

Yay Or Nay On Skill Tree.
#61
Posted 16 May 2017 - 09:34 PM
like, there's parts of the firepower tree where three (for example) -heat nodes are clearly meant to be trading off in position with 3 cooldown nodes... so why three of each instead of just one?
honestly though that's a minor gripe, it only takes a couple seconds to click'em
#62
Posted 16 May 2017 - 09:38 PM

I like that we can customize more, need only one variant to master, and don't have to switch modules any more. I feel the refunds are generous.
However UI is quite bad, we need presets, and i would like less nodes with more impact, hope they improve on that.
#63
Posted 16 May 2017 - 09:40 PM
#64
Posted 16 May 2017 - 09:47 PM
before with the module system , a target decay and Radar dep. would cancel out and would still allow normal target lock time
Target lock shouldnt be instantly lost and instead just have normal Missle lock time if opposing mechs have maxed out Radar Dep,/Target Decay

Edited by kesuga7, 16 May 2017 - 09:51 PM.
#65
Posted 16 May 2017 - 09:54 PM
MischiefSC, on 16 May 2017 - 09:06 PM, said:
Yes I know what you can do there. Comparatively the HBR/EJC etc are better than it again though having access to the same stuff.
It's a total balance shift. This is my main issue with it, apart from the fact you have to sift for each build/mech each time you wanna do it.
ERL/boating is actually one of the easiest to sort.
I'm not against skill tree - not at all. I'm just totally against how it has been implemented which is so poorly done, it just boggles my mind.
I don't have the time you have to sit for hours sussin' builds, trees etc. I prefer that time to be spent actually playing the game I've put money into

#66
Posted 16 May 2017 - 10:00 PM
Extremely strong nay to engine desync aka mobility nerf that went with it, though.
#67
Posted 16 May 2017 - 10:06 PM
justcallme A S H, on 16 May 2017 - 09:54 PM, said:
Yes I know what you can do there. Comparatively the HBR/EJC etc are better than it again though having access to the same stuff.
It's a total balance shift. This is my main issue with it, apart from the fact you have to sift for each build/mech each time you wanna do it.
ERL/boating is actually one of the easiest to sort.
I'm not against skill tree - not at all. I'm just totally against how it has been implemented which is so poorly done, it just boggles my mind.
I don't have the time you have to sit for hours sussin' builds, trees etc. I prefer that time to be spent actually playing the game I've put money into

I thought that at first but I'm finding it's not so much the case. The Clan quriks are not quite as good. Result is that your GHR ERLL boat is actually more heat efficient with a shorter burn and comparable range to my HBR build. Wyvern kept range quirks for example which is still letting it out-range any Clan ERLL boat. Same with Rifleman, Dragons and a few others.
The new Skill Tree is, in its way, like a second Mech Lab. You can cookie-cutter some mechs out quick and easy and they'll do just fine. If you take a bit of time to tweak one up you'll fine tune some better performance -
However the rewards from the Skill Tree are mostly pretty slim and as such not hugely impactful unless someone does something really dim like ignoring Mobility and Ops.
It's not that bad. It's just new. You'll pick it up faster than it originally took you to understand how to build a good mech. You took time at that I have no doubt. We all did. Quit looking at it like a chore and more like a big expansion of the Mech Bay.
I took about 3 hours today to fill out almost 30 mechs, which included a lot of test-drops in the Training Grounds to see how impactful something actually was. It's still a lot of clicks and a bit clumsy but honestly Ash, it's not a bad thing. We've found a bunch of fun things you can do now that you couldn't before, new builds it makes viable, new things you can do. I was a huge critic of the new changes but I've really turned around on that. Yes, it's got a lot of room for improvement but it's actually added a lot of customization.
Fill Mobility, fill almost all of Ops, spend the rest in Firepower and you'll have a mech that performs almost exactly like it used to if not better. If you want to really get granular and tweak on something you can but honestly you do that and you'll be right back where you want to be in no time.
#68
Posted 16 May 2017 - 10:28 PM
#69
Posted 16 May 2017 - 10:37 PM
I have no idea what this makes better or more importantly, more simple and easy to understand than modules...atm Im sitting at 100% unmastered mechs with no urge to try and make even a grasshopper legit...
Keep up the good work pgi.
#70
Posted 16 May 2017 - 10:41 PM
#71
Posted 16 May 2017 - 10:41 PM
#72
Posted 16 May 2017 - 10:47 PM
Queen of England, on 16 May 2017 - 10:41 PM, said:
At least with this skill tree , once you get the clicks out of the way and the mech the way you like it , you dont have to constantly swap modules anymore and can just drop in your mech knowing its good-to-go
WIth the module system , i could only have a few select mechs with all the modules and had to constantly swap them around if i wanted to run other mechs
Edited by kesuga7, 16 May 2017 - 10:50 PM.
#73
Posted 16 May 2017 - 10:51 PM
Be nice if they removed the engine nerfs because heavies and assaults got the PIGs shaft this update
#74
Posted 16 May 2017 - 11:00 PM

#75
Posted 16 May 2017 - 11:05 PM
It seems very limiting at first. Fully upgrading mobility seems an absolute must pick before anything else, at least on my heavies an assaults which feel very sluggish now (as they probably should be..)
It creates some interesting options on ECM mechs. Like, really, ECM range is so short now so why bother, and can do without radar derp too. Not having seismic could hurt, but if I wanted, I could completely skip the sensors tree and go all points into firepower, heat buffs + mobility and some armor for the STK-3FB? I said why now and it seems good. Could this mech alpha 6 large lasers before without overheating? I really don't remember, but now it can. It does create some small amount of variety and fun choices.
Yay for the GSP and good riddance of 3 mech system. I had my lone NTG-Prime sitting with basics for quite a while, but now it can be fully mastered with free GSP without having to buy more variants (I really need just the one..). And plenty of examples like when I got the DFW-W which I never elited because I didn't feel like grinding trough the basics again after I got used to the mastered.
Having to grind boring mechs like BLKNT, PXH, Crabs and Wolfhounds which literally translated into mastering the same mech 3 times could be an overwhelming chore before. But now you can focus and play just the one variant, screw the rest. Thank god. Might even give the Wolfhounds a try now.. This is the best change.
Yay for the GSP, gone is module swapping, I can skip some of the mechs I will never pilot again and have enough GSP for the future to completely skip the xp grind. New variants can come in hangar mastered and ready to go.
Balance and skill tree power is another thing, but this is even for all of the players. If all the mechs are a bit weaker now, I'm fine with that too. Removing the 3 mech grind and module swapping is the biggest improvement they could make, never mind the small changes of % here and there.. Whathever, 50% of the tree is like basics anyway and will mostly always be picked (mobility and sensors), can do some tradeoffs with weapons and armor on top of it.
Overall first impressions were quite intriguing, I feel positive about this for the moment.
Edited by NeoCodex, 16 May 2017 - 11:17 PM.
#76
Posted 16 May 2017 - 11:10 PM
Plus imagine a new player seeing that enormous thing... the guy will flee...
#77
Posted 16 May 2017 - 11:10 PM
But then, I'm good with systems and numbers. I'm a strategy gamer.
~Leone.
#78
Posted 16 May 2017 - 11:19 PM
Although my BW is broken now, i need to figure out how to restore it to it's former glory, you can do some amazing stuff with the new system. My Hellslinger was always a bit weak, due to having to run an XL.. Nearly maxed out survival, and it's reeeeaally tanky now.
Have to try some of my lights/mediums and my brawling assaults too!
#79
Posted 16 May 2017 - 11:34 PM
ttsolo, on 16 May 2017 - 11:10 PM, said:
Plus imagine a new player seeing that enormous thing... the guy will flee...
Did people flee at Path of Exile skill tree? No, they loved it... And this isn't even close to that.
In terms of knowing what a mech needs - use the testing grounds to get a feel if mech feels mobile enough for you, or if it could use that additional torso pitch, jaw and responsiveness. I only tried the new assaults so far, but for me it feels like they absolutely all do. Next step would be sensors for most mechs (radar derps and seismics), then heat quirks if it's a hot build and finally weapons come last unless you don't need the heat quirks and play a cool gauss build, I'd go on the weapon upgrades maybe, and take at least half of the defensive quirks if possible. Left side gives more armor, right side gives more structure.
For niche cases like ECM or jump sniper mechs, I mostly skipped the sensors tree. Makes even more sense if you want to play something like a PPC SHC poptart where ECM is mostly just for your protection and it basically replaces the sensors tree. Can go with fully upgraded weapon and heat quirks on this one, maybe even some jump jet quirks. This one probably won't even need much of the mobility upgrades, if any, can make it quite different. Can grab armor instead and whatnot.
Edited by NeoCodex, 16 May 2017 - 11:41 PM.
#80
Posted 16 May 2017 - 11:39 PM
I think the ENTIRE skill tree is abysmal. Sure, make us unlock categories, but let us simply select the skills we want to apply to the mech we are making. Drop down menus would do just fine. This is clutter for the sake of player time sink. A flash screen we didn't need that succeeds in confusing anyone as to what is actually going on.
I would say it is barely a comparison to path of exiles. A poorly done, MSpaint atari skill tree.
Edited by Mechwarrior1441491, 16 May 2017 - 11:41 PM.
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