

Skill Tree 2.0 Builds
#1
Posted 28 April 2017 - 07:09 PM
#2
Posted 28 April 2017 - 07:38 PM
Edited by El Bandito, 28 April 2017 - 07:38 PM.
#3
Posted 28 April 2017 - 07:39 PM
to the point where they really need to fix it
I think they need to reduce the base range of sensors to like 400m and only by putting points in sensor tree can you get back upto 800m or more
have all mechs start at 400m base range with integrated sensors
then as skill nodes in the sensor tree have basic sensor suite (600m), intermediate sensor suite (800m), and advanced sensor suite (1000m) in progressively deeper locations in the sensor tree.
and give certain lights/mediums a free +200m sensor quirk. just so they dont have to go as deep into the sensor tree to get back to 800m sensor range. or they can choose to go full sensors and have like 1500m sensor range with the extra +25% from BAP.
at least wed have something like infowarfare because everyone will have **** for sensors unless someone put points into it.
Edited by Khobai, 28 April 2017 - 07:47 PM.
#4
Posted 29 April 2017 - 02:56 AM
https://mwomercs.com...f-skill-points/
He uses up 87 nodes to basically build a surviveable, mobile mech with some heat and sensor bonuses, leaving you 4 points to put into firepower or whatever. Other people add some variants to the thread.
I did an 'elite a mech' experiment which tries to duplicate the skills you get from Basic and Elite tiers in current skill tree. That takes 61 nodes, leaving you 30 nodes to split between armor, firepower, sensors and auxiliary/consumables.
https://mwomercs.com...ter-comparison/
Neither of these examples used JJs so JJ mechs will have it even tighter.
I've not yet seen the node layout of a 'balanced' mech, with some armor, some heat management, some mobility, some sensors, enough Aux for 1-2 consumable slots - and then see how many points were left for FirePower/JJs/tweaking. That was actually going to be my project for today but they took PTS2 down.
#5
Posted 29 April 2017 - 07:11 AM
MadBadger, on 29 April 2017 - 02:56 AM, said:
https://mwomercs.com...f-skill-points/
He uses up 87 nodes to basically build a surviveable, mobile mech with some heat and sensor bonuses, leaving you 4 points to put into firepower or whatever. Other people add some variants to the thread.
I did an 'elite a mech' experiment which tries to duplicate the skills you get from Basic and Elite tiers in current skill tree. That takes 61 nodes, leaving you 30 nodes to split between armor, firepower, sensors and auxiliary/consumables.
https://mwomercs.com...ter-comparison/
Neither of these examples used JJs so JJ mechs will have it even tighter.
I've not yet seen the node layout of a 'balanced' mech, with some armor, some heat management, some mobility, some sensors, enough Aux for 1-2 consumable slots - and then see how many points were left for FirePower/JJs/tweaking. That was actually going to be my project for today but they took PTS2 down.
Firepower is that bad of a skill tree now?
#7
Posted 29 April 2017 - 07:34 AM
Aux: Double coolshot, double strike.
Sensors: Left side straight down to seismic and pick up one radar dep
Operations: Every coolrun I can get + most of the heat containment ones.
For lights I then max out most of the mobility tree (speed tweak, burst, brake, and turn), while for heavier mechs I go for survival (armor, structure)
Finally, I fill in what's left in the firepower tree with a focus on the heat gen skills.
I consider the JJ tree to be useless, even with the bigger bonuses
Using the Locust as an example, roughly something like this:

#9
Posted 29 April 2017 - 09:04 AM
My own build was just a test to see what it takes to get back our current Basic/Elite skill bonuses. Answer: 61 nodes, gaining a little extra mobility and taking away a little heat management from our current totals.
Lukoi Banacek: Thank you for the sample Skill Tree link, I will definitely poke around in that. For anyone else who may try it, on my Internet Explorer 11 PC that Skill Tree link just gives a black screen. On my Win10/Microsoft Edge browser it works fine.
(edit:)
Xiphias: Thank you for the sample tree + the design goal you mention with it. So that looks like 18 SP in Ops for heat, 31 in Mobility, 8 in Sensors to get some basic Seismic/RaDerp, and 9 in Auxiliary mostly to unlock 3 consumable slots. Leaving 25 to customize with, in this case, all FirePower and no Survival.
For myself I think I would trim Aux to 5 nodes/2 consumable slots, leaving 29 nodes to customize. All that would cost me from my Basic/Elite skills build would be some Heat Containment/Gyros/Hill Climb I think, which would be OK to give up.
Edited by MadBadger, 29 April 2017 - 09:23 AM.
#10
Posted 29 April 2017 - 09:14 AM
Most of sensors to get derp (and If I do that I may as well get seismic)
Most of operations to stay cool.
1 Misc.
Only using firepower on boats of any kind, and only if Operations isn't needed (Gauss Jagger for example needs no help with heat, so I can skip most of operations and load up on firepower to get cooldown, velocity and weapon specific quirks).
#11
Posted 29 April 2017 - 09:22 AM
#12
Posted 29 April 2017 - 09:24 AM
Bud Crue, on 29 April 2017 - 09:14 AM, said:
Most of sensors to get derp (and If I do that I may as well get seismic)
Most of operations to stay cool.
1 Misc.
Only using firepower on boats of any kind, and only if Operations isn't needed (Gauss Jagger for example needs no help with heat, so I can skip most of operations and load up on firepower to get cooldown, velocity and weapon specific quirks).
Aside from boats and general damage/dps lovers I can also see mechs with very limited weapon loadouts taking full advantage of the firepower tree, to increase a lacking in that department.
#13
Posted 29 April 2017 - 10:21 AM
If anyone sees anything obvious I missed or a way to shave off an unimportant node or two, feel free to advise!

Edited by MadBadger, 29 April 2017 - 10:33 AM.
#14
Posted 29 April 2017 - 02:55 PM
actually using them all every game for 120cbills, not mandetory...
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