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Skill Tree Templates


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#1 Sagamore

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Posted 16 May 2017 - 11:43 PM

Here's an idea... what if we had pre-made "builds" available from a dropdown menu in the skills screen based on the BattleMech roles: Brawler, Juggernaut, Missile Boat, Scout, Skirmisher, Sniper and Striker.

So for instance, say I'm speccing my Catapult and I pick the "Missile Boat" template. It loads all the nodes that one would expect to use for a missile-based mech. Maybe I have jump-jets equipped so I can go in and tweak a few of the nodes. Total spec time would be less than 30 seconds.

This could even be a community thing like the trial mechs. Having a generic template that we can load and then tweak to fit our mech would be a huge time saver and might take the edge off all the clicking.

And who knows, this might even open up the way for saved templates (still waiting for saved loadouts in the mechlab but I doubt we'll ever see that now with the "2 mechs of the same variant will have their own skill trees" thing.

#2 l33tworks

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Posted 16 May 2017 - 11:55 PM

This will almost certainly be patched in at the first skill tree U.I revision and will be touted as a supposed (but terrible) solution to the tangled and unintuative web layout (instead of having it linear precise and sensical). All the cool kids will be doing it manually though cos the pre builts wont be optimal.

And with the majour complaint of the skill tree taking too much tume to fill in we can kiss goodbye any hope of ever getting a linear tree so the real problem wont ever be fixed.

#3 NeoCodex

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Posted 17 May 2017 - 12:00 AM

That's a cool idea. Reminds me on Hearthstone auto-deck creator Posted Image

Or, a simple button "apply all skill nodes" in a tree. For example in mobility and sensors, you mostly want all of them and can handpick the 1 or 2 you don't need after you apply all.

Instead of your suggestion, just a simple apply all (per category) would go a long way, and is realistically possible to make until the next patch.

Edited by NeoCodex, 17 May 2017 - 12:08 AM.


#4 Vellron2005

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Posted 17 May 2017 - 12:02 AM

Great Idea.. would support this..

Naturally, the template must be editable.. but it could be usefull..

#5 Jay Leon Hart

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Posted 17 May 2017 - 12:39 AM

It was brought up a few times, looks like a great idea, sounds like they're already working on something similar.

#6 Mordric

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Posted 17 May 2017 - 01:19 AM

This template thing will take a wile to learn, and I agree. Well need a general prebuilt template, for a general mech role. That can be tweaked.

#7 The Unstoppable Puggernaut

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Posted 17 May 2017 - 01:25 AM

I suggested this last PTS, hopefully this will catch on. Loving the skills tree but death by click is actually hurting and I've got so many more mechs to get through :(

#8 Chound

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Posted 17 May 2017 - 01:39 AM

View PostNeoCodex, on 17 May 2017 - 12:00 AM, said:

That's a cool idea. Reminds me on Hearthstone auto-deck creator Posted Image

Or, a simple button "apply all skill nodes" in a tree. For example in mobility and sensors, you mostly want all of them and can handpick the 1 or 2 you don't need after you apply all.

Instead of your suggestion, just a simple apply all (per category) would go a long way, and is realistically possible to make until the next patch.


The main problem is 91 nodes yo will only beable to take 2 trees and what you do with the rest. The one mech I mastered had only 3 nodes in Firepower. If anyone has a config that uses speed tweek and all the heat gen cooldown nodes I would love to see it. I think we need more active nodes to really get an ideal mech

#9 lazytopaz

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Posted 17 May 2017 - 01:44 AM

Skill tree needs to be simpler.
Less nodes but bigger numbers on them.
Too much clicking.

And I'd like to be able to spend additional points to further spec in some skill trees (for example with mechs that before skill tree enjoyed some wild and unique playstyles like CN9-D and its huge 1xLbx10 cooldown quirk). So I can put 5-10 more skill points into cooldowns to make it interesting/unique again.

Edited by lazytopaz, 17 May 2017 - 01:45 AM.


#10 Chound

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Posted 17 May 2017 - 01:45 AM

like to see a template for a fully mastered mech on the old sysem, No module nodes unless it is a gatekeeper for a needed node and see what happens

#11 Ted Wayz

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Posted 17 May 2017 - 01:46 AM

PGI has said they will do this to relieve the burden on people with large amount of mechs (and who subsequently spent large amount of money). They said this will happen...soonTM.

#12 Appogee

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Posted 17 May 2017 - 01:48 AM

It's a good idea, and one that PGI would have introduced at the same time as the Skill Tree if they actually planned ahead or cared much about addressing player concerns.

In fact, this idea was proposed a few months ago by several players as a way to address the concerns about the click burden of the new tree. But it got the usual "we'll be sure to work on that" fobbing off.

I really hope we don't lose half the playerbase before PGI decides to do something to address player concerns. HBS's BattleTech beta is going to put a further short-term dent in the players willing to grind their way through the skill tree clickfest.

#13 Lupis Volk

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Posted 17 May 2017 - 01:49 AM

Yeah a basic template system would be great. I'm timid at homebrewing my mechs at the best of time, now this makes me defalcate myself.

#14 Jay Leon Hart

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Posted 17 May 2017 - 01:54 AM

View PostChound, on 17 May 2017 - 01:45 AM, said:

like to see a template for a fully mastered mech on the old sysem, No module nodes unless it is a gatekeeper for a needed node and see what happens

Try this courtesy of MadBadger

#15 DOMV2

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Posted 17 May 2017 - 06:52 AM

Great ideas. With lots of mechs to work with, it would be nice to have the role specific templates to load as starting points and then save with our specific twists. Also a select all and clear all by group would be handy.





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