tee5, on 16 May 2017 - 12:56 AM, said:
C-Bills - Used to buy mechs (those available for c-bills), equipment, consumables, and part of SP.
MC - Used to buy mechs (those available for MC), consumables, mech bays, and art/cockpit items.
SP - Used to activate skill nodes on one specific mech, purchased with XP (any) and c-bills, or GSP/HSP where appropriate.
GSP - Not able to be purchased, transferred from legacy modules only. Each GSP can buy 1 SP for any mech.
HSP - Not able to be purchased, transferred from legacy purchased mech skills only.Each HSP can buy 1 SP for the mech variant it's assigned to.
XP - Used as part of SP purchase on one specific mech, earned in combat or transferred from HXP.
GXP - Used as part of SP purchase on any mech, earned in combat (5% of XP), transferred from legacy GXP (spent or not), converted from MC at varying rates, or earned at end of cadet period.
HXP - Used as part of SP purchase on one specific mech, transferred from unspent legacy XP on that variant.
You weren't able to find an more complicated way to implement the skill tree?
These are not difficult concepts. It's not complex. GSP, HSP, and HXP are legacy transfer items only, so new players won't even have to deal with those. SP is the only new item, and I might argue that it's an unnecessary one, but whatever, they thought they needed a currency to make the "skilling" process more obvious.
xengk, on 16 May 2017 - 02:52 AM, said:
IS Orion could use some of that too, the waist missile box will display 10 tubes no matter what missile is install there.
Can someone check did Victor get their abysmal tube count increased?
Also please fix Battlemaster arms. They show 15-tube launchers no matter how many are there.
WolfOfLight, on 16 May 2017 - 08:45 AM, said:
4 mechbay at start, and only make about 10,000 cbills tops per match since being new they cant get kills, hell, they can barely pass 100 dmg a match, and even when they get good (5+ kills a match) only 100,000 per match, and that's from trying hard.
please pgi, give us better Cbill rates to counteract the addition of skill tree costs...
A terrible match at the beginning gets you 30-40k c-bills. I don't know where your 10k is coming from. A decent match once you get good is 200-250k+, even without premium, so your 100k is quite short. I think 1-4 SP per match is a decent rate of progression. What I <don't> necessarily like is that the c-bill sink for skills means that while you're busy mastering one mech, you're not saving for others. I'm hopeful that the c-bill payouts for both standard play and events will go up (as it appears to have done with Tukayyid 3).
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What no one seems to realize about this patch and the skill tree is that once you have activated a prerequisite node, if you don't want the effect of that node, you can always
deactivate it and continue to keep the benefits of the rest of the nodes you have past it in the tree. Ex. you want full Seismic Sensor use but don't need/want whatever's before them in the tree? Activate those, get to Seismic, deactivate the rest, and leave Seismic active. Yes, it'll be some experimentation, but that's what all those extra XP points pay for. Discover you don't really need/want Seismic after all? Deactivate it, in favor of Radar Dep, or ECM boosts, or whatever else you want.
I'll probably end up with 150+ nodes purchased for the mechs I use frequently, and I would imagine a fair number of them will be pre-requisites, only purchased to get access to the later ones. I will just regret slightly the extra c-bill cost that will go into activating the ones I'm likely to never use.