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What's The Minimum Investment To The Mech Operations Skill Tree You Need


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#21 Khobai

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Posted 17 May 2017 - 05:51 PM

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I honestly don't know how one would fix this as to not overpower an aspect. Eh, will play it by ear with the updates


simple. you cut the bloat out of the skill trees. then just reduce the number of active nodes from 91 to something lower. then refund the difference in GSP so people dont get mad.

Edited by Khobai, 17 May 2017 - 05:51 PM.


#22 Vervuel

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Posted 17 May 2017 - 06:33 PM

View PostKhobai, on 17 May 2017 - 05:51 PM, said:


simple. you cut the bloat out of the skill trees. then just reduce the number of active nodes from 91 to something lower. then refund the difference in GSP so people dont get mad.

Never gonna happen. PGI wants this, for whatever reason.

Also, using that skill tree for HBK 4J Bishop, it gets the LurmBack almost back where it was pre-skill tree. Which is good i guess?

#23 Vellron2005

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Posted 18 May 2017 - 02:37 AM

Yeah...

I myself meant to explore and ask which affects overall heat and heat dissipation, weapon heat gen or heat capacity skills?

#24 Elizander

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Posted 18 May 2017 - 03:16 AM

http://metamechs.com...es/skill-trees/

#25 Scyther

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Posted 18 May 2017 - 03:28 AM

@Vellron2005:
It is my understanding they work as follows:

Heat Dissipation(Cool Run): This increases the amount of heat your heat sinks dissipate each 'tick'. It sheds heat a little faster after it is generated.

Heat Capacity(Containment): This allows your mech to reach a higher total 'heat bar' before shutting down.

-Heat Generation: This reduces the amount of heat a weapon generates with every shot fired.

As far as effects go, Containment helps you fire higher-heat/more alphas before shutting down, but does not help you shed any heat. Cool Run/Dissipation helps you shed heat after it is generated. -Heat Gen causes less heat to be created in the first place.

-Heat Gen is best because heat you never generated doesn't push your heat bar up, doesn't need to be shed, allows larger alphas. It is also the most 'expensive' to get in terms of node cost. Dissipation comes next as it affects DPS over time and how quickly you lose heat. Containment is useful for firing larger or more weapon bursts before you have to shut down or back off to cool down, but does not actually help you 'manage heat' at all.

This is only my understanding of it, if anyone has better/more info please feel free to update me! Posted Image

Edited by MadBadger, 18 May 2017 - 03:30 AM.


#26 627

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Posted 18 May 2017 - 03:32 AM

View PostKhobai, on 17 May 2017 - 05:34 PM, said:

the bad skills need to go away

if every skill node costs 1 skill point then every skill node needs to be worth 1 skill point. its that simple

if that means combining some of the bad nodes into one node or breaking some of the good nodes into multiple nodes thats what needs to be done

but every skill node should be equally worth taking


something like 5% hill climb is not worth 1 skill point. period.

so instead of having like three skill nodes that are 5% hillclimb just combine them into one skill node thats 15% hill climb. 15% hillclimb for 1 skill point isnt that bad anymore.

they need to cut all the bloat out of the skill tree by combining the useless skills into useful ones.


Those "bad skills" are a tax, nothing more. Without them, the Skill tree would look like this:
Coolrun1 :1 SP
Coolrun2: 2 SP
Coolrun3: 4 SP
Coolrun4: 8 SP
Coolrun5: 12 SP

So with the current system you pay the same in SP, but you get some side effects in form of those useless skills. And some are not *that* useless, just take all the sensor nodes if you want radar/seismic.

#27 Khobai

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Posted 18 May 2017 - 03:43 AM

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Those "bad skills" are a tax, nothing more. Without them, the Skill tree would look like this:


Or you could just replace the bad skills with skills that arnt bad

#28 sycocys

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Posted 18 May 2017 - 05:28 AM

The "minimum" is maybe to heat containment 2 and 3.

That is if you need it at all, the rest of those points are better off spent in the weapons tree.

#29 Baron Zen

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Posted 18 May 2017 - 06:08 AM

View PostKhobai, on 17 May 2017 - 04:27 PM, said:

operations tree is useless

50% of the good skills are walled behind bad skills

youre basically wasting half the skill points you put into that tree

youre better off just putting the points into the heat skills on the weapon tree


if for some reason you absolutely have to put points into operations I wouldnt go any deeper into the tree than the first 3-5 heat skills.


Run a 7 med laser firestarter and you will see why some mech need full investment in heat management.

Edited by Baron Zen, 18 May 2017 - 06:09 AM.


#30 S p a n i a r d

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Posted 18 May 2017 - 06:11 AM

I'm pretty sure that getting the Heat Gen nodes on the Firepower Tree is much better than getting the Heat Containment and Cool Run nodes in the Operations Tree if your mech doesn't use a lot of external heat sinks. Thus I ignore that tree in a lot of my mechs

Edited by S p a n i a r d, 18 May 2017 - 06:16 AM.


#31 Khobai

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Posted 18 May 2017 - 06:39 AM

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Run a 7 med laser firestarter and you will see why some mech need full investment in heat management.


i dont run bad mechs though





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