Posted 17 May 2017 - 12:17 PM
Nay, overall.
For my light mechs (and mediums who think they are lights) it hasn't hurt at all, it may have helped (tough to say for certain).
As a light mech pilot at heart, that's nice. Not great, just, nice.
For most mediums, heavies, and assaults I can't say that this whole shebang feels helpful. Nope.
(long stuff)
However....
Has the skill tree, by itself, helped balance things? (this is a claim I've seen some folks make)
No. Not as far as I can see. It may have helped under/un-quirked mechs more than quirked, which is the wrong direction to go (they were more/less quirked for a reason). Other changes, engine decoupling, quirk changes, etc. that came with the new skill system may have been intended for balance, but the skill system itself is theoretically impartial across the board.
Did the new skill system remove useless skills?
Not really. They did get rid of the arm and pinpoint skills, but hill climb? Gyros? Range for missile focused mechs? Extra torso pitch? Yaw on urbies? I could go on. Most of those are either useless, or at best very marginally useful, and few people would take them voluntarily.
Is it user friendly?
No.
Is it clear and helpful for new(er) players?
I think not.
Has the skill tree promoted variety of builds?
NO.
First off, just look at many posts. Much of the community seems to feel there are certain parts of certain trees (Ops, Mobility) that are "must-haves", several others are regularly being tagged as "just not worth it" (sensors). That means, at this point at least, the skill system is still promoting unity of builds (maybe with minor differences), but not significant variety. There will be some outliers who do oddball things (I'm one), but those were already there, so no real change. Eventually, the community as a whole will settle on certain skills as standard, and there will be a little wiggle room for individuality, but in general, not much variety.
Second, does the tree discourage boating (thus prompting different weapon load outs on the same mech), or altering/adding to the regular weapon builds considered 'meta'? It does not. No change in variety there. If anything, again, it may have encouraged boating a single weapon type because then you can go for generic and weapon specific nodes only. (Note, with a single skill web like this, I don't think it would be possible to discourage boating, so this may be a wash.)
Third, are the trade-offs present and prompting serious differences in builds? Not so much. Each node is worth so little, respectively, that moving a few skill points around here or there doesn't make the mech really feel any different. I've already done just that with a couple mechs, gone to the expense of respeccing to some degree (shifted about 20 points around), and ultimately, the mech felt the same (in one case I shorted firepower, ops, and sensors to get more mobility and survival). Your mileage may vary (I hope it does).
Finally, does the new skill system seem to promote role warfare at all?
No, sadly. A, the final numbers you can dig out of any specific area just don't seem all that significant; B, since every mech has access to the exact same nodes, you can't necessarily differentiate yourself in any meaningful way without being gimped somewhere. Heck, in several cases (survival chief among them) the skills seem designed more to homogenize than differentiate.
(that sounds like a trade-off, yes? But on a light mech, is 40% radar dep worth 8% more structure and 5% more armor? (6 point shift in those areas) it seems equivocal, so maybe? and if maybe, then there is no real role difference. those 6 points, btw, represent 6-7% of your total points so shifting them should make a difference (try shifting 5% of an economy around and see what happens to the country, or for a more personal level, try shifting 5% more of your day to more exercise, that's more than an hour extra exercise per day (72 minutes), see the point?).
All this adds up to the new system not really achieving what its expressed goals were.