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Skill Tree Feedback - Post-May-2022 Patch


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#1 w0qj

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Posted 24 May 2022 - 11:34 AM

1. I really like the Skill Tree post-May-2022 Patch!

2. Old/legacy Skill Tree files all invalid going forward, may we presume.

==> So do we have to manually delete our own saved Skill Tree files?

Either via:
2a) [Skils]>>[Save]>>[select_file]>>[Delete_File], or

2b ) Goto your MWO installation (mine is Steam/MWO), and manually delete all old Skill Tree files at:
C:\Users\abcde\Saved Games\MechWarrior Online\MechSkillTrees

Edited by w0qj, 24 May 2022 - 11:36 AM.


#2 ComradeHavoc

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Posted 24 May 2022 - 02:10 PM

Maxes armor, heat gen, laser duration nodes

Edited by ComradeHavoc, 24 May 2022 - 02:11 PM.


#3 Reverend Flashback

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Posted 24 May 2022 - 03:32 PM

On the one hand this update is great for min maxing, on the other hand, it is great for min maxing...

Dunno, but there are a lot of completly worthless nodes now, and I got like 30-40 points from those on average to spend on more survivability and firepower.
This change also promotes boating even more.

For example:
You probaly want all heatgen nodes for pretty much any clan 60+ dmg laservom build.
But cooldown? Not at all. Your damage output is limited by how fast you are able to reduce heat - not your cooldown.
Now look at Acs. It's the other way round there.
This means mixing Acs and energy weapons is a worse choice than just sticking to one of them.

As said, that's just an example. But it applies to a lot of weapon systems.

Overall I think it would be a good thing if we had at least two skill point pools.
One for stuff that directly affects your ability to dish out and endure damge (cooldown, heatgen, armor bonus etc), and another one for everything else that is more like flavor.
On top of that it would be nice if skills had differnt costs according to how powerfull they are.
Like a node in radar derp should be more costly than a point in quick start up...

Of course this would need a complete revamp of the whole skill system.

#4 Mechteric

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Posted 24 May 2022 - 03:48 PM

View PostReverend Flashback, on 24 May 2022 - 03:32 PM, said:

On the one hand this update is great for min maxing, on the other hand, it is great for min maxing...


On the other hand, min maxing was already in the game before anyway

#5 w0qj

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Posted 24 May 2022 - 03:51 PM

Or MWO can replace filler nodes (Hard Brake, Shock Absorption, etc.) with New Skills !!

eg:
a) Overload Attack (+5% Damage and +3% Heat Gen and + 10% Overheat Damage ==> Enemy Light/Medium mechs with Flamers can make tactical contribution!

b ) Flanking Attack (+5% Damage when attacking enemy from sides or behind)
etc.


View PostReverend Flashback, on 24 May 2022 - 03:32 PM, said:

...Of course this would need a complete revamp of the whole skill system.

Edited by w0qj, 24 May 2022 - 03:52 PM.


#6 Reverend Flashback

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Posted 24 May 2022 - 03:53 PM

View PostCapperDeluxe, on 24 May 2022 - 03:48 PM, said:


On the other hand, min maxing was already in the game before anyway


Never said it wasn't.

#7 Mechteric

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Posted 24 May 2022 - 04:00 PM

View PostReverend Flashback, on 24 May 2022 - 03:53 PM, said:

Never said it wasn't.


On the other hand, you never said it not wasn't

Posted Image




j/k btw

Edited by CapperDeluxe, 24 May 2022 - 04:27 PM.


#8 The6thMessenger

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Posted 24 May 2022 - 04:01 PM

The new MWO, as in the user-interface, is off.

Names of equipment are at the wrong place, there's wrong font being used, noticeable with the tonnage atop the mechlab.

**** man, I thought this is what they PTSed for.

#9 Kiiyor

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Posted 24 May 2022 - 06:31 PM

I love that speed tweak is realistically attainable in a build now, without gimping everything else.

Much joy.

#10 The6thMessenger

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Posted 24 May 2022 - 07:35 PM

View PostKiiyor, on 24 May 2022 - 06:31 PM, said:

I love that speed tweak is realistically attainable in a build now, without gimping everything else.

Much joy.


Well, it's geared towards min-maxing now.

Every mech will now have max armor and structure nodes, and radar-deprivation nodes, because there's no clutter that's preventing one from getting the nodes, when before you have to plan and make concessions for the nodes that you want.

Like who the **** picks hill-climb and/or speed-retention? You know we only take those because they're in the way, but now they might as well not exist. Speed retention is planning for failure, lol.

If you don't put max armor and structure, and radar deprivation, you're just a liability to your team. That's my norm now, always max cool-run and capacity, max radar derp, max armor and structure. Everything else is build-based.

Edited by The6thMessenger, 24 May 2022 - 07:39 PM.


#11 Kiiyor

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Posted 24 May 2022 - 07:43 PM

View PostThe6thMessenger, on 24 May 2022 - 07:35 PM, said:


Well, it's geared towards min-maxing now.

Every mech will now have max armor and structure nodes, and radar-deprivation nodes, because there's no clutter that's preventing one from getting the nodes.

True.

I do like that there's also now a little leeway you can get outside unlocking the nodes you want that wasn't present in the old skill tree. I've got torso yaw and even torso speed sprinkled on top of a few mechs.

I think the logical next step is to increase the benefits of filler nodes until they become more enticing, or remove them and add something more likely to lure you away from a full investment in firepower and armour. Improved gyros 17.5% per node? Meh. Make each node 25% though and give you the option of eliminating screen shake? Hmmmm.

Quick ignition? lol. Remove it and change the nodes to reduced overheat damage? Hmmmm.

#12 MrMadguy

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Posted 24 May 2022 - 07:43 PM

Funny thing, but 5 gift nodes have been enough to restore my old skills. I just need to do it for 100 'Mechs now. Yeah, I can spend them better now, but I just don't want to think about it. It would also require buying more SP and I'm SP-bottlenecked already, so no, I don't want to do it.

#13 Mark Yore

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Posted 24 May 2022 - 07:57 PM

So the process for the foreseeable future is going to be 1) Choose Mech 2) Open Skill Tree 3) Fix Skill Tree 4) Test until optimised.

#14 Heavy Money

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Posted 24 May 2022 - 08:55 PM

The new skill system has opened up a bunch of options that weren't worth taking before. Sure everyone is always going to max certain things, but they already did. Now they can still max those things, and then also choose between a couple other things.

Lots of worthless nodes now of course. Would be worth buffing some values to make them more appealing.

And of course this is going to decrease TTK on average. Might now be worth doing some nerfs to some values too. Or other across the board nerfs like out of engine clan DHS being toned down a little bit. Clan Laservomit was already good, and now it got more heat efficient, more range, and speed tweak. So damping it down a bit in another area is about due. It'll still be very good.

#15 Goggles Paesano

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Posted 24 May 2022 - 09:55 PM

I like the looks of the new skill tree. It would be great when doing a brand new Mech.

On the other hand, Now I have to figure out how I had the old skill tree on my Mechs set up. I have to figure out what I had picked that I actually wanted and what was filler. I may even have to play half skilled Mechs a few times to try to figure out what I need. I have to do this 205 times! I all ready have a full time job. I might be back in action before winter.

Right now, I'm looking at redoing my skill trees like doing the yard work... something I don't want to do and will try to push it off as long as I can. Other then that, its great!

#16 Escef

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Posted 24 May 2022 - 10:32 PM

Firstly, I love that the new skill system allows me to get more of what I want and less of what I have no need of. Big plus there.

Secondly, I hope PGI is collecting data on skill nodes least get used and find was to make them at least situationally usable. The jump jet based skills are going to continue to collect dust, I wager.

#17 Curccu

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Posted 24 May 2022 - 10:38 PM

View Postw0qj, on 24 May 2022 - 03:51 PM, said:

b ) Flanking Attack (+5% Damage when attacking enemy from sides or behind)
etc.

Oh the Light /Vpr QQ after that :D

#18 Reverend Flashback

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Posted 25 May 2022 - 01:24 AM

View PostThe6thMessenger, on 24 May 2022 - 07:35 PM, said:

If you don't put max armor and structure, and radar deprivation, you're just a liability to your team. That's my norm now, always max cool-run and capacity, max radar derp, max armor and structure. Everything else is build-based.


At this point they could just bake in armor and structure nodes for every mech...

Also, I think the game would be better off, if radar deprivation and target decay would be scrapped.
Leave being missile proof to ecm mechs and those with a lot of ams. There are more than enough of those already.
Everyone else should be targetable for the basic amount of time, which feels just right.

And no, I'm not a lrm main or anything like that. I've only got 4 mechs from more than 60 that mount lrms.
But sometimes -forgive me - I indeed like to use them because we don't have that many weapon options anyway.
It was a horrible experience most of the time, now I probably won't touch them ever again.

Edited by Reverend Flashback, 25 May 2022 - 01:27 AM.


#19 Mark Yore

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Posted 25 May 2022 - 03:50 AM

View PostThe6thMessenger, on 24 May 2022 - 07:35 PM, said:


Like who the **** picks hill-climb and/or speed-retention? You know we only take those because they're in the way, but now they might as well not exist. Speed retention is planning for failure, lol.



Hey, I pick hill-climb on Assaults without jumpjets. If I can't make it over a hill, especially in Canyon, then I have to take the long way round leaving me isolated from my team.

#20 Corvus Antaka

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Posted 25 May 2022 - 06:05 AM

makes good players even more powerful. jacks newbs even more. not sure it was a great restructure. some of it is good, some if it, meh. best to let it play out for a few months. matchmaker is screwed right now too with everyone piling back in to test the changes. need some time to evaluate. for me, it's great. mechs more powerful, useless stuff can be dropped, get more range, faster cooldowns, better jumpjets, speed, all the candy you want with no need to take useless nodes.

in effect, most powerful useful nodes are now 1 point versus 2+ points to obtain.





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