sycocys, on 16 May 2017 - 02:27 PM, said:
The point of it is to force you to make some concessions to get to the higher power/more useful nodes.
True. However, it could have been designed such that the higher or more useful nodes just cost more. By having a more convoluted tree, it accomplishes something similar in that the higher nodes DO cost more but you may get something else less useful or desired for those expenses.
For example, someone complained about having to spend 3 skill points on target info gathering and sensor boost to get advanced zoom. True. However, would a linear tree in which advanced zoom by itself costs 4 or 5 skill points be a preferable alternative?
Or speed tweak for example, they could design a linear speed tweak line in which the first level cost 1, then 2 ... all the way to 5 so that the total cost in skill points for all the levels of speed tweak would be 15. No skill points spent on other stuff that way but it costs about the same as unlocking all the speed tweak nodes in the current tree.
PGI took the design decision to make some of the more desirable nodes cost more skill points to obtain. This could have been done in a linear format or in the current format. I think a pure linear format would be easier to understand but there would also likely be somewhat less variety and would probably be easier for folks to min/max. The current skill tree lets you aim for your preferred primary capabilities ... say heat capacity/dissipation, radar derp, improved uavs and laser skills ... or maybe improved armor/struc, improved mobility, heat cap/diss, weapons.
One common tree is likely to be heat cap/dissipation unless you are using an all ballistic build but then do you max these out at 15% or is 10% good enough? You can save a few skill points to spend on another tree.
There are lots of folks discussing standard best build skill trees but I honestly think the best build will vary depending on mech/loadout/playstyle and personal preference so I expect to see some variety coming from the new tree.