

Respec And I Oop
#1
Posted 20 February 2022 - 09:27 AM
I started playing this game like 3 weeks ago. I been experimenting to see what I like but blind mostly. I found out that I had skilled my Night Gyr incredibly wrong with the skills and so I was thinking, "Well, I unlocked yaknow, 80 skill points for this thing, I'll just shuffle them around a bit here." So I hit the respec button thinking it would refund all those. Now my question is. It seems like they're wanting me to buy all the skill points again. Am I drunk, or is that by design?
#2
Posted 20 February 2022 - 10:19 AM
Sorry to hear about your "Respec Skill Tree" experience...
In MWO's parlance, Respec Skill Tree simply means vacate/unequip all Skill Nodes so that all Skill Trees are "empty".
For any Skill Nodes you have already unlocked, you can always click on these unlocked to re-enable these for use!
For "locked" Skill Nodes that you have never unlocked before, however, you would still need to grind for XP + CBills to unlock these. Sorry about this news; I myself ran into your exact problem, and also had to grind my way out of this!
The good news is, you only need to unlock 91 Skill Nodes for completion!
Also note that "1st Victory of the Day" gives you DOUBLE XP for your mech, and *each* mech is entitled to this "1st Victory of the Day" bonus everyday!
- - - - - - - - - -
There are good YouTube videos from MWO streamers who take the time to explain:
Baradul** (circa 2018 to 2020 only)
TTB
JGx D A T A
Note: ** - Recent Baradul used to explain in detail how your mech playstyle fits with your Skill Tree from 2018-2020. Recent 2021 and onwards Baradul videos are more cookie cutter style and less explanation.
- - - - - - - - - -
Also: Skill Planner
http://tarogato-mwo....o_skill_planner
http://kitlaan.gitlab.io/mwoskill
Good Skill Tree Video (2 Parts)
http://mwomercs.com/...ew-player-guide
Edited by w0qj, 20 February 2022 - 10:22 AM.
#3
Posted 20 February 2022 - 10:32 AM
"Respec" in MWO doesn't work the way it does in some other games. All it does is "turn off" all of your active skill nodes. Nodes that you have already purchased remain unlocked, and you can turn them back on at no penalty/cost.
An interesting point in favor of this is that your mech is an OmniMech. You can use the Omnipod section of your loadout to mix and match non-CT components from other variants of the Night Gyr. This allows your single mech to "boat" (specialize in and carry large quantities of) specific types of weapon systems. E.g.: Missileboat, ballisticboat, laserboat. It also allows you to mount diverse weapon systems, if you so desire (many players choose not to, as specializing in one or two weapons in the same family, such as Heavy Large Lasers and ER Medium Lasers, simplifies fire control and skill selection when contrasted with something that packs lasers, cannons, and missiles). Anyway, you can save or export/import skill setups and equipment kittings and swap them in the mechlab between matches. You could play the one mech in 4 matches in 30 or 40 minutes, filling wildly different roles in each match. (E.g.: ATM support, long/mid range laser boat, long range ballistic support, mixed load out sniper, etc.)
So, no, you won't need to re-buy your old skill nodes, but you also aren't refunded anything when you "respec". Depending upon what your skills were, you might be able to refit the mech to cater to the skill nodes you have available.
#4
Posted 20 February 2022 - 10:33 AM
Anyways, your explanation has banished my discouragement. I'll just make sure anyone i brainwash into playing this with me knows it in advance lol. Back to quickplay I go!
My favorite so far is my MDD-Prime, since I'm more into aesthetics than anything else, the sound pulse lasers make, gives me great joy. So that's the machine I have the most experience with. My Nightgyre is like poptart Railguns and what have you.
Edited by Umenzi, 20 February 2022 - 10:34 AM.
#5
Posted 20 February 2022 - 10:35 AM
or at least that used to be the old mantra. i think you can re activate previously activated nodes for free. however i find that when i change up the skill tree for a re-build most of the nodes are not going to change much. most rebuilds change up no more than 20 nodes.
#6
Posted 20 February 2022 - 10:38 AM
LordNothing, on 20 February 2022 - 10:35 AM, said:
or at least that used to be the old mantra. i think you can re activate previously activated nodes for free. however i find that when i change up the skill tree for a re-build most of the nodes are not going to change much. most rebuilds change up no more than 20 nodes.
Mostly you'll be changing nodes in the firepower tree. Dumping missile skills for ballistic ones (or vice versa), or prioritizing the beam duration skills and using the difference in max active nodes for extra survival/mobility/operations.
#7
Posted 20 February 2022 - 10:49 AM
Umenzi, on 20 February 2022 - 10:33 AM, said:
The Mad Dogs are generally utilized as missile boats, but you can pack 6 lasers with the proper arms (and 2 more if you use the Revenant model as the base, 2x Heavy Large Laser and 6x ER Medium laser is exceptionally solid firepower). The major drawback to the Mad Dog is that the hardpoints for your direct fire weapons tend to be rather low, making mechs like the Hellbringer and Timber Wolf more attractive options for that purpose. (Granted, a Mad Dog is also usually a lower priority target than those larger mechs, so it might be able to get up to some truly evil shenanigans.)
#8
Posted 20 February 2022 - 11:12 AM
Escef, on 20 February 2022 - 10:49 AM, said:
What I been doing is firing off all my LRM30s and shoot when needed, follow my lance around and then medium and large pulse people in the cheeks where applicable.
#9
Posted 21 February 2022 - 04:39 PM
LordNothing, on 20 February 2022 - 10:35 AM, said:
or at least that used to be the old mantra. i think you can re activate previously activated nodes for free. however i find that when i change up the skill tree for a re-build most of the nodes are not going to change much. most rebuilds change up no more than 20 nodes.
Yeap, one can now reactivate previously purchased nodes. Originally though, when it went live, if a player Respec then at any time hit SAVE, said player lost all previously purchased nodes that had not been reselected before hitting Save. True, then and now a player does not receive any Skill Points back, but at least the previously purchased nodes do not have to be purchased with new SP to reactivate.
#10
Posted 21 February 2022 - 05:25 PM
Tarl Cabot, on 21 February 2022 - 04:39 PM, said:
Yeap, one can now reactivate previously purchased nodes. Originally though, when it went live, if a player Respec then at any time hit SAVE, said player lost all previously purchased nodes that had not been reselected before hitting Save. True, then and now a player does not receive any Skill Points back, but at least the previously purchased nodes do not have to be purchased with new SP to reactivate.
when skill trees were new, respec would be a huge xp/cb sink. it went through several iterations until it just became free.
it still doesn't make sense as you only really need to shuffle a small number of nodes between builds. node selection has a lot to do with the quirks and hardpoints of the variant. unless its an omni, and you are doing a complete conversion, like when i converted my ultraviolet to a maximum atm build and moved the 8x ac2 build to the ecm dire. but with over 500 games on it i had enough xp where that was not terrible. i cant imagine how much it would have sucked if i had to pay for that. even then i just kept the ops, survivability and sensor stuff and only moved about 20 nodes.
Edited by LordNothing, 21 February 2022 - 05:27 PM.
#11
Posted 21 February 2022 - 10:44 PM
#12
Posted 22 February 2022 - 06:47 AM
Umenzi, on 20 February 2022 - 11:12 AM, said:
That's a solid tactic. Stick with the group, direct fire as plan A, indirect fire when you get the chance.
Welcome to the show, by the way!
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users