


Yay Or Nay On Skill Tree.
#41
Posted 16 May 2017 - 08:48 PM

#42
Posted 16 May 2017 - 08:50 PM
It's not perfect by any means but it is more interesting and makes several of my favorite mechs not completely useless anymore because I can play to their strengths(Orion, Vindicator).
7/10, but has potential.
#43
Posted 16 May 2017 - 08:51 PM
#44
Posted 16 May 2017 - 08:53 PM
#45
Posted 16 May 2017 - 08:53 PM
#46
Posted 16 May 2017 - 08:55 PM
Side affect I had not consider: mech variety on the field for patch day. In solo QP, where the majority play, the variety in mechs was astounding. Saw some old classics that haven't seen in a long while. Enjoy the matches and the new sense of uncertainty gained cquse everyone is trying out new things.
Edited by Dracol, 16 May 2017 - 08:58 PM.
#47
Posted 16 May 2017 - 08:55 PM
BUT TOO MANY NODES.
So its a "Yay!....but hold on a minute.."
Edited by rollermint, 16 May 2017 - 08:56 PM.
#48
Posted 16 May 2017 - 08:57 PM
#49
Posted 16 May 2017 - 08:59 PM
It's not good, but marginally better than what we had. Ultimately its size and complexity hurt it more than it helps it.
I can't see it as a big plus for the game, but neither can I see PGI pulling the plug on it.
EDIT: Just found this vid on the internets and while it's not perfect I think it aptly describes what the average unprepared player logging on over the next week is going to experience.
Edited by TLBFestus, 16 May 2017 - 09:18 PM.
#50
Posted 16 May 2017 - 09:01 PM
Meh on the number of nodes. Would have liked a few less. Maybe 70 or so SP, 150 Nodes.
Yay on the ability to tailor each Mech to the weapon strengths and the way I want to play the chassis.
Overall Yay! It needs some refinement but it is good basis to work from IMO.
#51
Posted 16 May 2017 - 09:03 PM
Really enjoying the added flavour so far. The trees are pretty thick, but once you've been through them a couple times, you know what you're looking for.
My favourite part so far has been the durability nodes. My Bushwacker is a beastly tank with a maxxed out durability tree and a STD engine.

#53
Posted 16 May 2017 - 09:06 PM
justcallme A S H, on 16 May 2017 - 08:12 PM, said:
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.
You know I <3 you Ash.
However, quit being such a poosy.
It's not that tough.
I'll help you -
Grab an energy boat. Take a GHR energy boat. Take the one with the best mounts.
Max out all 40 nodes in the Mobility tree.
Make the Ops tree look like this:

Then make Firepower look like this.

Go to the top right. Select 'Add SP'.
Drag the 'HSP' bar over to put 91 pts in. Save it.
Then in the top right select 'Apply Changes'.
There you go.
Then go *play it*
Feel what a GHR with 15% beam duration, plus some cooldown and heat generation plus range quirks feels like. It's beautiful. The 5xERLL GHR is better than it is in live.
Once you're comfy with it you'll find there's room to make some wild stuff. I made a Super Nova 1A with 6 ERLLs that's absolutely viable. With standard heatsinks. Not kidding. Just dropped with it on Alpine Assault. Finished with 2468 damage and 9 kills in my first wave with it. If I hadn't had to go chase a PHX off our base with my 2nd mech I would have broken 3K that match.
It's not a huge massive change but there's some wiggle room in there to carve some fun niche builds out. You can make a tanky AF Urbie build that's pretty solid. You can make a Gargoyle that tanks like an Atlas. You can make a mech with 2 UAVs with extra range. Max out the Velocity quirks on a mech with missiles - like this. Ballistic and missile firepower tree magic button:

You'll have SRMs that are almost as fast as AC20 rounds. Put that stuff on CUACs and it's stupidly easy to keep them on target.
Yeah, it's still a bit cludgy but not bad. Better than I had hoped or expected. Spend some time with it and you'll see what I mean.
#54
Posted 16 May 2017 - 09:07 PM
trajan331, on 16 May 2017 - 08:57 PM, said:
When you work 12-16 hours a day(often the entire week) and with a family, trying to figure out 200+ nodes and how to really optimise it for each mech you own is just something you can't afford to waste time on. I really want to but I can't.
The idea is sound, i really like it but does it really need to be 200+ nodes? I really feel it could be made a lot simpler. Plus the UI is just...wow, i felt less lost in Eve. Complexity is one thing but this is just bad. It looks like UIs in the 90s era.
The game is becoming more and more staring at spreadsheets, its reminding me more like, again, Eve Online. (Which is a really good thing for me but...uh, less nodes? and less currency?)
Edited by rollermint, 16 May 2017 - 09:09 PM.
#55
Posted 16 May 2017 - 09:09 PM
#56
Posted 16 May 2017 - 09:13 PM
fat4eyes, on 16 May 2017 - 09:09 PM, said:
The JJ tree isn't that poptart friendly but if you need a light/medium that can freaking *fly* it's not a bad choice, especially if you're more of a scout than a brawler and can sacrifice the points from Firepower.
I've got some Clan laservomit now that are just *sick*. Flat out sick. My 3A Roughneck laservomit is tanky as all get out and just pukes up damage on stuff all day long without cooking.
Smart choices in the skill tree are as useful as smart choices in the mech lab. I'm happy with it.
#57
Posted 16 May 2017 - 09:14 PM
This just makes me regret being a collector because it is just such a pain to spec something out and build it....not to mention for comp light players will be switching between capture assist and something else EVERY series and then add on to the fact that consumables are in high demand now thanks to the increase of slots despite being the same price. Yeah, there are so many things that absolutely bug me about this that I'm pretty tempted to just cancel all my packs because this is a huge put-off.
I'd prefer them going with as minimal a route as possible because I don't think progression affecting gameplay belongs in a PvP only game to begin with and it adds more monetization of customization (aka a major focus of the game). That and simplifying it because this is stupidly complex and doesn't really make things interesting, it just makes it a chore.
Edited by Quicksilver Kalasa, 16 May 2017 - 09:17 PM.
#58
Posted 16 May 2017 - 09:19 PM
Buying skills costs cbills
You need to 'rebuy' nodes with additional xp if you respec.
Because I hate the idea of wasting the resources I've grinded out, it makes me a little paranoid about investing the points unless I know where exactly I should be investing the points. Is it OK to avoid the senor modules? Is heat reduction on weapons sufficient to ignore the heat disipation perks with this loadout? I don't know. I need to load up a tree and test. That's a lot less viable if there's a sizable cost in doing so.
#59
Posted 16 May 2017 - 09:28 PM

#60
Posted 16 May 2017 - 09:33 PM
Scout Derek, on 16 May 2017 - 07:14 PM, said:
I'm still unsure if I like it or not, so I guess I'm just curious on what everyone else thinks since I can't always see what everyone thinks. I was nay back then, but now not so sure.
Put me in the "hate it" column.
I don't understand why they thought this bull**** was even necessary, let alone a good idea.
I'm done with it.
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