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Skills Tree Contest (With Winners)


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#101 Bud Crue

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Posted 18 May 2017 - 01:49 PM

View PostTitanomachy, on 16 May 2017 - 06:23 PM, said:

eh, nm. not bothering with the images


Don't need em (I just think they make it easier). Just list/describe with sufficient clarity that we know what you are talking about.

#102 Wattila

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Posted 18 May 2017 - 01:53 PM

This is designed for MAD-3R, or some other heavily structure quirked ballistic/ppc mech.

EDIT: 05-26-2017. Updating the build. Not speccing Mobility as the MAD-3R is agile enough.

Firepower (41): We take all the velocity and magazine nodes as those are just staple for projectile builds. We also take as much heat gen as possible.

Survival (32 nodes): MAD-3R has excellent structure quirks, so we get all the structure nodes. We also take all the armor nodes, since this build does require some face time.

Operations (13 nodes): 4/5 cool run nodes for as cheaply as possible.

Auxiliary (5 nodes): It's worth getting double strikes if you use them all, just so much better.

https://kitlaan.gitl...s=Miscellaneous
Posted Image

Edited by Wattila, 30 May 2017 - 04:20 PM.


#103 Bud Crue

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Posted 18 May 2017 - 02:10 PM

Damn/bless you people.
Now I've only node-ed out 3 mechs (I'd do a few more but PGI won't let me apply HSP to my Quickdraws...fingers crossed for this evenings patch) but the more I look in detail at the node paths posted thus far, the more I am seeing areas where I have undoubtedly screwed up or at least been less than efficient.

So thanks for the education. It really is appreciated, even though it is making my lack of awareness and understanding of the nodes crystal f***ing clear.

#104 Wattila

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Posted 18 May 2017 - 02:24 PM

View PostBud Crue, on 18 May 2017 - 02:10 PM, said:

Damn/bless you people.
Now I've only node-ed out 3 mechs (I'd do a few more but PGI won't let me apply HSP to my Quickdraws...fingers crossed for this evenings patch) but the more I look in detail at the node paths posted thus far, the more I am seeing areas where I have undoubtedly screwed up or at least been less than efficient.

So thanks for the education. It really is appreciated, even though it is making my lack of awareness and understanding of the nodes crystal f***ing clear.


Applying SP to another duplicate fixed the issue for me, and I was able to skill the first mech. Let's hope the patch fixes the problem.

And yes, the skill tree is more like a jigsaw puzzle than checkers. I think there are already pretty standard patterns to get the key nodes from each tree. Firepower and mobility seem to have the least filler, so they're the logical place to put the leftover points.

#105 Mcgral18

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Posted 18 May 2017 - 02:30 PM

View PostBud Crue, on 18 May 2017 - 03:29 AM, said:


I like your views here for a medium. And I think it applies equally to a fast heavy like some of my brawly Quickdraw variants as well...luckily I can't save their node-outs due to the dup error so I didn't screw them up by dumping everything into mobility as I had planned, and I can instead use this as a guide for a couple of them (if and when they get that error fixed).

One question: I am seeing a lot of different views on Seismic and Derp. Above you are suggesting that Seismic (as a medium brawler) is more important than Derp; in fact you don't even bother with it. It seems to me that in QP (at least before the skills tree) that Derp was far more useful in countering LRMs than Seismic was in detecting enemy movement in most circumstances (Mining and other select maps being the exceptions). Is this due to a change in the game (many are saying derp is now "useless", etc.) or are your experiences just different. As a scrub it is hard for me to let go of the mentality that I have to have Derp else suffer the wrath of the LRMers.


I rarely find LRMs to be a problem
I do my best to stick near cover, so they are worthless whether they have a lock or not. Derp won't save you from a UAV, but that wall will

Lurm ruining was never my preference for taking Radar Derp, but the big Flash and sound effect when you were targeted, and were lost as a target
It was a reverse-scouting tool, and powerful. If you saw/heard it, you know to turn around ASAP
The Lurm counter was just a cherry on top of that.


I've been hit with a couple more LURMs than usual, because I took a couple of the initial missiles before back-peddle+sidestepping caused them to miss me entirely.

I do miss the Ping, but I like the weapon quirks more.

View PostKiran Yagami, on 18 May 2017 - 05:47 AM, said:


"Trading" is not how you win. I don't trade, and I think it's going to end up as a trade I don't take it. I shoot and then move back before return fire can reach me, and preferably before they even look to see where I'm shooting from. Then my next shot is free as well. Once it might be a trade, I change positions. Mobility is the only way to make trades free.


Good trades is exactly how you win
And...you describe a good trade

You dealing damage, and taking none, is a good trade
A Trade doesn't necessarily mean you take damage, but I can see why you'd think that (in a literal sense of the word)

#106 Bud Crue

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Posted 18 May 2017 - 02:35 PM

View PostWattila, on 18 May 2017 - 02:24 PM, said:


Applying SP to another duplicate fixed the issue for me, and I was able to skill the first mech. Let's hope the patch fixes the problem.

And yes, the skill tree is more like a jigsaw puzzle than checkers. I think there are already pretty standard patterns to get the key nodes from each tree. Firepower and mobility seem to have the least filler, so they're the logical place to put the leftover points.


Tried 2 (of 4) 5Ks and 2 (of 5) 4Gs and none would save. Tried each day. Had no problem with my Illya (1of 2) or Jagger S (1 of 2). So I presume the error is exclusive to those wherein you have more than 2 dups.

Oh well.

I mean its not like they just introduced a system wherein they specifically said that one of the things they expect is that people would be duplicate variants rather than just respec. I mean if that had happened this circumstance would be OUT F***INGRAGEOUS! So, good thing that that didn't happen. Posted Image

Edit: Alexander Garden in the hotfix thread says this is indeed getting fixed. Posted Image

As to the skills branches. Yes I am still stuck in predisposed impositions of my own making and that is what I think is harming my capacity for proper/most efficient application of nodes. I mean I want certain mechs to be "tanky" or agile or whatever cuz that's how I see them in my mind. But unfortunately that is not how this game works and I need to stop thinking that way and instead build to the quirks and the actual math/capabilities presented by the mech (oddly this is in direct contraction to what PGI said they were hoping the skills tree would do, but whatever).

Edited by Bud Crue, 18 May 2017 - 02:51 PM.


#107 Bishop Steiner

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Posted 18 May 2017 - 03:20 PM

Updated for Mad Dog build

View PostBishop Steiner, on 16 May 2017 - 12:05 PM, said:


And here is the Clan Version:

MDD-Prime "LRM Doge"

the Mech:
Posted Image

The Build:
Spoiler


Results: (First Drop in MDD after Skill Node Assignment)
Posted Image
Posted Image

Single highest Match Score and Damage output I've ever done in my MDD. So, I think it works.


#108 Wattila

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Posted 18 May 2017 - 04:28 PM

Another build, on a roll here. This is meant for Locust PB, but could be any ECM/Energy light/medium mech.

EDIT: V2, I think this is strictly better.

Firepower (24 nodes): Get all laser duration nodes and as much heat gen as possible.

Mobility (28 nodes): Speed tweak and all the nodes you can get before running into torso yaw gates.

Operations (20 nodes): Get all heat containment and cool run nodes, both are confirmed to work after heat sink effects (EDIT: False, as of 5-23-20127, still works on base heat cap according to tests).

Sensors (18 points): Get enhanced ECM and full seismic. Picked the topmost target decay instead of sensor range so that the last point could be used on target retention (to keep a target locked while moving away).

Auxiliary (1 node): Consumable slot.

https://kitlaan.gitl...10e19&s=Weapons
Posted Image

Edited by Wattila, 22 May 2017 - 09:06 PM.


#109 Robaticus56

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Posted 18 May 2017 - 04:49 PM

Blackjack Laser Skirmisher

Here is a fully fleshed out build for one of my favorite mechs, the BJ-1X. This can also work for any other laser skirmisher/ striker (fast mech with lazorz) with a few minor changes. Most notably you can swap out the torso yaw nodes on the Agility tree for whatever else you want, the BJ-1X has horrible yaw Posted Image

Here is the build for reference:
BJ-1X

Here is the skill tree:
Posted Image

Here is the idea behind the Survival, Operations and Sensor trees from my earlier post
Spoiler


Firepower
I went for as much heat gen as I could get while avoiding cooldown as much as possible. This mech runs pretty hot so heat gen is very valuable and cooldown is actually counter productive. I picked up laser duration because I'm all lasers. The additional range that was picked up along the way is also nice to have.

Agility
I went for speed tweak so I can push my little XL295 to the limit. Speed is life in a skirmisher. I picked up torso yaw because the Blackjack can't twist for sh*t.


I didn't take the consumable slot cause consumables cost cbills and I wanna buy mechs not cool shots. But if you aren't cheap like me go ahead and take it.

Edited by Robaticus56, 18 May 2017 - 04:57 PM.


#110 Robaticus56

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Posted 18 May 2017 - 05:02 PM

View PostWattila, on 18 May 2017 - 04:28 PM, said:

Operations (11 nodes): Can't seem to find the points to put more than 11 here. Still, the 11 point budget path is most optimal.




I like your pathing better than my original one that took speed retention over hill climb. I feel better not having speed retention on my tree :)

#111 Wattila

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Posted 19 May 2017 - 01:24 AM

Hmm, PGI dev just confirmed Heat Containment also works off the total heat capacity of the mech (base + modified by heat sinks), so the Operations tree is a bit more valuable now.

#112 Lily from animove

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Posted 19 May 2017 - 01:27 AM

Is that the "I pay you to skill my mechs" thread?

#113 Bud Crue

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Posted 19 May 2017 - 01:43 AM

View PostLily from animove, on 19 May 2017 - 01:27 AM, said:

Is that the "I pay you to skill my mechs" thread?


If that is how you want to think of it, sure.
I prefer however to think of it as the:

"Trying to entice players who have a clue and might not otherwise make the effort to share with all those people who are fed-up and overwhelmed by the "91 nodes -which do I pick minigame" but if I learn something along the way from it yes I will use that knowledge on my mechs thread."

Whatever trips your trigger.

#114 Lily from animove

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Posted 19 May 2017 - 01:46 AM

View PostBud Crue, on 19 May 2017 - 01:43 AM, said:


If that is how you want to think of it, sure.
I prefer however to think of it as the:

"Trying to entice players who have a clue and might not otherwise make the effort to share with all those people who are fed-up and overwhelmed by the "91 nodes -which do I pick minigame" but if I learn something along the way from it yes I will use that knowledge on my mechs thread."

Whatever trips your trigger.


well you should simply have waited until after the newtech implemention. it may shuffle quite some stuff.

#115 xengk

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Posted 19 May 2017 - 01:48 AM

- Vindicator Hero Support/Spotter -

Posted Image

Firepower
Spoiler


Survival
Spoiler


Mobility
Spoiler


Jump Jet
Spoiler


Operation
Spoiler


Sensor
Spoiler


Misc
Spoiler


Mech loadout
2 LPL as primary weapon.
2 LRM5 w 2t ammo as early engagement and suppression.
AMS w 1t to cover escort from LRM
TAG with range of 870m to mark enemy for LRM focus
4 Jump Jets for maneuverability
XL 200 engine going 72kph, just enough to keep up with Heavy and Assault mechs.
Posted Image

Posted Image

Edited by xengk, 19 May 2017 - 11:42 AM.


#116 lazytopaz

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Posted 19 May 2017 - 01:57 AM

Thoughts on B33F Executioner (6 SPL on punch arm, 2x LPL's in ST's) ? Go full heatgen + heat containment/heat dissipation+2xcoolshot?
Or maybe some better min maxing?
Having loads of fun on this one so far. Masc PUNCH, Masc Twist to cover, rinse and repeat. Profit.

Edited by lazytopaz, 19 May 2017 - 01:58 AM.


#117 Bud Crue

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Posted 19 May 2017 - 03:06 AM

View PostLily from animove, on 19 May 2017 - 01:46 AM, said:


well you should simply have waited until after the newtech implemention. it may shuffle quite some stuff.


You've seen the forums. There are a LOT of folks who are desperate, who are considering leaving, and who are looking for some guidance. If by this thread we can help a few people NOW then I for one will be happy. Who knows, maybe someone else will do another update of this after new tech?

#118 Lily from animove

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Posted 19 May 2017 - 03:17 AM

View PostBud Crue, on 19 May 2017 - 03:06 AM, said:

You've seen the forums. There are a LOT of folks who are desperate, who are considering leaving, and who are looking for some guidance. If by this thread we can help a few people NOW then I for one will be happy. Who knows, maybe someone else will do another update of this after new tech?


then also make some ingame advertising, the people needing it most are usually those not in the Forum.

#119 Bud Crue

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Posted 19 May 2017 - 03:18 AM

View PostLily from animove, on 19 May 2017 - 03:17 AM, said:


then also make some ingame advertising, the people needing it most are usually those not in the Forum.


I've gotten the word out in the TS and mentioned it to others to spread the word, but beyond that...what else can I possibly do?

#120 Scyther

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Posted 19 May 2017 - 04:49 AM

86 Node "Maximum Cool" Tree

Playing some of my Assault/Heavy mechs, I found I could trim a little off Mobility, the 3 nodes of Auxiliary/Consumables, and 1 Heat Containment. I used those extra nodes (plus the 29 left over from my Baseline 62-node build, see 1st page of thread), to maximize -Heat Generation plus some Range and Cooldown in the FirePower tree, as these benefit all weapons systems.

I added 5 blue bars to Operations/Sensors pics to show nodes you can swap without changing the overall layout (if you want more Hill Climb/Speed Retention/Target Decay). I gave up 1 Speed Tweak, 1 Kinetic Burst, 1 Hard Brake, 1 Anchor Turn from Mobility.

The FirePower tree maximizes -Heat Gen, taking only Cooldown and Range nodes to unlock them all.
(With thanks to Jay Leon Hart for his suggestions in the FirePower tree.)

5 nodes are left to customize with. Sample suggestions:
-Buy 1 Hill Climb, 3 Heat Containment, and + 1 Consumable slot (for CoolShots) for the coolest of cool mechs
-Buy back the 1 Speed Tweak, the +1 Consumable slot, 2 Torso Speeds, and a Heat Containment
-Buy 4 Target Decays and a Cooldown node for a LRM boat
-Buy 4 Velocity nodes and a Heat Containment for a PPC boat
-Buy a Target Decay, 2 Seismic Sensors, 2 ECM Enhance for a... ECM Sensor boat?
-Buy Target Info Gathering, Advanced Zoom, and 3 Range nodes for a sniper build

5 nodes doesn't sound like much but the base build unlocks a lot of access in the trees.

Main Feature: -10.5% Heat, +9% Range, -6.75% Cooldown

Maximum Cool 86-Node Stats:
Posted Image

FirePower Tree, Max -Heat Gen, 32 Nodes:
Posted Image

Adjusted Mobility-Operations-Sensors Trees, 54 Nodes:
Posted Image





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