Rodrigo Martinez, on 18 May 2017 - 06:11 PM, said:
Please, can you give me a scheme to get all old skills? Best if it's will be pictures.
I'm sure only in the operations tree, where I pick up everything except 5 nodes. It's cool run and heat cont. 20 nodes, 16000exp vs 1750 in past to get normal heat management. And now only 71 node left. Even with boats I still have to choose how much I should invest in weaponry: full or no? Will it be enought or no? After that I have a choise between mobility and surv. I need to test these things live to get opinion is it worth or no. Me, personally. Then sensors. Can some mech benefit from the rad. depr. while others mechs not? I think it's possible. My mech can have JJ. Too many variants to try but I have to choose wisely or grind-grind-grind.
And if I have new mech and no GSP. In past 1750GXP was enought to start playing any mech. How much GXP I need now to get old basic heat gent numbers? Add engine desync. For me, only for me, it's too big effort and I don't see big advanteges over the old system atm.
For weapon cool down numbers you cannot duplicate the previous levels but then that's also part of the PGI plan to re-balance the game and increase the TTK. But for the other skills... well convergence has been a useless placeholder 3000 xp sink for years.... the cool run and heat capacity totals have dropped 5% each (and that too is deliberate by PGI to increase TTK), but now everyone has access to heat generation nodes that apply to all their weapons. We used to be able to pick up after elite skill complete a net 5% of anchor turn, 5% of torso twist speed, 5% of torso twist range, 5% each for arm speed and range, and 15% acceleration and braking. Oh and the 7.5% speed tweak.
The maximum allowed heat capacity (15%) and cool run (10%), and 35% quick ignition costs 22 nodes in the operations table, but also brings you 10% speed retention, 10% hill climb and 70% improved gyros which are all part of 3 seperate modules before. 28 nodes in the mobility tree combine to give you 8% torso yaw speed, 6% torso yaw angle, 8% torso pitch angle, the 7.5% mech speed bonus, 17.5% each to acceleration and deceleration, and 20% to turn rate. Except for the ignition, capacity and cool run #s, all of those are higher than they were before and that's only half the nodes used. This was what I did with one of my Assassins for example. I still had 41 nodes leftover to put into other areas. Assassins had minimal weapon quirks for example even when new a couple months ago so the lost essentially nothing under the new tree quirk changes (a single variant lost 5% of missile velocity).
And with the engine de-sync of the agility, that's with any engine in your mech (which now only affects top speed).