Just linking these here for anyone really struggling - both are decent guides. http://metamechs.com/mwo-guides/skill-trees/ https://mwomercs.com/forums/topic/250647-skills-tree-contest-now-with-index/page__st__20 Very different approaches so nice to see what people were thinking and why so you can plan your own skill trees. Actually I'll link that main thread as its fascinating reading as to how people do their builds, I don't necessarily agree with them but its certainly helped me: https://mwomercs.com/forums/topic/250647-skills-tree-contest-now-with-index/
I dunno about LRMs. They do seem to be hugely popular, but people seem to be forgetting that LRMs aren't awesome at close quarters combat. I've been making a point of hunting down lurmboats and showing them which missile system is really king. All those bonuses make SRMs pretty sweet. I do find the warnings about incoming missiles to be really annoying. So finding a lurmboat all by their lonesome is extremely satisfying. I have found the best way to reskill is to wait til I have a desire to play a specific mech before skilling it. Still finding that the mechs that never had much in the way of quirks have benefitted most from the new system.
New flexibility with meaningful choices is great! I don't even mind that unlocking ALL THE THINGS takes more XP than before. Thing like ranges may need a bit more tweaking. Too bad the implementation is SUPER DERPY. Like...all the derpy. No ability to import any kind of presets, a web interface for what is actually a linear path with lateral cross-ways, no ability to bring a test loadout into the firing range before committing. I want to like it more than I do, but the amount of time investment just to get a single mech up and running from scratch is making it really hard to justify getting back into the fight. Combined with another sink for respeccing and...well, planning may be part of the fun, but not being able to implement those plans is a major minus.
That's the problem is that it involves a lot of clicking and it's annoying to keep doing over and over again...Other than that I still like it a lot
They should've gone with bigger chunks tbh. Levelling Mechs used to be in some ways motivated because 'then you'd basic the chassis' and that's an achievement of some sorts. I don't feel the need to grind for a single cooldown node. Now if there were hefty stat chunks (like mobility could be a tree of Accel/Decel +15%, Torso Speed 20% vs Anchor turn 20%, Torso Yaw&Pitch 15% vs Speed Tweak 7.5% vs Accel/Decel 15%) that you could pick up to 7 from or something, you'd at least have something to work towards. The yaw/pitch may even outshine Speed Tweak in some cases, if not, put it into the torso twist tree, or split up speed tweak into having to spend multiple points to get all. The amount of clicking would also greatly decrease. What's also missing is - Nodes for increased disruption duration for PPCs (could make them a good support weapon for lights that can run it). - MASC enhancements (roll them into the Mobility or Jumpjet tree because jumpjet tree is a gimmick, nothing more atm)
As a mechspecer, min/maxer, and build scientist, I've enjoyed the skill tree so far. It has been fun finding out what combinations between different trees nets the best overall "quirks". However, I have found myself investing in the same way for almost every single mech, just slight variations depending on weapons and weight class. Some mechs take Survival over Mobility and vis versa. The firepower tree has always been a worthy investment to me, because EVERY single node you choose has an impact to your build and it's potential. My overall impression is that the skill tree system is entertaining for someone who enjoys thinking about these things and optimization. In reality, the slight variations between choices equate to practically nothing. Choosing one option over another just means you mech is slightly better and this rather than that. The only thing that really matters is: is it skill or is it not skilled. Its more of an illusion of choice than anything meaningful with noticeable impact. So I've been telling people to not over-think things and just pick what they think sounds good for themselves, their build, and their playstyle. An optimized tree vs. an optimized tree has extremely little difference. Plenty for PGI to improve. I'd like to see: Click+Drag, MUCH better color coding, reworked node titles (that actually say what it is, for example "High Explosives" should be "Missile Crit Damage" and "Kinetic Burst" should simply be "Acceleration". I think those three things would help out a lot. I have other, more personal gripes with the tree, but these are at least general and would benefit everyone.
I predict the radar deprivation will be the first to get hit by the nerf hammer, fully 100 % on a fast, nimble light is way overpowered.
For anyone interested, I've written a lengthy post about needed improvements here: https://mwomercs.com/forums/topic/251585-skill-tree-1-week-later/ Any additional viewpoints or comments are greatly appreciated.
No, but the old Radar Derp was broken enough that everyone ran it. They introduced partial derp, why still allow for full derp?
I'm a bit lost - to get that 100% you're all complaining about needs a minimum of 16 points. For that I can get a lot of stuff elsewhere. I'm not even using it on most of my mechs anymore. I'll happily take the extra 16 points as a laser boat into my firepower or to beef up my structure/armour if I have quirks. There was a definite argument when it was a module as every non LRM mech I had used it but not anymore.
The availability of 100% in itself is the problem. You and I may not need derp as much as other players, but it's difficult to find something which has an equal impact value for the points invested as ECM and Derp. Laser Duration is the only thing that I can think of that comes close. If Derp/ECM with and without points are closer together (by removing complete deprivation and buffing un-skilled ECM), that could enable changes for LRMs, which are the most impacted weapon by these two abilities. LRMs could be made viable in higher tier while not OP in lower tier.
Excalibaard, I disagree. Radar Deprivation is not game-breaking... I don't know why so many people think it is. You know what is game-breaking / discouraging to new players, though? - Quick dropping in polar highlands without AMS, ECM, or Radar Dep. The matchmaker is too wonky as it consistently pairs you with players that don't have AMS or ECM, or pairs you with players that bring AMS or ECM but don't know how to use them effectively / communicate. If radar dep is OP, so are things like target decay.
I disagree there, Decay is a linear increase, derp is a percentual decrease. taking all decay nodes will increase your lock a significant amount, but not to infinity. Taking all derp nodes does reduce the target lock down to zero though. I also didn't say Derp is OP, I said that the difference between fully skilled and unskilled derp is too strong. If it's reduced to just 75%, or linear decreases, it will be a proper countermeasure against enemy Target Decay LRMers for players that want to use their mobility or newer players. Though I do consider un-skilled ECM to be UP. Also, adjusting node values is much easier than the Matchmaker, which just has a very small pool of players to choose from compared to say League of Legends, especially to fill such large servers as 12 v 12.
I see what you mean, not wanting to remove radar dep but leave it to only 75%. I still don't understand why some people think it's so OP, though. LRMs have strategy involved, and too many lurmers remove the strategy from lurming by sitting behind cover and hoping to have locks the whole match.
That's very true, people forget the minimum range is 180m, not 500m. I've been playing a 2xLRM10, 2xSSRM6, 2xERML weird stormcrow mix of a build, as long as you get to ~300m it does very well (and it looks supercool ), and the range of LRMs is handy in other cases.