Is it just my impression that with all the talk about the boating/weapon skills, the truth is that most people don't even invest that much into the weapon skills but more into skills like armor/structure or radar, uav and so on.
I find myself investing a lot more in these categories than weapons.
What skills do you find are the most importend ones?


What Are The Importent Skills?
Started by Nesutizale, Feb 09 2017 11:10 AM
6 replies to this topic
#1
Posted 09 February 2017 - 11:10 AM
#2
Posted 09 February 2017 - 11:13 AM
The full lower chassis tree is great.
Take most of operations for cool run and heat containment. You might optionally take the ammo buff.
Most people will take infotech just to get Radar Derp and/or Seismic Wallhack. I personally might skip Derp.
Upper chassis is probably too much of a waste because of so many useless arm skills, especially when your mech doesn't even have lateral arm movement or any arm hardpoints to begin with.
Taking a mostly full weapon tree for your primary weapon type is probably the norm. Ignore cooldown because 5% is completely useless. I honestly would also ignore ballistic range because velocity is a far bigger limitation of your range than your paper listed range.
Finish off with some defensive stuff.
Take most of operations for cool run and heat containment. You might optionally take the ammo buff.
Most people will take infotech just to get Radar Derp and/or Seismic Wallhack. I personally might skip Derp.
Upper chassis is probably too much of a waste because of so many useless arm skills, especially when your mech doesn't even have lateral arm movement or any arm hardpoints to begin with.
Taking a mostly full weapon tree for your primary weapon type is probably the norm. Ignore cooldown because 5% is completely useless. I honestly would also ignore ballistic range because velocity is a far bigger limitation of your range than your paper listed range.
Finish off with some defensive stuff.
Edited by FupDup, 09 February 2017 - 11:15 AM.
#3
Posted 09 February 2017 - 11:17 AM
They should get rid of some of those arm skills. Not completely, just roll the bonuses up into fewer modules and insert something else there.
Or buff it with an additional arm buff. Extra weapon cooldown on low mounted arm weapons! Come on! They kinda need it!
Or buff it with an additional arm buff. Extra weapon cooldown on low mounted arm weapons! Come on! They kinda need it!
Edited by MechaBattler, 09 February 2017 - 11:18 AM.
#4
Posted 09 February 2017 - 11:18 AM
MechaBattler, on 09 February 2017 - 11:17 AM, said:
They should get rid of some of those arm skills. Not completely, just roll the bonuses up into fewer modules and insert something else there.
Or buff it with an additional arm buff. Extra weapon cooldown on low mounted arm weapons! Come on! They kinda need it!
Or buff it with an additional arm buff. Extra weapon cooldown on low mounted arm weapons! Come on! They kinda need it!
The arm skills should just be fully separated from the torso skills, considering how they target radically different mechs/builds.
#5
Posted 09 February 2017 - 11:20 AM
Weapons, armor ,speed,heat. These keep you alive. Everything else is extra for fun .
#6
Posted 09 February 2017 - 11:20 AM
They knew people wouldn't take those. If they separate them. They'll just be the redheaded step child of skills no one takes. I feel like the better thing is to actually make them more useful.
#7
Posted 09 February 2017 - 11:23 AM
FupDup, on 09 February 2017 - 11:13 AM, said:
The full lower chassis tree is great.
Take most of operations for cool run and heat containment. You might optionally take the ammo buff.
Most people will take infotech just to get Radar Derp and/or Seismic Wallhack. I personally might skip Derp.
Upper chassis is probably too much of a waste because of so many useless arm skills, especially when your mech doesn't even have lateral arm movement or any arm hardpoints to begin with.
Taking a mostly full weapon tree for your primary weapon type is probably the norm. Ignore cooldown because 5% is completely useless. I honestly would also ignore ballistic range because velocity is a far bigger limitation of your range than your paper listed range.
Finish off with some defensive stuff.
Take most of operations for cool run and heat containment. You might optionally take the ammo buff.
Most people will take infotech just to get Radar Derp and/or Seismic Wallhack. I personally might skip Derp.
Upper chassis is probably too much of a waste because of so many useless arm skills, especially when your mech doesn't even have lateral arm movement or any arm hardpoints to begin with.
Taking a mostly full weapon tree for your primary weapon type is probably the norm. Ignore cooldown because 5% is completely useless. I honestly would also ignore ballistic range because velocity is a far bigger limitation of your range than your paper listed range.
Finish off with some defensive stuff.
And that describes what probably 90% of folks will do. Customization indeed.
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