Skills Tree Contest (With Winners)
#261
Posted 26 May 2017 - 12:22 PM
#262
Posted 26 May 2017 - 01:58 PM
range and cooldown for my MPL's
Add some bonus armor to stack with quirks to soak over 40 damage arms/RT/LT, and 60 CT/legs
added lots of quickness and torso twisting with some top speed
Added gather speed to help pin-point weak spots, and give me a little radar dep and wallhack before rounding blind corners, along with the 360 targeting bonus.
Added hillclimb and some cool run. Commandos are one of the mechs that really do well with the hillclimb buff and it runs hot, so a better way to get some bonus cooling than going deeper into weapons tree. (need hill climb anyway)
Bonus Aux slot, to run a 2 consumables
Sparky, MPL Bralwer
Deep into weapons tree, with some operations to get it to run cooler.
Deep into movement tree with some JJ's to get around and avoid being shot
On side of basic sensors, to gather info, and a little radar dep, and blind corner peaking.
Extra consumable
Stalker 4XLRM10+narc+lasers
Deep into weapon tree to get the most out of lasers and missiles.
A little bit of survival to increase armor/structure a little, About the same movement was not much help either, so i chose armor.
A tiny big of kinetic burst, (best optino i had for one last point) Perhaps i will swap out surival for all movement, but now this is working.
Operations to get more cooling, this beast runs hot
ALl the target decay and some radar/seismic
UAV upgrades and narc bonus
Cicada, LPL skrimisher,
deep into weapons to get the most out of two,
A bit of structure bonuses to stack with chasis bonuses
kin burst, and top speed
Deep into burn time and heat reduction on JJ's to make it move even better
A bit of sensors to hold tracks a bit longer, and a tiny bit of derp and blind corver checks
Extra consumable
Atlas K, The Tank
Boost the Ac-20 and range on LPLs
Full on tank boosts, combined with Dual AMS boosts
Speed burst, and twisting bonuses to help tank
Quick start, Just incase you opps and over heat
info gathering and some radar dep
bonus consumable
Edited by JC Daxion, 26 May 2017 - 02:41 PM.
#263
Posted 26 May 2017 - 04:08 PM
#264
Posted 26 May 2017 - 04:48 PM
Bud Crue, on 26 May 2017 - 04:08 PM, said:
Yea i'm playing mostly clan now because i just wanna level a bunch of mechs before new tech arrives. But a supply crate gave me a day premium, and event sooooooooooo another day on the ol IS!
#265
Posted 27 May 2017 - 10:12 AM
#267
Posted 27 May 2017 - 12:11 PM
http://mwo.smurfy-ne...5ae0508e708209b
https://kitlaan.gitl...4c-3f36ca99dbd3
It's not really strong but pretty fun, because just like my "Kit Fox Commander" it's using similar loadout of long and short range weapons together. Except it drops all that fancy "command" stuff making it more focused and much easier to pilot. It has more armor and it's pretty hot, but as heat is map specific, it's nothing to worry about. Our PPC's are generating less than 12 heat each and one is definitely higher mount so they can be used in pair or as singles when cooling down/trying to not expose cockpit. So we're into hill poking with ability to cut distance and join brawl. Can also rush in and finish things off or pursue lighter mechs. 6x SRM2's have almost same spread as 4x SRM6's+A and do same damage over time, but due to lower alpha strike using them is much harder and requires bit different playstyle, definitely not "in your face" approach. Sadists and masochists will be happy to chainfire them, but fast alphas with torso twists are still preferred. Beside, PPC's can assist in brawling, like to deal finishing blows. I use two Cool Shots for brawling/emergencies and either UAV or Airstrike, one is better when brawling other when poking.
The Armor placement is not really like in smurfy's link because of Skill Nodes, but in general I use 7 head Armor, 9 rear Center Torso Armor, 9 rear Side Torso Armor, 59 on each Side Torso front, 47 on legs and rest is maxed. Almost nothing in Mobility because Linebacker base stats are so good and with current build there isn't much need. Just like with "Kit Fox Commander", we take few Torso Speed nodes for brawling/survival while Kinetic Bursts and Hard Brakes work when we execute our cheap hit-and-run tactics. Is there anything to add? Probably not. I didn't play this build much but my top damage was like 1200 in Quick Play and 1400 in Invasion(on wave1, also with 7 kills and 9-10 KMDD's). I wouldn't expect such results to be consistent.
By the way, I have added few new lines to my main Kit Fox Commander build.
Edited by G4LV4TR0N, 28 May 2017 - 05:08 PM.
#268
Posted 27 May 2017 - 04:24 PM
I've had some requests for a very simple 'what to get first?' breakdown of the skill tree. I've added a few examples here (mostly my own preferences not something that has been determined by wide testing).
I've broken it down into steps of 3-4 skill nodes at a time - something that a new player can reasonably achieve (exp and c-bills) in a single session of playing. 2-3k Exp and 100-200K C-bills can be made in 3-5 matches fairly easily even for a brand new player.
1st set, Sensors tree for 3 nodes of Radar Deprivation. At lower tiers LRMs are quite common, new players may not know all the hiding/LoS breaking tricks, and decent results can be obtained for a mere 10 points in Sensors tree.
2nd set, Operations tree for some Heat Containment and Cool Run. Most new mechs tend to run somewhat hot, either because Energy weapons are common, or Double Heat Sinks aren't purchased immediately. 11 points in the Operations tree picks us up a fairly cheap bit of heat management.
Our 3rd set is a little trickier - picking up useful functions starts to get more expensive after the first two. Some specific mechs tend to favor Armor/Survival, or Mobility, or ECM as the next-most-important function. I believe that in most cases, Mobility is a good choice for our 3rd tree to open up. Being in the right place allows you to deal more damage, and being in the wrong place most often gets you killed. The full mobilty tree (Speed Tweak) is fairly expensive, but we can pick up some useful Accel/Decel and Turn skills for only 12 points, while opening up the deeper reaches of the tree for later use.
Finally, we will dip into the FirePower tree for some extra Range, Cooldown and -Heat Gen. These skills apply to all weapons and come in handy for opening up access to more weapon-specific powers. The FirePower tree is large and expensive to fully unlock, so we will go down one side of it for 17 points.
By the time the new player/new mech has gotten this far into the various trees, they should have an idea if they now want to unlock more Mobility, FirePower, Sensors or whatever suits their build.
These examples should give newer players an idea how unlocking 3-4 nodes at a time can be used to acquire some useful mech bonuses. Also some idea of how to prioritize nodes so your points add up to a noticeable difference for your mech.
Setting single-session goals of 3-4 nodes at a time breaks the daunting task of maxing out a skill tree into something players can easily handle.
A few trees I didn't address here: the Survival/Armor tree tends to be an 'all-or-nothing' choice. The best bonuses are gained by unlocking much of the tree. The Auxiliary and Jump Jet trees I feel are best left for after a player has considerable practice with their mech and knows what they want from these trees.
Edited by MadBadger, 27 May 2017 - 04:46 PM.
#269
Posted 27 May 2017 - 04:32 PM
Badger, I put your latest entry up on the guides section and moved your cools down paths up there as well but as sub-sections.
Edited by Bud Crue, 27 May 2017 - 04:43 PM.
#270
Posted 28 May 2017 - 05:05 PM
Read post below.
Edited by G4LV4TR0N, 28 May 2017 - 06:46 PM.
#271
Posted 28 May 2017 - 06:19 PM
#272
Posted 28 May 2017 - 06:46 PM
#273
Posted 29 May 2017 - 06:32 PM
https://mwomercs.com...l-tree-balance/
So Dragons are having a Renaissance. Well then how about a node path for the OP Dragon 5N or maybe the Fang (surely the data isn't being skewed by just the 1C)?
Panthers have seen the greatest improvement in W/L. Okay so how about a node path for the super duper 10P (surely the 10P is what is driving the data)?
The quirky Warhawk: Thee highest damage improvement of all mechs in the game. So how about a node path for Warhawk A; or even the Gargoyle C the highest improved KDR mech.
And of course, the F variant of the Wolverine. The Fourth highest damage improvement of any mech in the game. This super mech needs a node path (it must be the F that is showing PGI just how OP the Wolverine is right?).
Come on y'all, PGI needs you to help stabilize their data pool. Step up folks, make node paths for the worst variants of these apparently highly improved mechs.
#274
Posted 29 May 2017 - 06:35 PM
Bud Crue, on 29 May 2017 - 06:32 PM, said:
https://mwomercs.com...l-tree-balance/
So Dragons are having a Renaissance. Well then how about a node path for the OP Dragon 5N or maybe the Fang (surely the data isn't being skewed by just the 1C)?
Panthers have seen the greatest improvement in W/L. Okay so how about a node path for the super duper 10P (surely the 10P is what is driving the data)?
The quirky Warhawk: Thee highest damage improvement of all mechs in the game. So how about a node path for Warhawk A; or even the Gargoyle C the highest improved KDR mech.
And of course, the F variant of the Wolverine. The Fourth highest damage improvement of any mech in the game. This super mech needs a node path (it must be the F that is showing PGI just how OP the Wolverine is right?).
Come on y'all, PGI needs you to help stabilize their data pool. Step up folks, make node paths for the worst variants of these apparently highly improved mechs.
I'll try but Imgur was giving me problems trying to upload earlier. What loadouts should I have in mind? Will I get extra points?
Edited by cazidin, 29 May 2017 - 06:37 PM.
#275
Posted 29 May 2017 - 06:39 PM
cazidin, on 29 May 2017 - 06:35 PM, said:
I'll try but Imgur was giving me problems trying to upload earlier. What loadouts should I have in mind?
Hmm...whatever you think is driving PGI's data set to indicate that these mechs are the super improved, soon to be the meta we all strive to play mechs, that will undoubtedly dominate the comp scene this year, builds.
So..streaks and machine guns with IS small lasers where appropriate? Maybe some clan standard auto-cannons? Who can say? PGI says they are the most improved mechs in the game and near perfectly balanced (only 8% variation!) but they didn't give builds. I guess, you will have to use your best judgement.
#276
Posted 29 May 2017 - 07:04 PM
Bud Crue, on 29 May 2017 - 06:39 PM, said:
Hmm...whatever you think is driving PGI's data set to indicate that these mechs are the super improved, soon to be the meta we all strive to play mechs, that will undoubtedly dominate the comp scene this year, builds.
So..streaks and machine guns with IS small lasers where appropriate? Maybe some clan standard auto-cannons? Who can say? PGI says they are the most improved mechs in the game and near perfectly balanced (only 8% variation!) but they didn't give builds. I guess, you will have to use your best judgement.
Well, I have to assume intelligent players have modified the loadout from stock, hence my asking.
#277
Posted 30 May 2017 - 02:47 AM
cazidin, on 29 May 2017 - 07:04 PM, said:
Well, I have to assume intelligent players have modified the loadout from stock, hence my asking.
I just don't know. Wish I did. Am only going off of this:
https://mwomercs.com...l-tree-balance/
The mechs listed are not broken down by build or variant. I am assuming that the classically "worst" variants of these listed chassis are NOT the ones driving the data that the devs are making assertions over. But those "worst variants" are prbably the ones that need the most help and guidance. But the specific builds? I just don't know.
#278
Posted 30 May 2017 - 03:33 AM
Edited by G4LV4TR0N, 30 May 2017 - 03:37 AM.
#279
Posted 30 May 2017 - 04:11 AM
The combo of range, -Heat Gen, and the extra skills along the way (more Anchor Turn etc) has finally made it an effective mech for me.
I can't speak to most of the other listed mechs (because I either don't own them, or do but haven't skilled/run them yet), but the Gargoyle is certainly my 'most improved' mech.
Edit: Also, keep in mind that 'most improved' generally doesn't mean 'current best'. It means 'this mech sucked so bad before that any improvements gained by skill tree and a fresh fit are relatively quite large in % terms'. For instance, I suspect that a lot of the W/L improvement in lights is simply from Survival tree allowing the average light player to actually live long enough to contribute to the match, as opposed to dying with <100 damage.
Edited by MadBadger, 30 May 2017 - 04:17 AM.
#280
Posted 30 May 2017 - 04:37 AM
Bud Crue, on 29 May 2017 - 06:32 PM, said:
https://mwomercs.com...l-tree-balance/
So Dragons are having a Renaissance. Well then how about a node path for the OP Dragon 5N or maybe the Fang (surely the data isn't being skewed by just the 1C)?
Panthers have seen the greatest improvement in W/L. Okay so how about a node path for the super duper 10P (surely the 10P is what is driving the data)?
The quirky Warhawk: Thee highest damage improvement of all mechs in the game. So how about a node path for Warhawk A; or even the Gargoyle C the highest improved KDR mech.
And of course, the F variant of the Wolverine. The Fourth highest damage improvement of any mech in the game. This super mech needs a node path (it must be the F that is showing PGI just how OP the Wolverine is right?).
Come on y'all, PGI needs you to help stabilize their data pool. Step up folks, make node paths for the worst variants of these apparently highly improved mechs.
Well after reading of units stacking votes to help people win this, I gave up on it.
As for what PGI said, posted on it.
Cannot provide trees as I have skilled nothing until July maybe plus seeing some opinions on Nodes not known before.
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