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So Now The Outcry About Change In The Game Has Died Down, Post Skill Tree Launch, I Am Enjoying It A Great Deal....


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#101 Insanity09

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Posted 04 June 2017 - 12:33 AM

Getting a few things out of the way before the meat.
The rule of three was an arbitrary rule applied to the old skill tree, it could have been changed at any time, even if the old tree had been kept. That said, it's a very nice change, though not specifically relevant to a discussion on the new tree, and I wish folks could separate the ideas.
Likewise, the engine decoupling is a separate matter.
The quirk changes could have been done independently, or not at all, but for various reasons, they chose to bundle them. (Had to be done, because the skill tree would have made mechs with the quirks too potent, you say? And yet, all those mechs that did not have the quirks just improved their potency by that same amount, by more as a relative amount, in fact, than the quirked mechs would have had they been untouched, so, hmm. We'll ignore that too)

So, the skill tree.
I do think the skill tree needed to be updated. The change was long overdue.

I absolutely love not needing to switch modules around. Yay for that.

The skill tree change was supposed to clean up some of the problems with the old tree ( forced useless &/or low value skills), and is supposed to create greater diversity on the battlefield. I believe a secondary goal was to discourage boating.

Secondary goal of less boating? Um, no, big time. Boating seems just as popular now as it ever was.

Useless or low value skills? Still present, in spades. Forced purchases still. I will grant that in some areas (firepower, mostly) an effort was made to allow you to get around some of the inherently useless nodes, but not every tree allows that. So, ooops?

Diversity. Hmm. Yes and no.
For reasons I'll go into in the wall of text below, I have to fall on the no side on this.

0 for 3. Hmm.

The cost.
Let's get past people thinking of a new player's first mech or two. We're ignoring the rule of three thing, for reasons above.
Now, instead, realize that every single mech you buy comes with an extra 4.1M Cbill price tag to get it working as well as you can.
Obviously, for experienced players, that's largely irrelevant. For new players, who often struggle to get enough cash to re-tool a mech (put DHS on, change the weapons, etc.), that is quite the extra burden. (I'm not talking about alt accounts, because experience, person at keyboard skill, really does make a big difference in earnings, especially in low tiers).
It does feel grindy to work with, and part of that is...

Small values.
Each individual node, with a few exceptions, gives only a small benefit. Individually and realistically, you won't even notice a change from a single node, wherever you put it. Cumulatively, yes, the change is noticeable, but still isn't great.(but while skilling up... ugh.)
I know many people seem overjoyed to be able to individualize their mechs, but a lot of that difference seems kind of illusory (details below).
I've also seen people comment that even with a non-skilled mech, or one only partially skilled, it feels almost as potent. Though anecdotal, I concur. Fully mastered (91/91) mechs do feel more potent (some more than others), but typically not significantly so.

The UI.
Pretty bad. I'll just keep it simple and just say this seriously lacks in the QoL department, and overall needs some serious improvements it is very unlikely to get.

Final bit (sorta)
I still don't care for the tree as a whole. I don't think it manages to do what it was intended to do. Though it utterly lacks QoL and often seems limited in effectiveness, I still feel compelled to use it, and that wears on me.
If my only two options are the old skill tree or the new one, I will grudgingly take the new one.
Really, I'd like the third option: the greatly new and improved, user friendly, high QoL, effective numbers, role promoting skill tree. Sigh.


Wall o' Text

Given that the exact same nodes are available to every single mech, I think we've started by leaning towards low variety. I will grant that the percentages vary a bit based on weight class (in survival), and between Clan and IS (don't even start that), but by and large, there aren't significant differences.

Mobility
Spoiler


Auxiliary
Spoiler


Jump Jets
Spoiler


Sensors
Spoiler


Operations
Spoiler


Firepower
Spoiler


Survival
Spoiler


And all that boils down to not as much diversity as one would hope.

#102 Burke IV

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Posted 04 June 2017 - 03:59 AM

Surprised to hear shock absorbance is junk. 30% or more fall reduction seems extremly useful for anybody thats jumping alot.

Edited by Burke IV, 04 June 2017 - 04:00 AM.


#103 Insanity09

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Posted 04 June 2017 - 03:31 PM

If you a, don't have a habit of running off cliffs or high places and b, don't jump in such a way that you harm yourself on landing, then yeah, shock absorbance is junk.

Valueless, no. Low or limited value except, perhaps, to only a small amount of players, yes. Which makes it junk. just like speed retention is junk (very low value to most, if not all, players).

#104 Reza Malin

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Posted 05 June 2017 - 05:24 AM

View PostInsanity09, on 04 June 2017 - 12:33 AM, said:

Lots of stuff



Mate. Rule of three could have been changed anytime, but so could a lot of things. It wasn't though, it was changed with the skill tree, so people talk about it along with the skill tree.

Just because a large portion of the playerbase, is too scared to move a small laser somewhere else on their mech unless a web or youtube guide says so, does not mean there is an issue with the skill tree.

Its this simple. People can specialise their mechs how they like, and base it more on their specific weight class.

For example.

I have a viper, which is a very fast light medium. Do i put skill points into structure and armour? No, of course i don't. What is the point? Most of the skill tree is based on percentages of base values.

So a % of a small number is a very small number. To clarify, lets say i increase structure points by 30%. If i have 12 leg armour on a light mech, 30% structure would be roughly 2 structure points extra. This is a pointless gain.

In comparison, if i had 30% extra structure on an assault mech with 90 leg armour, that would be roughly another 15 points of structure, which is a much greater benefit.

So play to your strengths. If your mech is fast, skill up mobility and sensors. If your mech is tough, skill up survival. If your mech has a lot of ballistics, skill up velocity and some of the firepower tree. Etc etc.

Alternatively, you can skill up for weaknesses, if the benefit is worthwhile.

There are many options for specializing mechs now. The fact that people are too scared to stray from the perceived status quo, or what meta mechs or wherever the sheeple get their build ideas from these days, is not a reflection of the skill tree.

Its a reflection of the lack of drive from gamers in general these days, including this community. All people seem to do these days is ask for guides on how to do things. No one experiments, no one tries crap out for themself. They chase the meta, without even understanding half of why it is a meta, or what the implications of the meta are or aren't on their gameplay choices.

Then because of their limited understanding, before diving into an arguably convoluted system that actually expects some understanding of the game to make best use of, people instead complain.

Step up or step off. The skill tree is a good feature, the old system was a load of bonk.

Edited by Reza Malin, 05 June 2017 - 06:07 AM.


#105 KodiakGW

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Posted 07 June 2017 - 08:37 AM

View PostReza Malin, on 05 June 2017 - 05:24 AM, said:

No one experiments, no one tries crap out for themself.


I used to, but now I can't unless I want to waste SP or a combo of GXP/XP and CBills to lock skills so I can take it into Testing Grounds to see if it works. If it doesn't, if I want to tweak and adjust, or if I want to take another path on the Skill Tree, well...time to pony up some more of my earnings.

Does this mean you are for a Testing Grounds that allows us to test mechs before committing earnings to the tree? If not, then you cannot use that statement.

Fact is, my handful of mechs that I did Master with the new Skill Tree are builds you will not find on any of the "meta build" sites. So I'm one you can count that does not follow the lemmings.

I could also write a dissertation on why the Viper is THE SINGULAR PERFECT reason why the current Skill Tree is flawed. But, I'm done arguing with those that like to just take one point to beat on instead of looking at the entire argument and seeing how the point fits into the bigger picture. It's evident that PGI only listens to them.






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