

Yay Or Nay On Skill Tree.
#21
Posted 16 May 2017 - 07:53 PM
Not thrilled with the amount of clicking I have to look forward to on nearly 300 mechs.
I'll reserve any further comment till after I have had time to experience the changes on a mech to mech basis.
#22
Posted 16 May 2017 - 07:57 PM
KingCobra, on 16 May 2017 - 07:47 PM, said:
King, I did some math on my Viper situation. I bought a Medusa on sale months ago. If we were still in the three Mech to master system, I'd be looking at 19 million more C-Bills for two more Vipers if I wanted to get beyond Basic skills. If you think 4095000 C-Bills is 'way too costly' to convert, what did you think in the past? I mean, that's 19 million for two 40 ton Mechs. What would two more Timber Wolf Mechs run? This new system is way cheaper.
#24
Posted 16 May 2017 - 08:02 PM
#25
Posted 16 May 2017 - 08:05 PM
A) I love customization in general, whether it's skills or camo B ) I love having 3 variants with unique quirks C) The system adds new depth to the game. D) There's no optimal way to skill your mech atm and I think that's a good thing.
Edited by Bluttrunken, 16 May 2017 - 08:08 PM.
#26
Posted 16 May 2017 - 08:06 PM
RIP: Pinette
..but, yeah.. no.. This abomination is something entirely alien to the Mechwarrior franchise. It's overly complex and not user friendly. It's driving existing players away and it'll intimidate new players. Not enough player feedback was taken into consideration and it's poorly coded and buggy, so some specific mechs can't even receive a HSP transfer.
It's bad for the game.
IDK.. I'll come back for the Civil War tech and see if the game is in a better state. This patch removed fun from the game, that patch stands a chance of injecting some fun back into it.
#27
Posted 16 May 2017 - 08:07 PM
Which about sums up my feeling on it.
#28
Posted 16 May 2017 - 08:11 PM
StaggerCheck, on 16 May 2017 - 07:57 PM, said:
King, I did some math on my Viper situation. I bought a Medusa on sale months ago. If we were still in the three Mech to master system, I'd be looking at 19 million more C-Bills for two more Vipers if I wanted to get beyond Basic skills. If you think 4095000 C-Bills is 'way too costly' to convert, what did you think in the past? I mean, that's 19 million for two 40 ton Mechs. What would two more Timber Wolf Mechs run? This new system is way cheaper.
Yes it would be IF you mastered all your mechs but I imagine more players were like me and just mastered 3 mechs out of 67 on this account the rest were just skilled to basic.
So I would assume most new players just collected mechs skilled them to basic and that's it so with the current cost to convert historic or gxp to SP its going to be a long grinding ride to skill up 60+ mechs don't know if I will probably just put the 23 SP points into all of them and call it good which wont enhance crappola.
#29
Posted 16 May 2017 - 08:12 PM
Ultimax, on 16 May 2017 - 08:07 PM, said:
Which about sums up my feeling on it.
I did exactly the same. Well, actually I spent 20mins and then logged off and just went to work as it was a better option than sifting through that steaming pile of elephant dung.
Edited by justcallme A S H, 16 May 2017 - 08:12 PM.
#30
Posted 16 May 2017 - 08:19 PM
I been dropping with no skill points
I just get the feeling that PGI is trying to trick me into something I don't know what
they have some plan but I cant see it so I cant get on board with it
I know its not fun
#31
Posted 16 May 2017 - 08:26 PM
I like that there's more tradeoffs and that mechs are a bit less agile
I also don't see what's so bad about the UI; it's a little cumbersome to assign all the points but it works fine (once you figure out how to convert skill points anyway)
#32
Posted 16 May 2017 - 08:33 PM
Right now after spending the 91 sp on a few mechs they just ended up as slightly worse versions of what they were pre skill tree.
Slightly: slower, less mobile, less range, less heat efficiency.
The UI could also use a lot of work. Skilling up a mech is clunky.
I also no longer get any sound effect when I fire my lasers with -duration skills chosen.
#33
Posted 16 May 2017 - 08:33 PM
But overall I'm still approaching this from a neutral point of view, so call me 50/50.
#34
Posted 16 May 2017 - 08:34 PM
#35
Posted 16 May 2017 - 08:36 PM
no excuses now , make your own quirks :-D
and failure is just a learning example.
if you can not figure it out and need help. ask someone
Edited by JayRtech, 16 May 2017 - 08:37 PM.
#36
Posted 16 May 2017 - 08:39 PM

+100000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000%
Edited by Dollar Bill, 16 May 2017 - 08:51 PM.
#37
Posted 16 May 2017 - 08:42 PM
Catten Hart, on 16 May 2017 - 07:21 PM, said:
Also "Yay!" for urbies with additional torso twist abilities available.

GenghisJr, on 16 May 2017 - 07:29 PM, said:

Edited by Mystere, 16 May 2017 - 08:41 PM.
#38
Posted 16 May 2017 - 08:42 PM
Edited by Trev Firestorm, 16 May 2017 - 08:43 PM.
#40
Posted 16 May 2017 - 08:45 PM
I'm hoping some rebalancing adds more value to trees like Survival relative to Firepower and Sensor gets a rework to make it of comparable value to either.
However, yeah. It's not bad. We've found some builds that work well outside the basic 'formula' and there's some uses for something other than just the same ol' same ol'. Yes, laservomit is still superior but there's some cool stuff for ballistics and missiles. Velocity buffs are awesome across the board.
It's alright. Happy with it.
Edited to add -
The UI could be more responsive, often it doesn't register my clicks and I'm getting a growing latency the more time I spend leveling mechs. However the interface is pretty intuitive. Had no issue at all working out how to use GSP/HSP/HXP/etc.
Edited by MischiefSC, 16 May 2017 - 08:47 PM.
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