

Catapult A1 With Skilll Tree
Started by HANGMAN1962, Mar 03 2017 06:11 AM
26 replies to this topic
#21
Posted 03 March 2017 - 08:11 AM
I think you all forget that MWO is a TEAMplay Game, and with this new SkillTree u have to rely on your Team mates.
If u realy think u only can play RAMBOstyle then go for another shooter.
U cant have all Skills without offering some of your wanted ones.
Thats give and take, like it is meant to be.
I like this Game when the Matches evolve with Team workin together.
If u realy think u only can play RAMBOstyle then go for another shooter.
U cant have all Skills without offering some of your wanted ones.
Thats give and take, like it is meant to be.
I like this Game when the Matches evolve with Team workin together.
#22
Posted 03 March 2017 - 08:26 AM
If you hadn't figured it out yet... the fact they didn't alter the sensors tree at all from the first PTS, while bringing in the auxillary tree, and merging the upper and lower mobility, and all the weapon trees has an end goal.That goal is PGI wants to move the game away from weapon power creeping mech play towards more multi-role warfare mech play as per Battletech's original lore. You cannot PUMP everything but certain mechs do reap great rewards from pumping their strengths. It will be interesting to see what the jump distances they assign to Assassin's are upon delivery, because the two ECM equipped variants could really reach some interesting spots if they end up in the 80-90 meter range.
I'll use a spider 5D as an example... classic scout/harasser type mech... has three energy hardpoints (2 RA, 1 CT), and can carry ECM on a 30 ton chassis with jump jets. Some build them to close range fight with med pulse lasers and others build with just a single ER large or ER PPC and sniper with them. I own two setup for either of those styles. Both as a core combine a 255XL, Endo/FF, 10DHS, ECM, and maximum jump jets. The close build is two MPLs in the RA and a Med laser in the CT (which when the tech advance happens will become an ERML) and the other long range build is an ERLL and TAG both in the RA.
For the skill nodes of the long range one, I took 16 of the JJ tree (skipped most of the heat shield ones), 12 from auxillary so as to carry 5 consumables (1 coolshot, 2 strike, 2 uav), 13 sensors focused around sensor range, info gathering, the zoom and 100 meters worth of seismic. I didn't bother with enhancing the ECM or radar dep because the goal is to find a spot on my own to designate targets from and take shots of opportunity, while advising the team of enemy positions, conditions and movement. Because it only has the single ERLL, the ten DHS in the engine provide all the cooling I need to fire continuously and not overheat so I had no need for any operations nodes, though I do carry a single coolshot just in case. I took 24 mobility nodes with an emphasis to the full speed tweak and as many torso and arm pitch nodes as possible so as to maximize finding a high spot to camp and still shoot downwards at targets close below me. 11 survival nodes including all the shock absorbance ones. 15 firepower nodes focused on laser duration, range, heat and a couple cooldown ones.
In terms of net numbers from the ones I mentioned above being focuses...10% torso pitch and 30% arm pitch net me an extra 11 degrees to aim the lasers up or down (going from 50 to 61). 35% sensor range and 35% info gathering and a 200 meter 360 degree target info retention gives me another 280 meters of radar range (from 800 to 1080). 7.5% extra range on top of a mech that still has a 10% energy range quirk with a -10.5% duration and the ERLL cycles quicker and still won't overheat my mech. Also the two UAV's run 10 seconds longer each and have 40% more detection range (288 meters instead of 240). And my strikes do 50% more shells, 20% more accurately so there's a chance of multiple hits on mechs closer to the marker. On a large map like Grim plexus...starting from say a drop zone at F2/F3 edge, I can circumnavigate to the enemy drop zone around F11 in about 2.5 minutes, look for any AFKs or discos, and then sweep in behind them to stick up a UAV, lay a strike, and help my team by being a royal nuissance to the enemy.
I'll use a spider 5D as an example... classic scout/harasser type mech... has three energy hardpoints (2 RA, 1 CT), and can carry ECM on a 30 ton chassis with jump jets. Some build them to close range fight with med pulse lasers and others build with just a single ER large or ER PPC and sniper with them. I own two setup for either of those styles. Both as a core combine a 255XL, Endo/FF, 10DHS, ECM, and maximum jump jets. The close build is two MPLs in the RA and a Med laser in the CT (which when the tech advance happens will become an ERML) and the other long range build is an ERLL and TAG both in the RA.
For the skill nodes of the long range one, I took 16 of the JJ tree (skipped most of the heat shield ones), 12 from auxillary so as to carry 5 consumables (1 coolshot, 2 strike, 2 uav), 13 sensors focused around sensor range, info gathering, the zoom and 100 meters worth of seismic. I didn't bother with enhancing the ECM or radar dep because the goal is to find a spot on my own to designate targets from and take shots of opportunity, while advising the team of enemy positions, conditions and movement. Because it only has the single ERLL, the ten DHS in the engine provide all the cooling I need to fire continuously and not overheat so I had no need for any operations nodes, though I do carry a single coolshot just in case. I took 24 mobility nodes with an emphasis to the full speed tweak and as many torso and arm pitch nodes as possible so as to maximize finding a high spot to camp and still shoot downwards at targets close below me. 11 survival nodes including all the shock absorbance ones. 15 firepower nodes focused on laser duration, range, heat and a couple cooldown ones.
In terms of net numbers from the ones I mentioned above being focuses...10% torso pitch and 30% arm pitch net me an extra 11 degrees to aim the lasers up or down (going from 50 to 61). 35% sensor range and 35% info gathering and a 200 meter 360 degree target info retention gives me another 280 meters of radar range (from 800 to 1080). 7.5% extra range on top of a mech that still has a 10% energy range quirk with a -10.5% duration and the ERLL cycles quicker and still won't overheat my mech. Also the two UAV's run 10 seconds longer each and have 40% more detection range (288 meters instead of 240). And my strikes do 50% more shells, 20% more accurately so there's a chance of multiple hits on mechs closer to the marker. On a large map like Grim plexus...starting from say a drop zone at F2/F3 edge, I can circumnavigate to the enemy drop zone around F11 in about 2.5 minutes, look for any AFKs or discos, and then sweep in behind them to stick up a UAV, lay a strike, and help my team by being a royal nuissance to the enemy.
Edited by Dee Eight, 03 March 2017 - 09:20 AM.
#23
Posted 03 March 2017 - 08:32 AM
Dee Eight, on 03 March 2017 - 08:26 AM, said:
If you hadn't figured it out yet... the fact they didn't alter the sensors tree at all from the first PTS, while bringing in the auxillary tree, and merging the upper and lower mobility, and all the weapon trees has an end goal.That goal is PGI wants to move the game away from weapon power creeping mech play towards more multi-role warfare mech play as per Battletech's original lore. You cannot PUMP everything but certain mechs do reap great rewards from pumping their strengths. It will be interesting to see what the jump distances they assign to Assassin's are upon delivery, because the two ECM equipped variants could really reach some interesting spots if they end up in the 80-90 meter range.
I REALLY hope this can get implemented (with changes fixing the issues) when the assassins hit our mechbays

Edited by Bellum Dominum, 03 March 2017 - 08:41 AM.
#24
Posted 03 March 2017 - 08:39 AM
1 Match Done, I can take WAAAY less ammo.
So far the streak cat got a buff in the sense that if you take the ammo up nodes you can take far less ammo, throw in a command console and make it cooler.
So far it's better now in the PTS then currently.
Going for a second run with the said changes.
So far the streak cat got a buff in the sense that if you take the ammo up nodes you can take far less ammo, throw in a command console and make it cooler.
So far it's better now in the PTS then currently.
Going for a second run with the said changes.
#25
Posted 03 March 2017 - 09:23 AM
2nd match complete with new build.
Probably still too many missiles. Which means if I tweak the build a bit more I might be able to get a STD300 in there.
Otherwise the extra sensor and targeting range from the Command Console was worth it on for the A1 StreakCat, combined with BAP and AMS worked well.
I didn't take any agility skill points, instead I went with all weapon skills, missile, cooldown, range. Picked up all sensor skills and JJ skills. Grabed all UAV skills for a second ECM breaking uav and called it a day.
Worked great.
Probably still too many missiles. Which means if I tweak the build a bit more I might be able to get a STD300 in there.
Otherwise the extra sensor and targeting range from the Command Console was worth it on for the A1 StreakCat, combined with BAP and AMS worked well.
I didn't take any agility skill points, instead I went with all weapon skills, missile, cooldown, range. Picked up all sensor skills and JJ skills. Grabed all UAV skills for a second ECM breaking uav and called it a day.
Worked great.

#26
Posted 03 March 2017 - 09:44 AM
Bellum Dominum, on 03 March 2017 - 07:46 AM, said:
uh yeah I have to agree troll I think is exactly what is going on. #1 streak cat wasn't a scourge however srm cat was. streak cat was only deadly against lights and mainly because of the hitreg issues. 6srm2s a scourge vs 6srm6s prior to ghost heat. you are trolling us aren't you?
thanks for the laugh though
thanks for the laugh though
Well, actually, the Streak cat was very effective
30 damage, plus splash, to torso and arm components with faster recycle than Gauss
Not as outright devastating, but longer effective range (Artemis spiral aside)
He is probably trolling, though. No argument there
Edited by Mcgral18, 03 March 2017 - 09:45 AM.
#27
Posted 03 March 2017 - 10:14 AM
Mcgral18, on 03 March 2017 - 09:44 AM, said:
Well, actually, the Streak cat was very effective
30 damage, plus splash, to torso and arm components with faster recycle than Gauss
Not as outright devastating, but longer effective range (Artemis spiral aside)
He is probably trolling, though. No argument there
30 damage, plus splash, to torso and arm components with faster recycle than Gauss
Not as outright devastating, but longer effective range (Artemis spiral aside)
He is probably trolling, though. No argument there
OMG! The artemis spiral! I do wish I had a video of that

Amsro, on 03 March 2017 - 08:39 AM, said:
1 Match Done, I can take WAAAY less ammo.
So far the streak cat got a buff in the sense that if you take the ammo up nodes you can take far less ammo, throw in a command console and make it cooler.
So far it's better now in the PTS then currently.
Going for a second run with the said changes.
So far the streak cat got a buff in the sense that if you take the ammo up nodes you can take far less ammo, throw in a command console and make it cooler.
So far it's better now in the PTS then currently.
Going for a second run with the said changes.
The JJs on the Cat with skill tree buffs is amazing isn't it?
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