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How Are You Skilling Your Omnimechs?


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#1 TELEFORCE

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Posted 16 May 2017 - 05:30 PM

I think the new skill tree is pretty neat. I've only had time to spec out my Phoenix BLR-1G, and I'm looking forward to giving it a try on the battlefield. But I have a ton of Clan omnimechs I'm trying to figure out what to do with.

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 Fox With A Shotgun

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Posted 16 May 2017 - 05:45 PM

Well, seeing as the survival skill tree isn't working too well for lights, I'm building my foxes to be glass cannons. Get all the CD/range/velocity/heat gen from offensive, rev up that engine from agility, and put the rest into ops for more heat and cooldown. Works well enough so far; KFX-C can fire 10 ERPPC shots before overheat.

#3 Kmieciu

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Posted 17 May 2017 - 01:58 AM

View PostFox With A Shotgun, on 16 May 2017 - 05:45 PM, said:

I'm building my foxes to be glass cannons.

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 Fox With A Shotgun

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Posted 17 May 2017 - 07:48 PM

An interesting paradox arises when you've got super-armored lights like the PNT and certain omnipods of KFX, where agility makes less of an impact than armor bonuses (though having both doesn't hurt). On these, using a full survival tree actually bumps it up to 45-55 tonner levels of armour. Given the prevalence of LRMs in the current play environment, an AMS-focused KFX with heavy armour might benefit the whole team, even if its DPS is slightly reduced.

#5 Revis Volek

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Posted 17 May 2017 - 07:59 PM

IS has a new 7 SPL mech now too, but IS SPL are much more sad then Clams.


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 Revis Volek

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Posted 17 May 2017 - 08:04 PM

View PostFox With A Shotgun, on 17 May 2017 - 07:48 PM, said:

An interesting paradox arises when you've got super-armored lights like the PNT and certain omnipods of KFX, where agility makes less of an impact than armor bonuses (though having both doesn't hurt). On these, using a full survival tree actually bumps it up to 45-55 tonner levels of armour. Given the prevalence of LRMs in the current play environment, an AMS-focused KFX with heavy armour might benefit the whole team, even if its DPS is slightly reduced.




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 Void Angel

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Posted 17 May 2017 - 08:13 PM

I'm planning to focus on reducing the primary limitation of Clantech - heat efficiency of energy weapons - and then focusing on Seismic and 'mech mobility quirks.

#8 Kmieciu

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Posted 18 May 2017 - 02:50 AM

View PostVoid Angel, on 17 May 2017 - 08:13 PM, said:

I'm planning to focus on reducing the primary limitation of Clantech - heat efficiency of energy weapons - and then focusing on Seismic and 'mech mobility quirks.

I endorse the Warhawk-C: 4xC-LPL, 28 DHS, -23,5% heat gen, -15% beam duration, 690 meters of range.

#9 Void Angel

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Posted 18 May 2017 - 11:31 AM

I consider it my contribution to the data set for the upcoming Clan/IS energy balance pass. =)

#10 TELEFORCE

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Posted 19 May 2017 - 08:14 AM

I tried skilling up my Dire Wolf with armor and structure buffs, but they don't seem to make a difference. I'm thinking about re-skilling for more firepower and mobility buffs instead of survival buffs. At the same time, the survival tree itself could be buffed in the next patch, so I'm not sure what to do Posted Image

#11 Rogue Jedi

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Posted 19 May 2017 - 08:36 AM

how I skill a Mech is completely dependant on the Mechs job, for example I have 2 FS9-E, one is SPL+MGs with max engine and 5 jumpjets, that one got all the Jumpjet branches and most of agility+ speed tweak, most of target info, all the UAV skills + the 3rd module slot, and most of the range and cooldown skills, as well as most of laser burn time.

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 Eboli

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Posted 24 May 2017 - 11:36 PM

View PostFox With A Shotgun, on 17 May 2017 - 07:48 PM, said:

An interesting paradox arises when you've got super-armored lights like the PNT and certain omnipods of KFX, where agility makes less of an impact than armor bonuses (though having both doesn't hurt). On these, using a full survival tree actually bumps it up to 45-55 tonner levels of armour. Given the prevalence of LRMs in the current play environment, an AMS-focused KFX with heavy armour might benefit the whole team, even if its DPS is slightly reduced.


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.



#13 Burning2nd

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Posted 25 May 2017 - 12:12 AM

View PostFox With A Shotgun, on 16 May 2017 - 05:45 PM, said:

Well, seeing as the survival skill tree isn't working too well for lights,


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?

#14 Fox With A Shotgun

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Posted 06 June 2017 - 01:13 AM

View PostBurning2nd, 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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