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Ok We Know The New Sys Does Not Work Can We Get Our Modules Back


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#181 Athom83

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Posted 10 October 2017 - 10:40 AM

View PostKhobai, on 08 October 2017 - 12:30 AM, said:

theres plenty you could do before that you cant do now. like get seismic and radar derp for free without having to heavily invest in a bunch of mostly worthless prerequisite skills.

Millions of C-Bills =/= "Free". In fact, you can get Seismic and Radar Derp on all of your mechs for cheaper under the current system than the previous.

View PostKhobai, on 08 October 2017 - 12:30 AM, said:

also assaults got their mobility bonuses for free before. now they have to heavily invest in the mobility tree to get similar bonuses and its just not worth it.

Again, grinding a dozen matches to afford buying 2 specific skills =/= for free. Also, comparing that to a dozen matches to get the same bonuses plus extra effect... new system still better.

#182 Humpday

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Posted 10 October 2017 - 11:14 AM

System works just fine for me. Dont' miss the old one at all.
Plus the granularity of being able to fine tune aspects of the mech as you change your load outs is fun.

#183 Kaeb Odellas

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Posted 10 October 2017 - 11:17 AM

You can get nearly the same numbers from the old mech efficiencies with full Radar Deprivation and Seismic, and partial benefits from many old modules for 90 skill points. The only thing that falls short is 2% of cooldown from Fast Fire.

#184 Quicksilver Aberration

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Posted 10 October 2017 - 11:18 AM

View PostMischiefSC, on 09 October 2017 - 08:18 PM, said:

Shouldn't be too much drama for skilling. Honestly how often do you actually need to respec a mech by more than a handful of nodes? How often did you really need to switch all your modules around? For me it is and was uncommon.

For lights it is problematic because in conquest matches, you need cap acceleration. For other matches, not so much. Swapping that out would be easy in the old skill tree, in the new one, not so much (each time you switch it costs XP).

That's also without considering potential skill tree rebalances that could easily force people to have to re-skill pretty much everything. Again, I preferred the simplicity of the old one pretty much because it was the closest to having no skill tree at all and left customization to the mechlab for the most part.

Edited by Quicksilver Kalasa, 10 October 2017 - 11:20 AM.


#185 MischiefSC

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Posted 10 October 2017 - 12:17 PM

View PostQuicksilver Kalasa, on 10 October 2017 - 11:18 AM, said:

For lights it is problematic because in conquest matches, you need cap acceleration. For other matches, not so much. Swapping that out would be easy in the old skill tree, in the new one, not so much (each time you switch it costs XP).

That's also without considering potential skill tree rebalances that could easily force people to have to re-skill pretty much everything. Again, I preferred the simplicity of the old one pretty much because it was the closest to having no skill tree at all and left customization to the mechlab for the most part.


I would rather skill tree just get compressed a bit and you have 'templates' you can click on. So you need to swap your light for conquest? Click one button, you pay, say, 100XP per node you've already unlocked, click okay and you're fine.

Or have duplicates of the same mech, one set up for capping one for surprise buttsecks. Still cheaper than buying 3, 2 of which are absolute **** and only one you need.

#186 Mechwarrior1441491

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Posted 10 October 2017 - 04:20 PM

templates seems like a no brainer, but we know how long it took to get a faction chat or chat at all for the UI.

#187 rollermint

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Posted 10 October 2017 - 05:48 PM

Is PGI making more money before OR after the new skill tree?

Thats the real question.

#188 Davegt27

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Posted 10 October 2017 - 06:26 PM

the real question is the game fun
if the game is fun players will come and stay
and PGI will make money

they lost a ton of customers

steam stats
[color="#b27204"]http://steamcharts.com/app/342200[/color]

I think it will recover given enough time
also MW5 will bring in new customers if it
is good

#189 Darkfieros

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Posted 10 October 2017 - 08:54 PM

A 91 point skill tree = barrier for new players. Having to click 91 times for multiple mechs = annoyingly inefficient for existing players. New mechs and paint jobs will only mask this awful decision for so long. Eventually people will stop playing the game because it's unreasonable skill tree and new players won't play it for the same reason. Steam numbers beginning to reflect this.

#190 Revis Volek

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Posted 11 October 2017 - 07:47 PM

View PostMischiefSC, on 24 September 2017 - 09:36 AM, said:

Because the skill tree is replacing about 14 million cbills in "sink" from rule of 3. Why do you pay for it? The same reason you pay for anything else in the game. The advantage is that skill tree adjustment costs are in smaller chunks and easier to manage than buying and skilling was.

It costs for the same reason I have to pay to switch from shs to dhs or get endo.



So because these things exist they are good you are saying and we should not try to ever change them?

#191 MischiefSC

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Posted 11 October 2017 - 08:39 PM

View PostRevis Volek, on 11 October 2017 - 07:47 PM, said:



So because these things exist they are good you are saying and we should not try to ever change them?


The skill tree could stand to be compressed and it needs a ton of tools to simplify its use.

However I would take it over the old system, all day every day.

#192 sycocys

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Posted 12 October 2017 - 02:30 AM

I preferred the old system to the new one. Both are **** and neither do anything to actually improve the game, would have been better to just remove the skill system entirely because as much work as they put into the second time it they still never thought it through.

Modules could then be just minor customization buffs not coupled with stupid amounts of underlying buffs with no offsetting drawbacks.





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