitatem Parco

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Posted 15 May 2017 - 10:09 AM

View PostRyllen Kriel, on 15 May 2017 - 10:08 AM, said:

Removing the arm movement skills will be nice. I have seriously wondering what my Cicadas and Locusts would do with such specializations.


Flail like a chicken running over hot coals?

#15 Knighthawk26

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Posted 15 May 2017 - 10:15 AM

Overall, PGI has listened to our feedback and the version they will launch is far, far better than what was first proposed. They have resolved most of the big problems discovered in the PTS servers.

For those who bought a LOT of modules, they will be able to master most if not all of their mechs without grinding, maybe even automatically master new mechs for a while. Average players will break even and be able to keep an equivalent number of mechs mastered / elite. Yes, it will take a lot of mouse clicks to get our mechs setup in the new system, but I plan to just setup my favorites first, and do the rest as I put them in play. Most of us have "hanger queens" that are stripped down and never played, so we won't bother with these for now.

Some of my favorite IS mechs may be pretty worthless without their quirks. But PGI has done a much better job with play balance in the past year, so we should give them the benefit of the doubt for now. It is in their interest to maintain balance and playability for the maximum number of mechs. And the player base will keep reminding them on this issue anyway.

KH

#16 Acehilator

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Posted 15 May 2017 - 10:40 AM

View PostProsperity Park, on 15 May 2017 - 10:08 AM, said:

I think a bigger point to look at is their drive to achieve balance at the tech level, and rely less on quirks.


Sure... let's burn down the trashcan in which IS is currently living in, kick them to the curb, and than take a year to bring them back where they are today. Resize victim mechs say hi, one year anniversary coming up next month.

Sounds like a typical PGI plan, so business as usual, nothing to see here folks, move along.

And apologists don't dare to mention new tech coming... even without further delays it is two months away.

#17 El Bandito

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Posted 15 May 2017 - 10:47 AM

View PostProsperity Park, on 15 May 2017 - 08:50 AM, said:

Edit: I think a bigger point to look at is their drive to achieve balance at the tech level, and rely less on quirks.


What a surprise. I have been preaching this for the last two years, and finally PGI is doing something about it. Posted Image

Better late than never, I guess?

#18 Bishop Steiner

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Posted 15 May 2017 - 10:47 AM

View PostProsperity Park, on 15 May 2017 - 08:50 AM, said:

https://mwomercs.com...d-chris-lowrey/

They improved the tree by removing the useless arm skill nodes and put the weapon-specific firepower nodes at the bottom to remove gating problems.

Take a look.


Edit: I think a bigger point to look at is their drive to achieve balance at the tech level, and rely less on quirks.

No we can't have facts! More QQ!!!!

#19 Felicitatem Parco

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Posted 15 May 2017 - 11:10 AM

View PostEl Bandito, on 15 May 2017 - 10:47 AM, said:


What a surprise. I have been preaching this for the last two years, and finally PGI is doing something about it. Posted Image

Better late than never, I guess?


If you consider the fact that the new civil war tech is supposed to be the inter Sphere'a attempt to catch up with the Clans, then now would be an appropriate time for PGI to oblige.

#20 MechaBattler

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Posted 15 May 2017 - 11:12 AM

I liked it better the other way. You rewarded builds with multiple weapon types and penalized boaters. But whatever we still have universal skills, so it's still better than the module system.





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