

91/250 Nodes
#1
Posted 29 May 2018 - 05:18 AM
#2
Posted 29 May 2018 - 05:31 AM
#3
Posted 29 May 2018 - 06:03 AM
#4
Posted 29 May 2018 - 06:28 AM
we would all do pretty well

Edited by Gorantir, 29 May 2018 - 06:30 AM.
#5
Posted 29 May 2018 - 07:34 AM
#6
Posted 29 May 2018 - 07:53 AM
#7
Posted 29 May 2018 - 08:05 AM
91 is just ... strange.
Edited by Antares102, 29 May 2018 - 08:05 AM.
#8
Posted 29 May 2018 - 08:21 AM
Antares102, on 29 May 2018 - 08:05 AM, said:
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
Posted 29 May 2018 - 08:34 AM
process, 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
Posted 29 May 2018 - 09:37 AM
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
Posted 29 May 2018 - 10:41 AM
#12
Posted 29 May 2018 - 11:52 AM
Antares102, 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.
#14
Posted 29 May 2018 - 02:30 PM
#15
Posted 29 May 2018 - 02:54 PM
#18
Posted 29 May 2018 - 09:18 PM
Aloha, 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
Posted 30 May 2018 - 12:07 AM
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
Posted 30 May 2018 - 12:16 AM
what is balance
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