Player trains in specialties, which he can only pick one to be active at all times. He can change his specialty back in the lab.
Tanker Specialist --- Adds HP to armor and points to all structure. Increases resistance and reduction from critical hits. Increase torso traverse rates.
Movement Specialist --- Increases top speed, improves torso traverse and arm movement rates. Less MASC damage. Less leg damage from jumps. Adds HP and points to leg structure. Bonus effects on leg modules.
Rapid Fire Specialist --- Improves cool down on ALL weapons, though not as much as Energy, Ballistics and Missile specialists. Reduces jamming on UAC weapons.
Heat Management Specialist --- Lowers heat generation on ALL weapons (not as much as Energy, Ballistics and Missile Specializations though), improves characteristics of heat sinks (capacity, heat dispersion rates). Improves Coolant effects.
Info Management Specialist --- Improves ECM range, ECM counter, increases targeting speed, increases detection range. Bonus effects on UAV and Seismic.
Sniper Specialist --- Improves all weapons ranges, superior to Ballistic, Energy and Missile specialists. Faster targeting. Bonus effects on Advanced Zoom (reticle aids, etc,.)
Missile Specialist --- Improves all missile ranges. Improves cool down to all missiles. Faster targeting for missiles. Closer and tighter missile spreads. Missile equipped parts get HP bonus and reduction from critical damage. Improves CASE effects. Lowers heat generation on missiles only.
Ballistic Specialist --- Increases ammo hold. Improves cool down to all ballistic weapons. Improves range to all ballistic weapons only. Lowers heat generation on ballistics only. Reduction of critical damage when ballistic weapons are hit. Improves CASE effects. Reduces UAC jamming.
Energy Specialist. --- Lowers heat generation for all energy weapons. Increases range and cool down on energy weapons only only. Energy weapons get HP bonuses and reduction from critical damage.
Edited by Anjian, 17 December 2015 - 07:03 PM.