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91/250 Nodes


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#1 Red Sea

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Posted 29 May 2018 - 05:18 AM

Why not unlock more nodes? Just saying.

#2 Anastasius Foht

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Posted 29 May 2018 - 05:31 AM

You need to choose which things you like to buff, not all of them ?

#3 JC Daxion

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Posted 29 May 2018 - 06:03 AM

Because you change things? try things? Not every single mech i have uses the same build, and many i've swapped over time as changes happen to weapons/mechs.. aka buffs/nerfs

#4 Napoleon_Blownapart

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Posted 29 May 2018 - 06:28 AM

I always wanted loyalty skill points +1 point for every year you have played.

we would all do pretty well Posted Image

Edited by Gorantir, 29 May 2018 - 06:30 AM.


#5 Tatula

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Posted 29 May 2018 - 07:34 AM

I think what he's saying is why limit it to only 91 active at one time? I have a bunch of mechs with a ton of XPs that basically is doing nothing. It'll be nice if I can unlock a few more nodes.

#6 TheCaptainJZ

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Posted 29 May 2018 - 07:53 AM

Because if you can unlock all nodes then it's no different than the old system where it was a race to finish the elite tier before the mech was good. Now, it's not just a progression and you can't have everything unlocked and 3 powerful modules at the same time. You want seismic? You have to give up weapon range buffs, for instance (you can actually do both but then there's something else you don't get to invest in).

#7 Antares102

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Posted 29 May 2018 - 08:05 AM

I am for 100 nodes.
91 is just ... strange.

Edited by Antares102, 29 May 2018 - 08:05 AM.


#8 process

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Posted 29 May 2018 - 08:21 AM

View PostAntares102, on 29 May 2018 - 08:05 AM, said:

I am for 100 nodes.
91 is just ... strange.


I'd like to see it reduced to 50/150 tops. I feel like certain trees could be better integrated, like maybe consumables divided between weapons/mech ops/ sensors. Jump jets could be combined with agility or mech ops. Certain weapons/armor structure/agility skill nodes could be consolidated.

#9 Antares102

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Posted 29 May 2018 - 08:34 AM

View Postprocess, on 29 May 2018 - 08:21 AM, said:


I'd like to see it reduced to 50/150 tops. I feel like certain trees could be better integrated, like maybe consumables divided between weapons/mech ops/ sensors.


IMHO the most atrocious skill tree is the sensors tree (unless you run lock-on weapons).
You have to invest 16-20 points to get those five you want and unlike in other trees where the "gate" nodes have some use the "gate" nodes in the sensors tree are utter garbage.

#10 MechaBattler

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Posted 29 May 2018 - 09:37 AM

Can't have it all. Otherwise it would just be huge power gaming grind. It's hard enough for new players without further increasing the disparity between established and new players. That's why I think they should give trial mechs some skills. Just a general across the board skilling out, so it's not optimal, but it's better than nothing. Come on PGI, you lose nothing giving newbies an easier time.

I think they should also buff JJ tree. Unless your stacking JJs, it doesn't seem worth it. Except maybe the heat reduction skills.

#11 Christophe Ivanov

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Posted 29 May 2018 - 10:41 AM

If there are 250 total, it would be NICE if they make the skill tree to fit each mech and not a one-size-fits-all. For example, a light mech would possibly want more sensor nodes. An assault might want more agility and armor nodes. Heavies and Mediums may want a combo of both. Just an idea I posted before in the past.

#12 Angel of Annihilation

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Posted 29 May 2018 - 11:52 AM

View PostAntares102, on 29 May 2018 - 08:34 AM, said:


IMHO the most atrocious skill tree is the sensors tree (unless you run lock-on weapons).
You have to invest 16-20 points to get those five you want and unlike in other trees where the "gate" nodes have some use the "gate" nodes in the sensors tree are utter garbage.


That is kind of the issue with the entire tree. None of us really wanted the tree this way in fact most would have liked a tree where you only applied points to those skills you want. I mean I am all for limits but I would have rather had the skills broken down into very specific categories with maybe a diminishing returns system as you increased the skilled.

For Example: Have Mobility broken into like 5 different skills. Acceleration, Deceleration, Turn Rate, Jump Jets and Speed. Then have 10 levels in each skill. First 5 levels cost 1 skill point, next 3 cost 2 skill points each, last 2 cost 3 skill points each. Then you place some limit on the total you can earn be it 91 or 201 or whatever. This way you could skill exactly what you want. If you feel the mech is fast enough but can't turn well, just invest in turn. Mech maneuvers fine but doesn't have enough Jump Jump Ommp, skill JJs. Same goes with firepower. Heat, Range, Cooldown, Ballistic, Energy, Missile. Same for Survival except you have Internal Structure, Armor, Critical Hit reduction, etc. All in all you still couldn't max everything and it would cost a ton to really max anything which means you would still have to make some very tough calls BUT you would be able to customize your mechs exactly how you wanted with what specific buffs you felt the mech needed rather than taking a ton of things you absolutely didn't care about or need.

#13 Davegt27

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Posted 29 May 2018 - 12:18 PM

View PostRed Sea, on 29 May 2018 - 05:18 AM, said:

Why not unlock more nodes? Just saying.


one reason is PGI can drop a patch and change the value of nodes

so your hard work to unlock nodes can be rendered worthless at anytime

#14 Revis Volek

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Posted 29 May 2018 - 02:30 PM

OP, thats not how the skill tree works.

#15 Tatula

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Posted 29 May 2018 - 02:54 PM

My objection to the current skill tree is that I always get that little warning that tells me some of the nodes do not apply to my loadout. Then WHY THE HELL does it make me have to unlock some of them before I can get to ones that DO apply to my loadout??? Another thing is, it would be nice if it actually tells me which node does not apply to my loadout. I don't know.. make it color red or something.

#16 BTGbullseye

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Posted 29 May 2018 - 03:30 PM

View PostAloha, on 29 May 2018 - 02:54 PM, said:

Another thing is, it would be nice if it actually tells me which node does not apply to my loadout. I don't know.. make it color red or something.

They put a yellow padlock icon on them.

#17 Tatula

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Posted 29 May 2018 - 08:53 PM

View PostBTGbullseye, on 29 May 2018 - 03:30 PM, said:

They put a yellow padlock icon on them.


The padlock is for the nodes I haven't unlocked yet. Not for the ones that do not apply to my current loadout.

#18 evilauthor

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Posted 29 May 2018 - 09:18 PM

View PostAloha, on 29 May 2018 - 08:53 PM, said:


The padlock is for the nodes I haven't unlocked yet. Not for the ones that do not apply to my current loadout.


I think the idea is to identify what nodes don't affect your loadout and route around them by turning on different nodes. I usually don't have a problem doing that since it's usually just one or two nodes.

What nodes are you taking that trigger the warning? And why aren't you routing around them?

#19 UnKnownPlayer

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Posted 30 May 2018 - 12:07 AM

The "does not apply to loadout" is usually consumables as you couldnt put them on before getting additional consumable +1s etc.
Apart from that if you don't know which nodes don't apply then you obviously don't know how you built the mech in the first place, maybe go back and understand the relationship between the tree and the build.

I understand the idea about having specific areas for mobility e.g. turning, acceleration etc. If that was the case then you would need to reduce the number of nodes available to people from 91 as it would become much easier to make a skill build which was everything that you wanted. The original design idea was to force people to make compromises, swapping survivability for agility for example.

Personally I just normal sweep down the left hand side of survivability, grab the coolshot nodes in consumables then spend my points on the weapons tree and I am happy with that.

#20 JudauAshta

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Posted 30 May 2018 - 12:16 AM

this ain't a gundam fool
what is balance





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