Patch Notes - 1.4.115 - 16-May-2017
#301
Posted 16 May 2017 - 02:05 PM
Yes, there is going to be a learning curve because...
Yes, its very different...
But it not *that* different because in the old system you still have to level out skill you didn't need like heat containment on a cool mech or arm convergence on a mech where you put no weapons in the arms.
I've found that mechs with low engine caps (i.e. Stalkers *really* benefit from just some of the agility tree and the Survival tree)
Folks its early, if you can't bring yourself to poke around just wait for us to test it out and find what works.
P.S. - PGI, Clan UAC2s might be a weeeee bit OP right now...
#302
Posted 16 May 2017 - 02:06 PM
I supposedly have loads and loads of general skill points in exchange for the modules, but I can't seem to find them when I'm ready to check out.
Has anyone found where the GSP live?
#303
Posted 16 May 2017 - 02:11 PM
ShooteyMcShooterson, on 16 May 2017 - 02:04 PM, said:
Plus before, every time you changed your build it was free, so long as you owned what you were swapping in. Now every time you change your build, you have to spend 400xp for every single point you turn back on. For the vast majority of players, that adds up really fast. 400xp is about all you can expect to get in a losing match, with winning matches averaging about double that. That means if you want to tinker with your mech's build and it requires shifting just 20 skill points, you have to play somewhere between 20 to 40 matches with that tinkered build, before you have earned enough XP to switch it back if you don't like it. That's f***ing insanely expensive.
Excuse me, it also includes the time it would take to fully unlock three or four modules and gives you bonuses equivalent to three or four modules.
#304
Posted 16 May 2017 - 02:11 PM
Well, for me the new skill tree is really easy to use. REALLY easy. Well, I spend near 40 minutes reading patch notes, but after that I have no problems to learn that skill tree using. I think you should try do this...
Oh, wait, my experience with MWO players is not so good... They cannot read chat... Vain hope they will read a bit longer post with patch notes...
Edited by Cherry Garden full of Blue Roses, 16 May 2017 - 02:15 PM.
#305
Posted 16 May 2017 - 02:14 PM
I don't mean 'marginal', or 'of minimal use'. I mean flat out ridiculous, as in, 'worthy of being an object of ridicule'. Like, say, torso yaw on the UrbanMech?
#306
Posted 16 May 2017 - 02:15 PM
teslabear, on 16 May 2017 - 01:12 PM, said:
That and I feel pressured to start boating. Putting skills into multiple weapon types seem way too costly.
This...
Edited by ShooteyMcShooterson, 16 May 2017 - 02:31 PM.
#307
Posted 16 May 2017 - 02:16 PM
Cherry Garden full of Blue Roses, on 16 May 2017 - 02:11 PM, said:
Well, for me the new skill tree is really easy to use. REALLY easy. Well, I spend near 40 minutes reading patch notes, but after that I have no problems to learn that skill tree using. I think you should try do this... Oh, wait, my experience with MWO players are not so good... They cannot read chat... Vain hope they will read a bit longer post...
So I have to say I want to buy something I already possess in order to gain access to said item?
I'm not sure I want to share my feelings on this.
Edited by Kael Posavatz, 16 May 2017 - 02:17 PM.
#308
Posted 16 May 2017 - 02:20 PM
I simply do not understand it. It could be simple, but you had to make it difficult.
I'm not up for this. I'll check back in a few weeks. I'm not trying to be a drama queen but I play this game because it is simple, I have other games I've been wanting to try.
#309
Posted 16 May 2017 - 02:22 PM
Someone said that you can deselect a node, and keep the nodes below it active; my experience is different: as soon as I deselect a node, all of the child nodes are deselected, too.
Fully converting over my 100 mech stable is going to take forever.
#310
Posted 16 May 2017 - 02:24 PM
invernomuto, on 16 May 2017 - 06:27 AM, said:
Because they're moving those quirks from mechs to weapon stats. Mostly next month.
So, with what leaves that the players for the one month in between? A useless, 16 GiByte chunk of Zeroes and Ones no one with half a brain cell will touch any more until they can be halfway sure they are not just wasting all of their time inside the game?
#311
Posted 16 May 2017 - 02:26 PM
Ertur, on 16 May 2017 - 02:22 PM, said:
I didn't actually say that, just that it was implied by the lack of anything in the patch notes saying otherwise. Apparently that's not a detail PGI chose to include in their description, so I guess the skill tree is a true tree.
#312
Posted 16 May 2017 - 02:27 PM
Edited by Ripper X, 16 May 2017 - 02:29 PM.
#313
Posted 16 May 2017 - 02:27 PM
Torezu, on 16 May 2017 - 12:36 PM, said:
No it isnt. Imagine if we had IOU's now that we earnt in-match that are used to buy Cbills, I think that would be a better analogy.
XP used to be used to buy skills, now XP is used to buy skill points to buy skills...
EDIT: Put analogy that makes more sense.
Edited by Axeface, 16 May 2017 - 02:31 PM.
#314
Posted 16 May 2017 - 02:28 PM
#315
Posted 16 May 2017 - 02:29 PM
Skill Node
A single Node within a Skill Class. Most Skill Nodes are part of a set; you'll need to acquire the full set to receive the full Skill benefit for the equipment or ability the Node relates to.
For The Range 1 Skill Node within the Firepower Skill Class. There are ten Range Skill Nodes in total, all within the Firepower Skill Class.
Edited by LikeUntoGod, 16 May 2017 - 02:30 PM.
#316
Posted 16 May 2017 - 02:32 PM
>I can now fit 81 CT armor on the Vindicator
#317
Posted 16 May 2017 - 02:33 PM
Why the exorbitant cost for skillpoints?
Why additional xp when you reskill?
Why the blanket nerf to chassis?
What is your grand vision in this? I assure you it is not helping with player retention and an excel sheet for skills is not drawing new players as well.
Where is the break even where investing in operations gets better than investing into weapon heat? How many heatsinks are we talking?
Why is this info not available anywhere?
I am all for experimenting and customization but stabbing in the dark is not cool. At least at a "preview" of what will happen when you select the nodes NOT base percentages but what will happen to your mech!
#318
Posted 16 May 2017 - 02:33 PM
Because this change will devalue the worth of GSP, they then need to also refund 45,000 Cbills for every GSP point you own.
That would fix their economy to be something that is actually sustainable. And encourage people to actually delve into the skill tree and experiment rather than being terrified and turning the game off, never to return.
#319
Posted 16 May 2017 - 02:38 PM
Rat of the Legion Vega, on 16 May 2017 - 02:33 PM, said:
Because this change will devalue the worth of GSP, they then need to also refund 45,000 Cbills for every GSP point you own.
That would fix their economy to be something that is actually sustainable. And encourage people to actually delve into the skill tree and experiment rather than being terrified and turning the game off, never to return.
You know, I am certain that the input they listened to was of the tier 1 pilots who make 300k cash and get 2k xp from every game while farming us potatoes. The average player is not tier 1. The average player was swapping modules and engines between mechs to keep costs down.
If PGI wants to drive the average player away, who are we to stop them. But I wonder why?
#320
Posted 16 May 2017 - 02:40 PM
Do you need a "total set" of nodes for them to work? And how can you tell which is which?
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