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Skill Tree So Far


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#21 Gwahlur

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Posted 15 June 2017 - 03:12 AM

View PostBlueStrat, on 14 June 2017 - 08:39 PM, said:

(Note, I *did* do my homework and wasted very little SP/HSP/XP/GXP/CB from the "refund".)

It sounds like this statement is wrong, and you unfortunately didn't do your homework and have done something wrong.
What I'm not sure exactly, 'cause this is a confusing thread.

#22 Bud Crue

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Posted 15 June 2017 - 03:38 AM

In re the OP,
I still hate the UI.
I think the micro level aspect to the individual nodes encourages if not demands min/maxing as the individual values are so minute as to be irrelevant to most players at most levels of play. As a result I think most players are maxing mainly survival, the relevant portion of firepower and a bit of sensors to get whatever module effect they still want from there. Some are clearly maxing the arty side of the auxillary web (or more) as well. At least those are the only effects I am seeing exihibited in game. E.g. Mechs that shouldn't be that tough are now a lot tougher, being the most predominant result of the skill tree that I am seeing/experiencing; lots of arty/air strikes to a level I have never encountered.

For me, for now, I am trying to run as many non-quirk dependent mechs as possible (Clan) and applying the skills tree so as to simulate the "old way". I have 21 nodes in mobility to get me to full speed tweek, whatever the number of nodes it takes to get me full derp in sensor (and in some a couple more nodes to get at least partial seismic). 1 node in auxillary. About half the opperations branch. While I tried resisting the allure of survivability, even I could not deny its import in this not so brave new world we are in, so alas I usually have about 20 nodes here as well, to get at least 10% armor increase.
Whatever remains goes in firepower.

While I feel my current plan of trying to mimic the old system to create my own baseline of data (with exceptions see survival caveat above) I have concluded that such "moderate", or perhaps to be more accurate I should say "linear(?)" application of the skills tree to all mechs is less than ideal, it nevertheless appears to work pretty damn well since I am doing more damage and performing better on average than I have ever done before. I think if I start applying the tree in a more directed manner (not bothering with mobility nodes in mechs that are both fast and agile and using that savings in firepower for example) I will see even better performance.

So, while the individual nodes are frankly a total clicking waste of space, the overall effect you can get by min/maxing them ought to be pretty obvious. The biggest downside of course is that you have to engage that awful UI everytime you want to apply them. Meh. In the end I guess it is better than hunting for modules.

Edited by Bud Crue, 15 June 2017 - 03:40 AM.


#23 Angel of Annihilation

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Posted 15 June 2017 - 08:17 AM

View PostBlueStrat, on 14 June 2017 - 08:39 PM, said:

Well, it's been a few weeks since the new skill tree hit.

I actually kind of like it, but it needs to be streamlined quite a bit. Others have suggested basic templates and that sounds good.

However, after spending hours and hours skilling-up a half-dozen of my 27 'mechs, I'm low on XP/GXP/HSP/SP/CB/WXYZ to fully skill-up another of my formerly-elited 'mechs. (Note, I *did* do my homework and wasted very little SP/HSP/XP/GXP/CB from the "refund".)

Combined with having to click my way through seemingly-endless trees, I've just settled on playing these half-dozen 'mechs and (sadly) just leaving the rest alone. I also have 4 empty mechbays that I now have no ambition to fill. My play-time has also taken a hit. One gets bored playing the same 6 'mechs all the time, especially when every time I select a different 'mech, I have to look at all the 'mechs I own and ground the upgrades for once already that I'll have to re-grind all over again and likely take even longer in the new system.

So currently, that's 21 formerly-elited 'mechs that got played fairly often, and 4 empty mechbays that are now sitting unplayed/unused and likely to stay that way for a while.

GG



I don't get why this is so hard for people.

I have about 125 mechs. The first few days of the skill tree, yeah it took me a bit of time to figure things out and yeah I made some mistakes but I learned by about the 3-4 mech how the nodes I selected, affected the performance of the mech. After those 3-4 mechs, I think it takes me like a total of 30 seconds to a minute to spec out each of mechs. I spec out a mech, play the mech, when I want to play a new mech, I take those 30 second to a minute prior to my first battle and spec it out. Wash rinse and repeat. Nothing in the specing process takes hours and hours to do and if it does, you have some serious OCD issues trying to calculated a half percent here and a quarter percent there.

Also your complaining about running out of Skill points? How is this possible? Oh right you said mech you have "Elited" which only gives you 57 points but your forgetting that Elited did not mean Mastered so just like your Elited mechs previously before the skill tree, you need to complete the grind to master them. You didn't get shorted for points, rather you shorted yourself because you decided not to grind those mechs to master level prior to the skill tree. That is your fault, not the new systems fault.

So what have we established?

First, you have skilled up 6 mechs which means you should know enough now to take no more than 1 minute to skill up the remaining 19. Thats 19 minutes, not Hours to skill up all 25 you own. Second, your going to need to grind them to master to achieve master level.....just like you would have had to do back before the skill tree except now you don't need 3 of every mech to reach that level.

Don't really see much to complain about here.

#24 BlueStrat

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Posted 15 June 2017 - 09:24 AM

Meh, too much overly-complicated time-consuming clickfest BS to deal with for a *game* that's supposed to be *fun*.

I think I'll spend the majority of my gaming-time time elsewhere like LL and revisit my old War Thunder account while PGI either sorts themselves out or goes belly-up.

Edited by BlueStrat, 15 June 2017 - 09:31 AM.


#25 Gwahlur

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Posted 15 June 2017 - 10:31 AM

View PostBlueStrat, on 15 June 2017 - 09:24 AM, said:

Meh, too much overly-complicated time-consuming clickfest BS to deal with for a *game* that's supposed to be *fun*.

I think I'll spend the majority of my gaming-time time elsewhere like LL and revisit my old War Thunder account while PGI either sorts themselves out or goes belly-up.

Cya

#26 Kaethir

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Posted 15 June 2017 - 11:09 AM

Thread summary:

"I didn't get enough stuff to fully skill out my elited mechs, so I'm going to complain and only play 6 of them"

"Either you only elited and didn't master your mechs before in which case you shouldn't have gotten enough, or you did and you screwed up allocating. We will help as much as we can if you help us sort out the confusion"

"I actually mastered them, and I didn't get enough to skill them out!"

"If they were mastered, you got 91 HSP to fully skill them out"

(repeat this a few times)

"This is too much clicking and thinking I'm out"

....

#27 MechaBattler

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Posted 15 June 2017 - 11:50 AM

View PostBlueStrat, on 15 June 2017 - 09:24 AM, said:

Meh, too much overly-complicated time-consuming clickfest BS to deal with for a *game* that's supposed to be *fun*.

I think I'll spend the majority of my gaming-time time elsewhere like LL and revisit my old War Thunder account while PGI either sorts themselves out or goes belly-up.


If you only elited your mechs. You don't get enough points to master under the new skill tree. You had to unlock the master module to get 91 HSP.

Please, by all means. If you prefer not to think, go play those games.





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