Any Old Mechs Got A New Life With The Skill Tree Update?
#1
Posted 16 May 2017 - 11:08 AM
So, did you guys find any mechs/builds that became much more viable than they previously were? Any meh mechs that became average? Any average ones that became great?
#2
Posted 16 May 2017 - 07:34 PM
I used to be able to work pretty hard and get a good game in. Now it is garbage.
I can only assume that a couple of my other favorite mechs that had good chassis quirks (BJ-1, RFL-3N) are also kinda weaksauce now.
My Stormcrow feels very different but seems to be about the same level of effectiveness. The extra tankiness of heavies and assaults means mechs are going down a bit slower. My ammo doesn't seem to last as long or get the job done.
#3
Posted 16 May 2017 - 07:44 PM
Right now IS mechs got a serious nerf hammer on range, maneuverability, agility, heat, duration, and cooldown while the majority of clan mechs got seriously buffed in the same areas.
#4
Posted 17 May 2017 - 06:17 AM
#5
Posted 17 May 2017 - 06:31 AM
#10
Posted 17 May 2017 - 09:59 AM
But I feel like the Huggin is totally trash now, even with lots of Firepower skills.
#11
Posted 17 May 2017 - 03:35 PM
#12
Posted 18 May 2017 - 02:09 PM
MANDATORY:
Armor/Structure tree:
33 points. Skip the AMS overload nodes but otherwise max out. Every mech will probably want this.
Agility tree:
21 points. Take the shortest amount of path to get all the speed tweaks. Focus on anchor turns, hard brakes/kinetic bursts to get there. I think probably every mech will want to do this with the exception only of a super duper slow piece of crap. Even then though, the little bit of extra speed improves your survivability by easier positioning.
Jump Jets:
0 points. Probably get zero if you even have jump jets, but that could be debatable.
Mech Operations:
20 points. You definitely nearly max this one out, only skipping a few speed retention and quick ignition nodes. The only mech that might not want to max this out is a super cool running all guass build. Otherwise I think every mech wants this.
That takes 74 points, leaving you with 17 to spend. I went with:
17 'flex' points:
Miscellaneous/Auxiliary:
6 points. Go left one, then right down the middle and finish at 'Consumable slot 4'. This gives you 3 consumable spaces and excellent cool shot abilities. I go double cool shot and 1 UAV. If you are not a build with heat management issues then you can either spend these points on the sensor or weapon tree.
Sensor Systems:
I only spent one point here to get the first Target info Gathering node and I'm not sure I really should have even bothered with that. I think spending too deeply on this whole tree might be a waste. Radar Deprivation and ECM aren't what they used to be. If you are an ERLL/Gauss/ERPPC sniper you may need to make the minimal investment of 4 points to get the advanced zoom. If you are a LRM boat then you may want to go for the target decay nodes with your last flex points. Otherwise I think there is better combat value in speed, armor, and extra consumables.
And lastly, Weapons!:
I filled this out last with my remaining 10 'flex' points. I really think spending too deeply on this weapon tree is not as effective for you as the armor, speed, and heat management trees. My 10 points got me to 'Cooldown 6' and 'Heat Gen 4'. If you want to go deeper on the weapon tree, I'd sacrifice sensor tree slots and auxiliary slots before giving up any armor/speed/heat tree points.
In a Stormcrow set up for close brawling with ERSL and SRM6A, this set up seems to have worked out very well for me, and I think it will work for almost any mech that doesn't need advanced zoom.
I'll say in closing though; having to click through 91 hexagons and fret about 'am I making the right choices' is a garbage, garbage add-on to the game. The mech lab is where we should be customizing our mechs. A fully pathed out mech versus a stock mech is no contest, and there is no reason a skilled veteran player should have such a ridiculous edge over a newb in a stock mech. The time threshold for new players to learn and work all this out is not something most people can manage if they only have a couple hours of playing time a week.
EDIT -
Lastly, thinking about it some more, the IS mechs generally had their weapon quirks nerfed. However, the weapon tree is the most 'point dense' in order to re-acheive those weapon quirks. So an IS mech will be passing on speed, heat gen, and armor in order to re-achieve what they once were offensively.
This is bad. I've only played my Spider, Blackjack, and Rifleman, and boy howdy are they not what they used to be. The Stormcrow build I run though is still quite solid.
Edited by ShooterMcGavin80, 18 May 2017 - 03:38 PM.
#13
Posted 18 May 2017 - 04:57 PM
After the skill tree came out, I maxed the Survival tree minus the AMS, maxed the Mobility tree minus the Speed Tweak, put a ton of points into the Operations tree in Cool Run and Heat containment, and put the remainder of the points in Weapon range. I played a handful of matches, and I'm convinced that the skill tree has improved the damage output, the mobility, and the survivability of my Awesome. The range boost means that I might do a little less DPS, but I can shoot earlier and at more targets, and the Ops tree picks up the slack that the old heat containment and cool run did before. The mobility tree seems to be, at this point, a much more effective method of enhancing my brawlers compared to the old max-engine-and-go method.
I'm cautiously optimistic about the skill trees. I think that with a little acclimation, I can use them to make my snipers snipier, my brawlers brawlier, and my skirmishers almost relevant.
#14
Posted 18 May 2017 - 09:02 PM
ShooterMcGavin80, on 18 May 2017 - 02:09 PM, said:
Is it your judgement, then, that Cool Run + Heat Containment beats Heat Generation in the weapon tree? I'm too lazy to do the math (and I'm not sure I understand the rules to correctly apply those percentages anyway).
My instinct was to max out armor and max or almost max operations, but skip mobility altogether to save points for weaponry.
#15
Posted 19 May 2017 - 08:54 PM
#16
Posted 19 May 2017 - 10:59 PM
#17
Posted 26 May 2017 - 11:15 AM
But this is coming from a tier 5 player, so that could be it. Maybe they just got more noob friendly.
#18
Posted 26 May 2017 - 12:14 PM
This is what I run mine like:
DRG-1C
Not yet sure about the build. The XL is a considerable liability, but the notoriously horrible Dragon has a few things going for it at present, I think:
- it's agile. The agility profile feels more like a medium than a heavy.
- It's fast. The 325 engine gives it a good 91 kph with a few Speed Tweaks.
- it's durable. Probably the main selling point, it has a lot of Armour and Structure from quirks and the Survival Tree stacks nicely with that.
- It retained it energy range and cooldown quirks which really, really helps with the 3LPL damage output.
#20
Posted 27 May 2017 - 03:54 PM
LRMs are more annoying now that Radar Derp and ECM requires decent investment.
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