How Are You Skilling Your Omnimechs?
#1
Posted 16 May 2017 - 05:30 PM
I'm planning on maxing out seismic sensors on all my chassis. For the omnis with jump jets, I'm thinking about putting in jump jet nodes. For the 'mechs that can carry ECM, I'll include that as well. I'm not sure how specific I should get with the weapon nodes though, considering how flexible the loadouts can be, and I do like switching things around.
What's everyone else doing?
#2
Posted 16 May 2017 - 05:45 PM
#3
Posted 17 May 2017 - 01:58 AM
Fox With A Shotgun, on 16 May 2017 - 05:45 PM, said:
You always did that, though.
And so did I.
But I prefer my 7 SPL Purifier stuffed with heat sinks. It was already capable of DPS unprecedented for a light mech. Now it gains additional 10,5% heat gen from the weapons tree.
Edited by Kmieciu, 17 May 2017 - 02:04 AM.
#4
Posted 17 May 2017 - 07:48 PM
#5
Posted 17 May 2017 - 07:59 PM
JVN runs them pretty well, i can alpha like 3 times or stagger fire 4 and 3 like 11 times.
AS far as skill tree is concerned, get all the speed tweaks, get all the Heat Cap and Cool Runs and then Invest into fire power. You dont need the whole tree in either one for Mobility or Operations but they get mechs back to where they were post Tree. 10% Dissipation nerf across the board and you can get your 7.5% speed twerk perk back as well as some hill climb and other stuff that has to come along with it.
But 20 or so there in each one (or less if you can) and then the rest in Firepower like i said until you feel its good. If you have left overs, the JJ tree is nice, Consumable tree for extra UAC and one SP is nice too if you have leftovers. Armor tree for brawl and close range mechs only or if you have extra points because dual gauss or something.
Edited by Revis Volek, 17 May 2017 - 08:02 PM.
#6
Posted 17 May 2017 - 08:04 PM
Fox With A Shotgun, on 17 May 2017 - 07:48 PM, said:
Triple AMS with Full armor skill tree might be a pretty fun and tanky escort mech. But mechs with base quirks get the most benefit from the points and having Full Armor to start also makes the most of it of course.
#7
Posted 17 May 2017 - 08:13 PM
#8
Posted 18 May 2017 - 02:50 AM
Void Angel, on 17 May 2017 - 08:13 PM, said:
I endorse the Warhawk-C: 4xC-LPL, 28 DHS, -23,5% heat gen, -15% beam duration, 690 meters of range.
#9
Posted 18 May 2017 - 11:31 AM
#10
Posted 19 May 2017 - 08:14 AM
#11
Posted 19 May 2017 - 08:36 AM
the other FS9-E is quite a bit slower and only has, I think, 2 Jumpjets so I ignored the jumpjet tree, it runs quite a bit hotter so I took most of the cool run, heat containment and heat reduction as well as the other weapon skills I had on the other Ember it also got seismic, and while I do not feel the need for radar dep as by that point I was right next to all of those I decided I may as well take them.
2 Mechs of the same varient got seriously diferant skill builds because of what they were designed to do.
for an Omni I would consider buying more than the 91 skills if you are going to keep changing out the loadout it would not hurt to unlock all the firepower skills and activate/deactivate those skills which are less relevent for the current loadout, same with armor, sensors and agility, for example if you were outfitting a Timber as a light hunter with SPLs and Streaks you would want speed, agility, cooldown and burn time over most other skills but if you were setting it up as a long range fire support platform with a single AC and lots of ER Lasers you would want a completely diferant skill setup, same again for a front line brawler.
#12
Posted 24 May 2017 - 11:36 PM
Fox With A Shotgun, on 17 May 2017 - 07:48 PM, said:
I have done exactly. It works very well, keeps lrms at bay for the whole team, takes a huge beating, provides ecm cover and has clan mediums and machine guns. Play support role at the beginning until the lrm mechs give up on their weapon of choice and usually do something silly out of frustration. During the second half of the match 4 Clan machine guns really take advantage of opened up armor.
On an open map the 3 ams usually take out around 1000 missiles with my best being 1162 of them.
#14
Posted 06 June 2017 - 01:13 AM
Burning2nd, on 25 May 2017 - 12:12 AM, said:
how so?
my locusts are like tanks compared to a few weeks ago... Although.. I have not tried my clan lights yet.... so maybe something there?
They benefit much more from sensors, firepower or mobility. It's better to not take a hit at all if you can, after all.
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