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Skill Nodes That Need To Change


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#1 SirNotlag

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Posted 24 May 2022 - 02:40 PM

Do you think the values on any skill nodes have to change now that we have easy access to most of them and can avoid taking the useless filler ones?

All the firepower ones seem okay,

Most of the survival too, with shock absorbance useful on mech with jump jets and reinforced casing helping your equipment from being immediatly destroyed when you dont have armour.

Mobility seems fine to me

Jump jets, some of them might actually be taken now you can avoid the filler ones and just get lift speed. Vectoring has always bugged me it made your mech shift forward so it was more annoying than anything when jump jetting as you always had to reposition if you were poptarting. If the value was buffed to 100% per node so maxed out was 500% increase would it thrust the mech forward when jump jets were engaged? could that be usefull for evasion?

Operations, quick ignition will probably never be taken again

Sensors, Radar deprivation might be too strong now as its very easy to get 100%. When a target is at 100% it also completly ignores the target decay nodes, if they get out of sight you will instantly loose lock even with full target decay, so the values might have to be reduced so its not 100%.

Auxilary also looks fine to me. Oh but i did think of a new skill that could replace capture assist, What if while sitting in a capture zone it acts as a radar tower 200m per node so with maxed out nodes you can turn the capture zones into radar towers with 800m radius.

What if any changes do you want to see from the skill nodes?

#2 Meep Meep

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Posted 25 May 2022 - 01:02 AM

I think the unused or underused nodes could be compressed into fewer nodes with higher bonuses. This would make them more attractive since currently there are way too many to bother with given there are other better branches to fully fill out with those points. But shaving off a couple of range nodes along with a node here or there would be tolerable if they provided a useful targeted bonus.

#3 Corvus Antaka

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Posted 25 May 2022 - 06:09 AM

View PostMeep Meep, on 25 May 2022 - 01:02 AM, said:

I think the unused or underused nodes could be compressed into fewer nodes with higher bonuses. This would make them more attractive since currently there are way too many to bother with given there are other better branches to fully fill out with those points. But shaving off a couple of range nodes along with a node here or there would be tolerable if they provided a useful targeted bonus.


yeah, hopefully the new tree will let us tweak values to fix balance issues. quickstart bonuses need to be much higher for this tree to be valuable, for example. improved gyros are great for new players, once you get good it's just a crutch to keep.

#4 w0qj

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Posted 25 May 2022 - 07:10 AM

10 Skill Points to get 100% Radar Deprivation, vs
5 Skill Points to get +3.5 seconds Target Decay


For those advocating nerfing 100% Radar Deprivation (10 skill nodes to get),
may I also suggest nerfing the Target Decay also (5 skill nodes to get +3.5 second Target Decay!)

In face, my own feeling is that spending a straight 5 skill nodes to get +3.5 second Target Decay feels overpowered (OP).
So enemy goes behind a rock, still shows up in your radar for up to +3.5 seconds (assuming 0% Radar Deprivation)!

#5 Duke Falcon

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Posted 25 May 2022 - 10:32 AM

View Postw0qj, on 25 May 2022 - 07:10 AM, said:

10 Skill Points to get 100% Radar Deprivation, vs
5 Skill Points to get +3.5 seconds Target Decay


For those advocating nerfing 100% Radar Deprivation (10 skill nodes to get),
may I also suggest nerfing the Target Decay also (5 skill nodes to get +3.5 second Target Decay!)

In face, my own feeling is that spending a straight 5 skill nodes to get +3.5 second Target Decay feels overpowered (OP).
So enemy goes behind a rock, still shows up in your radar for up to +3.5 seconds (assuming 0% Radar Deprivation)!


I am a casual lurmer but also find the 5 skill nodes +3.5 seconds TD OP. That means two 80LRMs salvo from my 4xLRM20 SNV-A what usually enough to shatter many mechs (assuming the lurmer stays 500m or closer to the target ofcorz).

The new skill tree seems a bit harsh to me. Like if PGI wanted more than they could achieve and could not fix or clean-up properly. A few more patch and we shall see I think...

#6 Meep Meep

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Posted 25 May 2022 - 11:42 AM

View Postw0qj, on 25 May 2022 - 07:10 AM, said:

10 Skill Points to get 100% Radar Deprivation, vs
5 Skill Points to get +3.5 seconds Target Decay


For those advocating nerfing 100% Radar Deprivation (10 skill nodes to get),
may I also suggest nerfing the Target Decay also (5 skill nodes to get +3.5 second Target Decay!)

In face, my own feeling is that spending a straight 5 skill nodes to get +3.5 second Target Decay feels overpowered (OP).
So enemy goes behind a rock, still shows up in your radar for up to +3.5 seconds (assuming 0% Radar Deprivation)!


If you have 100% radar dep then it doesn't matter how long your attacker can lock onto you because it means instant removal from the radar once you leave los. What additional target delay will effect are any radar dep values under 100% so that the typical 60% isn't as effective as it was.

#7 SirNotlag

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Posted 25 May 2022 - 01:55 PM

View Postw0qj, on 25 May 2022 - 07:10 AM, said:

10 Skill Points to get 100% Radar Deprivation, vs
5 Skill Points to get +3.5 seconds Target Decay


For those advocating nerfing 100% Radar Deprivation (10 skill nodes to get),
may I also suggest nerfing the Target Decay also (5 skill nodes to get +3.5 second Target Decay!)

In face, my own feeling is that spending a straight 5 skill nodes to get +3.5 second Target Decay feels overpowered (OP).
So enemy goes behind a rock, still shows up in your radar for up to +3.5 seconds (assuming 0% Radar Deprivation)!


I agree instant access to to the target delay is a great boon to LRM users but Radar deprivation negates all other sensor nodes, as a tree branch briefly obstructs your view of the target and all target info is reset and lock is lost. If the total percentage is reduced down from 100% then there is some use in the other nodes at 60% that extra 3.5 seconds becomes only an extra 1.4 seconds so if the nodes are reduced to 18% the max you can get is 90% radar deprivation which still quickly removes locks.

Edited by SirNotlag, 25 May 2022 - 01:55 PM.


#8 LordNothing

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Posted 25 May 2022 - 04:12 PM

you could probibly break out the remaining trees if you make the nodes get progressively better the more you activate. the initial idea was to gate them. but instead you gate them by having the initial nodes be less valuable than the deeper ones. then you could make their trees a couple nodes deeper as well. or you could just take some of the useless nodes and give them to the better skills so you need more nodes to get the max boost. ecm, seismic. speed tweak, and radar derp are all fairly powerful skills with very short node allotments. seems like you could take nodes from useless skills or skills with way too many nodes and make those trees longer and as a result you wouldn't need to bury them.

i also think that rearranging the categories would be more organized, like put the narc and ams skills with the rest of the weapons in the firepower tree and rename it weapons and equipment. the the shock absorbance with the jj skills. put heat gen, cool run, and heat containment all into a single heat management category. speed retention and hill climb seem like they belong in mobility. gyros can just be deleted from the tree (do they even do anything?) or go to auxiliary. and this is without changing any nodes, this just moves categories around to make more sense.

weapons and equipment (formerly firepower):
cooldown, range, velocity, laser duration, flamer ventilation, magazine capacity, lbx spread, gauss charge,
uac jam chance, missile rack, missile spread, high explosive, ams overload, enhanced narc

heat management (new category):
heat gen, quick ignition, heat containment, cool run

survival:
skeletal density, armor hardening, reinforced casing

mobility:
kinetic burst, speed tweak, hard break, anchor turn, torso speed, torso yaw, torso pitch, hill climb, speed retention

jump jets
lift speed, vent calibration, vectoring, heat shielding, shock absorbance

sensors
target info gathering, seismic sensor, sensor range, enhanced ecm, radar derp, target decay, target retention, advanced zoom

auxilliary
consumables, capture assist and improved gyros.

just that by itself probibly very low hanging fruit. but id also do some pruning. for example the weapons and equipment tree get crowded. combine missile rack and magazine capacity into one node and make it 3 levels deep. do the same with lbx and missile spread. there really is no reason to keep these separated all it does is serve as a defacto nerf to mixed builds. also merge torso pitch and torso yaw into a single torso range category. improved gyros can just be flat up removed as far as im concerned.

Edited by LordNothing, 25 May 2022 - 04:13 PM.


#9 Corvus Antaka

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Posted 25 May 2022 - 04:44 PM

the rework has increased DPS and heat/cooldowns. on average everything seems to die faster.

#10 SirNotlag

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Posted 26 May 2022 - 06:08 AM

View PostCorvus Antaka, on 25 May 2022 - 04:44 PM, said:

the rework has increased DPS and heat/cooldowns. on average everything seems to die faster.


I've found smaller mechs now take full armour and structure by removing the nodes they dont like and have become more durable but assaults and heavies normally had full survivability prior to the patch and have put more nodes into offence. Its a mixed bag everyhting has become much more optimised.





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