I want to gain a little ground on a few main ideas on how to improve the current skill tree. I do not want/expect mechs to go up/beyond their previous performance and that is not the point of this thread.
1. Redefine Operations and Jumpjets.
Operations is bogged down with skills that people don't want. Speed Retention and Gyro's are nigh useless, as legged mechs die 99% of cases soon after, 30kph or 50kph. Gyro's: cockpit shake isn't the problem, is the vision obscuring explosions. Jumpjets is a tiny tree that has too little effect per nodes invested.
I suggest to combine Operations and Jumpjets into a single tree that covers all non-weapon, non-consumable equipment. That's Heat Sinks, AP, TAG, NARC, ECM, AMS, TC, CC, JJ. This gives people access to Cool Run/Heat Containment without wasted nodes >if they add some non-firepower related tonnage to their mech. Speed Retention and Gyro's (which no one uses if they don't have to) can die in a ditch and be implemented in mech base characteristics.
2. The problem isn't LRMs.
A lot of the forums are now upset about LRM prevalence. I think these are just a symptom that will die quickly. The origin of this problem lies in something else: ECM and Radar Derp gain too large a benefit from their nodes and are too weak without. Especially with someone skilling Target Decay, they can rain 5 seconds of damage on you if you haven't skilled into this, which would make any weapon system stupidly strong. 100% radar derp was before the patch a mandatory module and made LRMs in high-tier useless because everyone had money to run the module. Running behind a hill for 0.2 sec with 100% derp causes LRM boats to completely start over on their locks, making it significantly more powerful than if it was reduced ~60%. 60% still has a good effect where you have to hide for a shorter time than when unskilled, but no instant lock loss as 100% would do. ECM without skills is nigh useless, except that locks take longer for LRMs.
I'd like to see LRMs become a more reliable weapon, instead of the case right now where it's extremely strong or completely useless, based on whether your enemies took the 'insurance policy' of bringing Radar Derp, ECM, or AMS. Reduce the effect of the Radar Derp and ECM nodes, but increase ECM's base effectiveness. Radar derp shouldn't be able to reach 100%, but could have a lower base target decay as compensation for the loss. This should mean that the difference between investing in these nodes or not is more in line with the rest of the skill tree, making LRMs a more consistent weapon. This in turn enables LRMs and/or Target Decay to be balanced easier (for example changing lock time or base target decay duration) in all tiers and skill configurations in play as the most extreme cases are brought together.
TL;DR: Make Radar Derp/ECM worth less per node, but keep the average effect similar.
3. Lack of meaningful reward feeling
With incremental nodes, a lot of incentive to grind out unskilled mechs is gone. There are no milestones like there was with basicing/eliting/mastering a mech (mastering was also a pretty lackluster reward for the time invested though, most of my mechs were elited). Add onto that that people must invest their hard-earned C-Bills in nodes, which they'd rather spend on new weapons/a mech, gives even less incentive to skill out lesser played mechs.
There should be a system that ignites a spark/drive to play these 'unskilled' mechs more. For example: nodes are unlocked for an entire chassis, and only cost (more) xp to 'respec' for other variants of the same chassis. This rewards people who buy a mech pack, or like a mech so much they want multiple variants. Though if the mech has very different variants, they'll also need to unlock more than 91 nodes. Another would be to introduce more impactful nodes, and reducing the skill tree size. In order to avoid an entirely new economic system, each of these 'super'-nodes can cost multiple skill points based on their strength. They may even give multiple stats at once, like a general 'Tier 1 Mobility Kit' that enhances Kinetic Burst and Hard Brake, or a 'Tier 1 Flexibility Kit' that enhances Torso Yaw & Pitch.
In the linked post there are also suggestions to improve the node system with as little changes to the system as possible, but I think these three main things are most important to me atm.
Thanks for your attention and please comment your own thoughts.
Edited by Excalibaard, 13 June 2017 - 04:54 AM.