MischiefSC, on 09 October 2017 - 12:12 PM, said:
So if mech X gets a quirk boost next pass and you don't have it, how many do you have to buy?
Given that most balance passes are horrible and rarely expand the meta, I would potentially only have to get weapon modules and that is only if the meta shift was a weapon based shift and not a mech shift.
MischiefSC, on 09 October 2017 - 12:12 PM, said:
I agree it's overly fussy and certainly has some flaws but the reality is that I can take ballistics and missiles together on one mech and the velocity buff, cooldown and range benefits them all. This makes something like a UAC20 + SRMs heavy way more viable now than it was in the old system.
You don't always want that. For example the old ERPPC/Gauss builds you wanted cooldown at least for the Gauss, you never bothered with ERPPC modules. Now had they added heat gen modules, you would've taken that with the cooldown module to sync them up better. Or another example, Gauss vomit, you would take range for lasers (Gauss doesn't need it) and cooldown for Gauss. Now you generally avoid cooldown nodes because heat gen is so important to a majority of builds. Even with velocity, you want to avoid using that sometimes because it can exacerbate velocity differences.
MischiefSC, on 09 October 2017 - 12:12 PM, said:
I get a lot more out of the new system. I spend less cbills on it overall and I respec a *lot*, but once I unlock nodes I get them back for a tiny bit of XP.
This is actually even more painful an experience because respecs cost you XP which can be painful for newer players (for me I still have boatloads of GXP). Honestly though, I don't know that I've spent less c-bills because most of my mechs didn't have modules in the first place (given I have 400+), now they just sit untouched or unskilled because of how painfully tedious the process is (whereas almost all were mastered before, just left unmoduled which is not near as painful to swap).
Either way, for comp and just as a general collector, I preferred the old skill tree. It was simple and left most choices to the mechlab rather than putting emphasis on two separate areas for customization that I now need to manage.
Edited by Quicksilver Kalasa, 09 October 2017 - 12:22 PM.