

Yay Or Nay On Skill Tree.
#221
Posted 18 May 2017 - 06:14 AM
Last night was my first night of play since the patch.
I ran my CN9-NCIX and HBK-4G unskilled. Play was great. No insta kills, no time I felt the meta was extreme or crazy. I skilled them both up and ran again, same results. Both pure PUG and in group PUG. I didn't feel like I was dominating (with my anti-meta mindset I rarely feel this way), but I didn't get dominated either.
All in all, I really like the change so far.
#222
Posted 18 May 2017 - 06:18 AM
The clicking isn't something i'm looking forward to.
I've played one match since it went live, put off by the number of clicks I'll have to do, but that doesn't put my in the nay side.
If there were less nodes, less skill points, the module skills we never used removed, but each node gave a bigger percentage, I'd probably be in the yes column, but as it stands I can't put my self there yet.
I guess I'm opinion pending

#223
Posted 18 May 2017 - 06:27 AM
after a number of games i am now a NAY
#224
Posted 18 May 2017 - 07:06 AM
See the data for yourself, 2 days after patch and we're back to "normal" player levels: http://steamcharts.com/app/342200
Edit:
Also, the Steam chart is a MUCH better indication of newer player interest than the old client would be.
Second edit: 17:00 today and 200 fewer players than the day before, for a total loss of 800 players in 48 hours.
Edited by I L L, 18 May 2017 - 01:34 PM.
#225
Posted 18 May 2017 - 08:36 AM
I L L, on 18 May 2017 - 07:06 AM, said:
See the data for yourself, 2 days after patch and we're back to "normal" player levels: http://steamcharts.com/app/342200
i wonder how non steam users there are, i dont run the game through steam. regardless those numbers are not encouraging what so ever.
#226
Posted 18 May 2017 - 08:57 AM
I L L, on 18 May 2017 - 07:06 AM, said:
See the data for yourself, 2 days after patch and we're back to "normal" player levels: http://steamcharts.com/app/342200
Yeah, it's killed my motivation. Game has edging to "not fun" for awhile and this did not help at all.
#227
Posted 18 May 2017 - 09:15 AM
#228
Posted 18 May 2017 - 09:20 AM
If I would have replied to this thread a few hours after patch release I would have voted nay but now that I have some time with it I am starting to enjoy it. The fact is the old MWO is gone. This is a brand new game with the skill tree. From the mechs that I had mastered & now built with the skill tree I would have to say overall they are less capable then they were under the old system with modules but now they are better at their intended roles then with modules.
#229
Posted 18 May 2017 - 09:27 AM
TercieI, on 18 May 2017 - 08:57 AM, said:
Yeah, it's killed my motivation. Game has edging to "not fun" for awhile and this did not help at all.
I've basically done up my PPC Summoner, Gauss NG and am waiting to see the drop decks for MRBC this week before I waste more of my time.
#230
Posted 18 May 2017 - 09:29 AM
Getting your SP to the point where you can use them is confusing, a step-by-step screenshot guide would be helpful for newer players, hint hint PGI. Also was hoping I wouldn't have to pay C-bills for more SP, I was hoping to acquire them automatically, as in I play several matches, build up enough points, gain a SP, repeat.
The big thing that keeps me in this is that I can pick and choose the mechs I want now (counting myself lucky I'm a newish player, about 1.5 years here, with only 10 mechs in my garage), that I have friends here in MWO, and that the Civil War patch is coming up. Looking forward to that.
To recap. Yay, not perfect, but yay.
#231
Posted 18 May 2017 - 09:29 AM
My kill secures are lower right now...but it is freaking super fun tweaking mechs. I'm even finding myself not taking speed tweak on many mechs in favor or other nodes.
#232
Posted 18 May 2017 - 09:34 AM
#234
Posted 18 May 2017 - 09:48 AM
#235
Posted 18 May 2017 - 10:10 AM
I think the last is my biggest issue. This takes ten times as long as the old system and therefore sucks up my game play. I'm no longer hardcore on this game, and if I have to spent 1hr ******* around with my mech out of a two hour session, i'd rather not play. I mean this system not only nerfs my mechs (I think-not sure) but it forces me to learn a new system and thereby UNDOES ALL THE WORK AND KNOWLEdGE ACCUMULATION I HAVE DONE IN THIS GAME SO FAR.
thanks but no thanks on the skill tree system.
Hopefully the turn based battletech will get its **** together, and I can just play that.
#236
Posted 18 May 2017 - 10:16 AM
Humpday, on 18 May 2017 - 09:34 AM, said:
Ya same, but I have a sneaking suspicion that is more of a global happening and not just affecting you. I too, noticed that. Might not be a bad thing (lower scores mean nothing ultimately, if everyone is scoring lower on average), we'll have to see how this thing evolves in the next few weeks/month.
#237
Posted 18 May 2017 - 10:35 AM
JackalBeast, on 18 May 2017 - 10:16 AM, said:
Same experience here. Muscle memory/timing adjustment required, even if slight, it has been factor for sure. That, and having to counter LRM's more actively, with AMS not working properly and ECM bubbles being smaller on average, they are much more of an effective suppression weapon again. I'm not complaining mind you, but I have been pushed out of my normal game plan a lot more because of it.
#238
Posted 18 May 2017 - 10:45 AM
Humpday, on 18 May 2017 - 09:34 AM, said:
Actually having the opposite experience. I regularly score over 700 damage a match with my heavies, but now it's getting much closer to and average of 1000. Not sure if this is a product of two air strikes, or players that haven't played in a while playing again, or people testing new builds against my meta builds, or mechs just having more armor and structure because of the tree. But It is very easy for me to get 1000 damage in my PPC Summoner or Gauss NG where it used to take actual concentration.
Edited by I L L, 18 May 2017 - 10:46 AM.
#239
Posted 18 May 2017 - 10:50 AM
The skill tree just makes the current sniper meta even worse. Only now poptarting is back and clans
are faster and have even more firepower than ever before. With the engine decouple torso twisting is harder
meaning your mechs die much faster. Its a giant mess.
#240
Posted 18 May 2017 - 11:01 AM
I have very serious objections to the design philosophy employed in the skill tree, and there are some facepalm worthy things like all the different types of XP and SP and whatnot used in the transition. Why couldn't we just get refunded in GXP and XP and make nodes unlockable by only XP, so much simpler and cleaner that would have been.
But anyways, on the whole I think this is a good change. Which is interesting, because I thought I would hate it.
The engine decoupling is good, a lot more low engine and standard builds are viable now, it's good for the weight class balance. Assaults and heavies feel more like big mechs t drive now which is great.
The Skill tree itself...well I have to say I don't hate it as much as I thought I would. I really like the fact that I don't have to search for modules, and you do actually want quite different skills on different mechs and builds, so there is some real customization in there which was my main worry that it would be the same optimal nodes for all mechs. I would still prefer a linear solution where the variety came from the nodes being balanced in power rather than being obstructed by less powerful nodes, but I don't hate it. It's actually fun to skill mechs up IMO.
Lastly the Victor brawler is back! That alone is soo wonderful.
Now the big question is about balance. I like the described direction form the Q&A to actually balance Clan vs IS engines and weapons etc, I really hope they will do that. My future opinion of this patch is going to be very much dependent on whether they can do good work on balance in the following months.
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