- UI: Unclear respec payments
It's very impractical that you can't see which node you have selected for respec with XP and which with GXP. If you've bought skillpoints and run out of one of the types of XP for the respec, you have to basically take away every node and build it from the ground up. Clicking only half of a node without direct previous indication, and the skill tree moving when you click and accidentally drag just a little bit is also not improving the user friendliness of speccing skills.Color the respecced nodes in the color of the type of experience they take (or remove respec costs as there's no explicit need or request for an XPsink).
- UI: Inconsistent/confusing naming
Skill trees are named differently between the tabs and the actual skill tree itself (Mobility is called both Agility and Mobility). Also, some of the skills are named impractically. People familiar with the old system will know what Kinetic Burst means, but just naming it Acceleration would be much more straightforward and there's little to no flavour attached to these names.- UI: Huge unnecessary space usage
The Skill Tree consists of so many elements that on most regular 1080p monitors you'll have to zoom out very far to get an overview of your assigned skills. Players at a lower resolution (due to performance issues) experience even bigger problems with the inefficient usage of space. Instead of having everything in one wide area, allow for a different way to organise these separate trees, akin to the compact Layout:Column style for example.- Functionality: Networking
It would be nice to be able to go 'up' the skill tree as well, It looks like a network and there seems to be no specific advantage to lower nodes than higher nodes in most cases except Speed Tweak. It could help to work around unwanted skill nodes like Shock Absorbance and Speed Retention that are terrible nodes to take.- UI: New User Experience in Firepower Tree
For mixed builds (which is very common for people buying/building their first mech) the firepower tree is just a nightmare to decide which nodes are best for you, resulting in a lot of wasted skill points early on, which is a negative experience for new players. This could be fixed by suggesting nodes automatically based on current loadout (add in a weighing system), or user selected classes with predefined node suggestions. (credits: Insanity09 on classes)- Functionality: RNG-enhancing skills lack feedback. (credits: Trev Firestorm)
Things such as the UAC Jam Chance reduction give very little response for the skill points invested, because you don't notice their underlying dice manipulation at all. Instead of the UAC jam chance, a UAC jam duration reduction would feel much more rewarding to spec into (This argument also partially applies to High Explosive Missiles)- Functionality: Not enough skills for non-weapon, non-consumable equipment.
Some parts that I want to spec into are missing. increased ECM counter duration for PPCs and TAG target painting retention would be very useful for scouts, also an increased MASC duration/threshold would be nice, because there are ECM and jumpjet enhancements, why not also for other mech-specific 'abilities' like MASC.- Balance: ECM and Radar Deprivation - Unspecced vs specced
The differences between unskilled and skilled ECM and Radar derp are too large, making these nodes almost mandatory or and the most affected weapon system - LRMs - either reign supreme, or are completely useless.Bringing these two extremes closer together will make this controversial weapon system more rewarding to use and counter in all tier levels, and can be balanced easier. As example values, never allow for 100% radar derp, but only go to around 75%, and have ECM 50% effective without skills and each node adds 10% instead of 22,5%)
- Balance: redefine Operations and Jumpjets.
The Operations Tree and Jumpjet tree need some work, as they are now they're too weak.Jumpjet just needs a little numbers buff, too small for the skillpoints invested and maybe heat shielding is useless as jumpjet and movement heat have almost no impact compared to weapons on most builds. This leaves the tree in particular very little nodes, which could be put in a different tree on the side, just like ECM.
Operations is a let-down because the strong parts (HC, CR) are bogged down by skills nobody is interested in. Speed Retention is extremely niche and unimpactful. When legged, you die soon after, 30kph or 50kph. Improved Gyro's might be nice for assaults, if the shake was the problem and not the vision-obscuring explosions of shake-inducing ballistics. Hill Climb is very dependent on map and may be suited better in the mobility tree.
Instead of these niche/out of place upgrades, I suggest to make this a tree for all non-weapon, non-consumable "Equipment". That's NARC, ECM, MASC, TAG, TC, AMS, Heat Sinks (and maybe also combine Jumpjets) in one tree. That also means moving some out of place AMS from structure, and ECM from Sensors to this tree.
Gyro's and retention can be dependent on Mech weight and no one will miss them, as their modules weren't used generally either.
- Functionality: Multiple starting points Firepower due to tree size.
With the great flexibility of the skill tree, it's weird that I can only start from Range in the firepower tree. Since it's a special tree in it's own right due to the much larger size, at least let us start at different locations in the tree with Heat Gen, Cooldown or Range, so not every build gets clogged with range nodes we might not even want and to account for the fact that this tree requires much more nodes invested to get to a certain side.Two major problems with current tree design:
- Optimal Pathing (copy&paste)
Paths in the skill tree are basically interchangable between mechs. As predicted, instead of allowing extremely precise optimization, the optimal paths for certain bonuses have already been found. MetaMechs has written an article/guide for every playstyle in the game, and the 'incremental choices' are bogged down to taking 1 of 2-3 paths. Having to click 20 nodes down a tree instead of just 1 to 'choose your path' is very inefficient.Unless you're planning a proper redesign (see end of the post), it'd be really nice to have/save certain presets that I can save in order to copy them to most of my mechs.
- Unrewarding Grind (lack of milestones)
Grinding out XP for mechs is infinitely less rewarding. With the subgoals of Basicing or Eliting a Mech, there were incentives in the form of milestones to try and get that XP. With the incremental nodes, there's no incentive to grind for 'that 0.75% cooldown node'. Also adding in the C-Bill cost of skill points, makes you less eager to buy them. Most people are always saving up for at least 1 mech/loadout, others will have enough C-bills that the skill point bill-sink hardly affects them.A big drive for playing your non-standard mechs is removed with the tiny incremental enhancements, which leads me to suggest a slight rework of the system into larger, more impactful nodes.
In order to have meaningful progression for the grind, make nodes stronger and less and/or permanently unlock nodes for all variants of a chassis as a limited form of permanent progression.
In the spoiler I've written some changes that I'd like to see to mitigate these larger problems, while including the smaller changes I talked about earlier into a slight system rework. It still uses the regular skill points, but is easier to spec into.
Constructive criticism & own opinions on how to change the skill tree (NOT THE ECONOMY) are welcome responses.
Edited by Excalibaard, 29 May 2017 - 06:17 AM.