I wanted to give my input since so many people seem to be frustrated and confused with this new skill tree. Any change this drastic and extensive is bound to rustle some jimmies, but once you get the hang of the tree its not that bad. I mean if you want a big skill tree take a look the the Path of Exile skill tree lol. Anyway here is my 2 cents on the skill tree.
TLDR
More Armor = MOAR DAMAGE!
Less heat = MOAR DAMAGE!
Baseline Skill Tree
Tree [48 points]:
This is the bare minimum for a baseline tree that I would set on the vast majority of mechs. The driving idea behind my tree is defense. As we all know the best offense is a good defense. Also a good defense amounts to more time on the battlefield and thus more time to do damage too the enemy. The other key idea behind my tree is heat mitigation. The less heat you create the more you get to shoot your teammates' backs, uh I mean the enemy. The more you can shoot the more you have the potential to do damage
I will also say that at least a few points into the Agility Tree are also recommended, but I'll cover that in a bit.
Structure [25 points]:
Reasoning - This is by far the most important tree if you plan on being shot at, which is almost all mechs. Honestly you can't go wrong with this tree. This is a pretty straight forward tree, get the armor and structure nodes. The armor and structure nodes are your friends. Also don't get psyched out by the fact that the structure nodes are twice as much as the armor nodes. There is twice as much armor on a component than structure, i.e. the CT on a Grasshopper has 44 Structure and it has 88 Armor.
Extras - If you want some more armor and structure because you are brawling or on the front lines all the time, I would take the extra armor and structure nodes behind the reinforced casing nodes. Also feel free to take the reinforced casing nodes if you components are getting critted out all the time, this happens ALOT to the SRM-6's on my HBK-4SP. Since my main weapon is being destroyed before my side torso I would take the reinforced casing nodes. If you are running AMS and have 2 spare points invest them into the AMS nodes.
Operations [13 points]:
Reasoning - The main takeaway from this tree is Cool Run and Heat Containment. Cool Run increases your heat dissipation, that is, it increases the effectiveness of your heat sinks. Heat Containment increases your heat capacity, meaning you can rack up even more heat before shutdown. The other nodes are just extra goddies... except for speed retention, I don't like speed retention. By the time speed retention is used, when you get legged, 90% of the time you are destroyed shortly after anyway. You can use those points elsewhere with much greater effect.
Extras - Improved gyros is a decent skill if you are a brawler or on the front lines. Basically if you are going to spend extra points in the Structure Tree you should seriously consider improved gyros. If you have an itchy trigger finger and find yourself staring at a red cockpit (overheating) all the time then quick ignition is for you. Hill climb is meh.
Sensors [9 points]:
Reasoning - You want radar derp, unless you have ECM but thats another story for another day. Radar derp is useful for many situations, not just protecting yourself from the hellstorm of LRMs out there. It is useful for breaking line of sight so the enemy has to lock onto you again to see your weak spots. It comes back to the theme of staying alive. I ignored seismic because I don't think that 1 node is worth it and the cost is really steep to get both nodes. I would how ever definitely consider both seismic nodes for a brawler, if points allow.
Extras - Target info gathering is not the main priority but its unavoidable on the way to radar derp. And it is now even more useful due to the base targeting times being increased. Stay away from target retention, it's really only useful for tracking lights that are running around big mechs but there are much better ways to deal with that than target retention. Also ignore advanced zoom, if you need advanced zoom to see a target you probably are wasting heat and time by shooting at it. Maybe if you are really intent on using it for your ER large sniper, outside of that its definitely not worth the points. Sensor range is pretty meh.
Miscellaneous [1 point]:
Reasoning - If you are going to use consumables at all take the 1 POINT investment to unlock a second slot. However if you are a
cheapskate thrifty player like me and don't use consumables because you gotta buy moar mechs, don't take it.
Now for Agility
Agility should be tailored more towards the mech's role, weight and relative speed. For instance on a light mech or a striker (fast and lighter mech like a BJ-1X) you would want speed tweak because speed is your defense and have less of an emphasis in kinetic burst and hard brake.
Now if you have a Heavy or Assault you
want NEED kinetic burst and hard break so you don't break your finger on the w key to reach max speed. Speed tweak is a more case more case by case basis now. I would take speed tweak on an Atlas but probably wouldn't take it on a Grasshopper with and XL340 because I could use those points better in the firepower tree. Speed tweak is dependent on your optimal range, A brawler will probably take speed tweak while a longer range mech like a gauss PPC Ebon Jag might not. Essentially, the longer your range the less you need speed tweak.
If you are going to be brawling torso speed is a must, you gotta get those shield arms out there and quick.
Pickup torso pitch (up and down) nodes if the bulk of your weapons are torso mounted. It comes in very handy when you encounter the more vertical terrain.
Here is an example of an Agility Tree for a light mech or striker:
Here is an example of an Agility Tree for a laser vomit mech:
Firepower
Put your remaining points into Firepower or wherever you see fit. A few tips for firepower though, prioritize heat gen over cooldown every time unless it's a gauss build or a Spider 5K. Basically if you can overheat reasonably quick get heat gen. Range can also be quite useful. Shooting farther means you don't have to be as close to do max damage and can help you out in alot of situations, especially with SRMs.
Edited by Robaticus56, 18 May 2017 - 04:55 PM.