After some thought, I think I came up with an original one as opposed to the ones we expect that focus on dishing out the most damage. Does this mean there might be some role warfare in MWO?
(Tarogato link in title, Kitlaan links in section titles, both have all Nodes)
The BIT Guide
BIT = Basic Intelligence Tree
This is considered the bare minimum investment needed to fulfill certain roles in game with free SP left over used based on the variant Mech BIT is applied to, usually fast and/or Light Mechs. Might have application to certain heavier Mechs but very few if any.
BIT users are designed to benefit the team overall more often than the individual and only few are needed, usually 1-2 but never more than 3, on any team. While weapons are important, since weapon loadout of smaller Mechs is less, they do not need to always focus so much into that compared to most Nodes chosen for the BIT.
Roles it can benefit include:
Scout - allows best intelligence gathering that can be relayed to team.
Capper - adding 5 more nodes to max Capture Assist for Conquest/Assault matches.
Caller - gathers information on target Mechs quicker to allow callers not only call out targets for focused fire but also weak locations on target.
Striker - designed for surgical strikes. Move in, attack, flee focusing on doing the most damage in one brief moment at the right spot on target.
Only 3 trees are considered to have necessary Nodes for BIT.
Mobility/Agility - 32 Points
As someone said, armor tree buffs are one use items but for fast / Light Mechs, speed and mobility buffs are 'armor' with more than one use. The ability to dodge shots and move across open terrain from cover to cover are critical to smaller, fragile Mechs and increase the odds of shots missing the user. This Node selection is designed to maximize mobility to its fullest possible and has the greatest investment of SP due to tree size and Nodes needed.
All Nodes of the following types are taken:
Kinetic Burst
Hard Brake
Anchor Turn
Speed Tweak
Along the way some of the 3 Torso Nodes are gained but the movement ones are the most important, the faster and more agile the BIT user is, the better chance of shots missing him.
Sensor Systems - 18
Main focus here is Intelligence specifically the collecting of data on the enemy with a minor in survivability.
Maximum Sensor Range Nodes get information to the user sooner over greater distance.
Target Information Gathering maximized for both the user to know faster where to place his small amount of damage on target for best effect and for callers who want to not only focus a target but a certain area on said enemy. Why aim for the CT when they have a much weaker Leg?
Radar Deprivation to full to increase potential stealth operations of non-ECM Mechs, 6 Nodes can be given up for the 2 ECM Nodes on Mechs that have it leaving 4 SP free for use elsewhere, appears to be debate on which is more useful. The 6 Nodes ECM Mechs may not need are:
2 Radar Deprivation on the right side of the tree
3 Nodes to reach them
Top Radar Deprivation on the left.
Only 1 Seismic for assisting those moments you are near enemies with cover between you and them so can safely tell the team roughly how many are near you, also useful for those map spots like HPG center and Crimson platform where you and enemies are on different levels.
Miscellaneous/Auxiliary - 6
Only needed Nodes are the ones benefiting the only Intelligence Consumable in the game, UAVs. This Node selection allows 2 UAVs for placement either at 2 different times during a mtch or locations when the enemy is spread over a large area. Third slot is to allow the Consumable of choice, Coolant or Strike, while not related to intel the first may be needed based on weapons, the second can be surgically placed on the enemy through proper stealth operations. If you feel you can afford some more Nodes, you can take 4-5 down the right side for a second Strike.
For Conquest & Assault matches, Capture Assist can be maximized taking one Node of either Enhanced Coolshot or Advanced Salvos depending on third Consumable used plus all 4 Capture Nodes. This would be better in Faction Play where I hear (I have not tried FP4) you know what mode you are playing before Mech selection compared to QP queues that you have no idea until voting is done but still possible there too. Could sacrifice some UAV Nodes to get Capture ones.
Total SP used - 56
Leftover SP - 35 based on variant applied to wherever user wants
Non-meta examples of using the BIT and Mechs I have used before.
Locust-3V scout/capper
Tree
Link 1 and
Link 2
Still probably the worst Locust, it can have use as one of the best cappers in the game running at Ludicrous Speed, very minor built-in torso armor buffs better than other Locusts and faster MG RoF if they are used though some would focus on the Energy weapon(s).
With a single ERLL and a pair of MGs for backup, it can also function as a scout. This build started with the BIT then added:
All Capture Assist Nodes.
Auxiliary/Miscellaneous Nodes to have 2 UAVs and 2 Strikes both with enhanced abilities, it can time when and where to place them.
Weapon Nodes focusing on Range, Cooldown and Duration without taking anything deemed unnecessary.
Mist Lynx, the poor Clanner's Raven scout/sniper
Tree
Link 1 and
Link 2
Less tonnage that dual laser Raven-3L's, it still manages some range with dual ERMLs and given the small amount of weapons that do not require close combat, has greater flexibility to function in BIT roles. Except for a very few skilled players using certain loadouts, a Mist Lynx is not going to rack up a lot of damage except by farming AFKs/Discons that I shamelessly have done. Only built in quirks are AMS Range and RoF and Rate of Heat Loss.
Unlike the Locust, this one skipped adding Nodes to the Auxiliary/Miscellaneous tree instead adding:
Maximum Vent Calibration plus the initial Heat Shielding from the Jump tree.
Removed 3 Radar Deprivation and a Target Decay from Sensor tree for the 2 ECM Nodes.
Has the same Weapons tree as the Locust but added 5 more Cooldown and another Laser Duration Nodes.
Edited by Wildstreak, 20 May 2017 - 04:53 PM.