Ok ... after having played a few matches over a range of my mechs I like the skill tree and haven't noticed that much of a nerf to mobility. This is just my experience. I am also finding the mechs to be as much fun as ever and in some cases more fun to play.
First ... I absolutely LOVE not having to swap modules. It wasn't that big a deal but it was a maintenance chore. Now, the mechs are skilled up and all I need to do is tweak then just hit drop without having to worry about whether I remembered to install modules.
I have so far played:
1) Jenner JR7-D
Skills:
Aux - 6 - extra UAV and 2 extra slots
Sensors - 20 - seismic and radar derp
Operations - 20 - heat management
Jump Jets - 15 - more lift and duration
Mobility - 30 - all of speed tweak
Experience:
Fun to play, if anything it felt like better agility than before the skill tree, jump jets were more useful, sensor skills were also useful - target info meant I could focus fire better. I didn't put anything into the firepower tree so the effect of weapon modules from the old system was lost but that was never really the focus for my builds. Some one else could put more into firepower.
2) HBK-4G
Skills:
Sensors: 16
Operations: 9
Mobility: 15
Firepower: 51
Experience:
Generally good. Didn't feel any slower or much less maneuverable than it did before. Hard to judge the effect of the large investment in the firepower tree.
3) Catapult Jester
Skills:
Auxilliary: 6 - 2 UAV + 2 extra consumables
Sensors: 18 - radar derp
Operations: 9 - mostly heat
Jump Jets: 12 - initial lift and duration but you get some vectoring anyway
Mobility: 23 - kinetic/hard brake, turning and torso
Firepower: 23 - all four laser duration and as much heat/filler as possible
Experience:
This was a blast. I usually play my Jester much like a heavy light mech with close to max engine. It performed really well and the laser boosts from the firepower tree seemed to help. With the points in mobility it didn't seem nerfed in the movement department at all.
4) MAD-IIC-A
Sensors: 16 - radar derp and filler
Operations: 21 - as many heat related as possible plus filler
Mobility: 19 - kinetic, hard brake, torso twist plus filler
Firepower: 35 - UAC and 3 laser duration plus as much heat gen as I could fit in
Experience:
This felt somewhat less maneuverable than previously but not anything like unplayable and in fact almost un-noticeable. Arms were quick but the torso would take a bit longer catching up. Accel/decel were still good for an assault. I didn't notice any real issue with performance or firepower.
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Some general comments:
1) I have purchased radar derp 100% on every mech. This comes along with boosts to sensor range, target info gathering and a generally useless +200 to target retention. That +200 to target retention is, in my opinion, a design flaw. I think the special replacement skills should all be leaves and only the more generic skills used as filler in order to reach those.
2) I haven't tried playing without a skilled up mech to see the difference.
3) I'd like to see more of the special leaves (UAC jam chance, gauss cooldown, laser duration, advanced zoom etc) and some options to reach those. Having a bit of choice of which generic skills to take (i.e. range, heat, cooldown, sensor range, target info) might be nice.
Overall, I haven't seen any huge degradation in mech capabilities. Mechs don't feel like snails ... they are still fun to drive ... they are all still effective. Maybe not balanced ... but PGI will have the numbers. However, currently most IS mechs still have their quirks ... I don't really want to see what balance is like if those are removed since IS already lags clans.
It might be interesting to replace quirks with either bonus skill points or a "quirk" tree along with quirk points that players could spend to further customize their mechs.
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The bottom line in my opinion is that the sky is not falling, the new skill system is better than what it replaced, and if there were nerfs they seem pretty minor and affected everyone so it is a wash in the end. Others experiences may differ and I have to try out more of my mechs.
P.S. I also tried a HBK-4SP ... this mech has huge structure quirks so for that mech I went heavy into the survival tree earning a 25% to structure and 15% to armor. In practice it seemed to make surprisingly little difference but I may have just been unlucky. As a result, I am still trying to figure out if the survival tree actually has any worthwhile benefit.
An interesting idea for the survival tree might be damage resistance to different weapon types.
- energy resistance (energy weapons)
- ballistic resistance (ballistic weapons)
- explosive resistance (missiles)
.. which would allow for damage mitigation of specific damage types. The code to do this with missile bay doors already exists so something similar shouldn't be that hard to implement.
Edited by Mawai, 21 May 2017 - 11:20 AM.