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New Skill Tree - Potentially Pretty Swag


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#61 feeWAIVER

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Posted 11 April 2022 - 06:55 PM

View PostDionnsai, on 10 April 2022 - 07:14 AM, said:

Removing the skill wall from nodes which buff lockon weapons, but not doing the same for countermeasures feels very arbitrary and handholds for a set of weapons that already hold your hand by their very nature.


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Yeah, but so what?
Let it. Lock on weapons on the worst weapons in the game, so let them get a slight advantage that we need to invest a few skill points to counter. In the end, they'll still be countered, and they'll still have the worst weapons in the game.

#62 ScrapIron Prime

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Posted 11 April 2022 - 07:46 PM

View PostfeeWAIVER, on 11 April 2022 - 06:55 PM, said:

Yeah, but so what?
Let it. Lock on weapons on the worst weapons in the game, so let them get a slight advantage that we need to invest a few skill points to counter. In the end, they'll still be countered, and they'll still have the worst weapons in the game.


Seriously. Just because lock on weapons get a bit of a skill cost reduction doesn’t mean I’m going to stop taking 100% Radar Derp. It’s useful not on,y for avoiding indirect fire but also for quickly vanishing off the red team’s mini map, which helps you avoid attention.

#63 An6ryMan69

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Posted 12 April 2022 - 01:14 PM

PGI - "Hey, we're gonna let players pick what skills you actually want, and not force you to take skills you don't."

MWO players - "WTF, that's crazy! You guys are the worst! Nerf skills FFS!"

:(

#64 w0qj

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Posted 12 April 2022 - 07:12 PM

I strongly feel that maximum Radar Deprivation should be reduced to a maximum of 75% to 80% Radar Deprivation. And the last few Radar Deprivation skill nodes should be buried deeper into Skill Trees.
~This leaves headroom for certain mechs to boost it close to 100% Radar Deprivation:
Phoenix Hawk (+20% additional Radar Deprivation)
Hellbringer (+20% additional Radar Deprivation)
Night Gyr (+25% additional Radar Deprivation)
Blood Asp (+25% additional Radar Deprivation)


Yeah, I've got the feeling that everyone and their dog will get 100% Radar Deprivation, now that players can avoid the filler nodes. You can save skill points from these, if you've used some of these 'skills' before:
5x Shock Absorbance (Survival tree)
7x Hard Brake (Mobility)
5x Quick Ignition (Operations)
3x Speed Retention (Operations)

New unique skill suggestions?
~UAC jam chance reduction
~Overload attack (+10% attack damage, +5% Heat Gen, double Overheat Damage). Nova NVA loves this!
Also gives Flamer weapons on Lights a much more strategic role in enemy suppression.
~ECCM vs ECM skills? Let the ECM arms race begin!


View PostScrapIron Prime, on 11 April 2022 - 07:46 PM, said:

Seriously. Just because lock on weapons get a bit of a skill cost reduction doesn’t mean I’m going to stop taking 100% Radar Derp. It’s useful not on,y for avoiding indirect fire but also for quickly vanishing off the red team’s mini map, which helps you avoid attention.

Edited by w0qj, 12 April 2022 - 08:23 PM.


#65 Moldur

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Posted 15 April 2022 - 09:11 AM

TBH I was fine with the pre-skill general mech mastery except for buying 3 variants but we know that was for business / milking purposes. I favor having a generalized mastery bonus + additional quirk tree. In other words, a combination of the 2 systems we've had. I'm a little surprised people aren't talking more about the armor skill tree. I feel additional armor is simply too powerful and safe of a pick. The amount of extra armor you get for maxing out those trees is a bit ridiculous on heavies and assaults, and wins cost/benefit analysis compared to alternatives. I feel there are 2 types of players in mwo: those that don't realize how big of an advantage maxed out armor is, and those that do. They are playing totally different games.

I like this new take though, because it allows people to achieve more extreme specialized builds without wasting so many points. This should help break out roles and specialization a little bit better. I feel too often, I want to achieve a boat or some specialized mech with a special skill tree, only to get midway through and go, "I don't want to spend 5 points getting to 1 node so instead I'll get these other ones." and end up with a solid basic skill-tree with lukewarm specialization because hey, I'd rather have appreciably better mobility or radar dep rather than 2.5% extra whatever.

#66 Tarzan of Barsoom

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Posted 17 April 2022 - 04:25 PM

I would request, when the new skill tree is put out, you give us the option to do a wipe and refund of our current skill set ups. Maybe as a all or nothing or as a mech by mech decision. That would let us get all xp and cbills (or at least 50% +) back, credited to our accounts, and start from scratch.

#67 Meep Meep

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Posted 17 April 2022 - 08:50 PM

View PostTarzan of Barsoom, on 17 April 2022 - 04:25 PM, said:

I would request, when the new skill tree is put out, you give us the option to do a wipe and refund of our current skill set ups. Maybe as a all or nothing or as a mech by mech decision. That would let us get all xp and cbills (or at least 50% +) back, credited to our accounts, and start from scratch.


I'm not really understanding why people want this. Nothing about your current skill build will change other than the order they show up in the skill tree and there should be more than enough banked xp on those mechs to easily refine it to exactly what you want. I know all my established mechs have enough xp banked to redo the skill tree several times over.

#68 ScrapIron Prime

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Posted 17 April 2022 - 09:07 PM

View PostMeep Meep, on 17 April 2022 - 08:50 PM, said:


I'm not really understanding why people want this. Nothing about your current skill build will change other than the order they show up in the skill tree and there should be more than enough banked xp on those mechs to easily refine it to exactly what you want. I know all my established mechs have enough xp banked to redo the skill tree several times over.


Same. Every skill node that currently exists will exist after they reshuffle the nodes. I get that many people will want to drop certain nodes and pick more advantageous ones, but that’s hardly a reason to drop and refund everything. What we need instead is an event with GSP as prizes!

#69 LordNothing

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Posted 17 April 2022 - 11:31 PM

maybe what needs to be done is to make the respec button a global reset for each mech. it would reset the whole skill tree back to default and convert your unlocked nodes to hsp for re-allocation.

#70 Curccu

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Posted 17 April 2022 - 11:36 PM

View PostLordNothing, on 17 April 2022 - 11:31 PM, said:

maybe what needs to be done is to make the respec button a global reset for each mech. it would reset the whole skill tree back to default and convert your unlocked nodes to hsp for re-allocation.


And there would be so much QQ for some to do this massive clicking to all their 10 mechs and they will never play the game again...

#71 LordNothing

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Posted 17 April 2022 - 11:40 PM

View PostCurccu, on 17 April 2022 - 11:36 PM, said:

And there would be so much QQ for some to do this massive clicking to all their 10 mechs and they will never play the game again...


purely optional on a mech by mech basis. i figure on most mechs the default node conversion would work out. but if it doesnt you can refund the nodes and start over. this would not be the new player trap that it once was. its really just a clean up tool.

Edited by LordNothing, 17 April 2022 - 11:43 PM.


#72 Mark Yore

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Posted 18 April 2022 - 08:47 AM

My thinking on priorities for the majority of my builds:
- Extra Consumable slots
- Weapon skills
- ECM (if equipped)
- AMS (if equipped)
- Hill Climb (if I don't have JJ)
- Armor
- Heat management
- Seismic sensor
- Radar Deprivation
- Structure
- Range (if I'm running short or medium range weapons)
- Everything else

#73 Meep Meep

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Posted 18 April 2022 - 12:17 PM

Been mocking up some skill builds too and so far barely any of them are the same. Each mech I run is kitted out for a different role so the skills needed for them are also different even in the same weight class. Some say this change will standardize builds but so far the extra flexibility is allowing me to come up with very specialized per mech builds that greatly enhance the mechs role. I really hope this makes it in more or less how it has been presented.





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