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.
Now as to my close range brawling spider... I'd probably run some different nodes as I'd want more armor/structure survival bonuses and pickup the other 100 meters of seismic while not needing the zoom node, nor so much arm/torso pitch angle or the full speed tweak. I'd also need the second coolshot and not need the double arty strikes.
Gas Guzzler, on 03 March 2017 - 09:23 AM, said:
see above