Foxwalker, on 17 May 2017 - 02:28 PM, said:
I am having a hard time deciding between Operations vs Weapon Skill tree for heat management.
For Operations, you have to take a bunch of silly stuff to get to the Heat Containment and Cool Run,
On the other hand, the Heat Gen while less per node is nicely inter-spaced between needed stuff like Cool down, Velocity and Range modifiers.
I am torn. I guess I am going to waste a lot of XP and C-Bills till the number cruncher guys come up with the best meta for this stuff.
What silly stuff are you taking about in Operations?
Reduced Shutdown. I don't know about you but even really good player will occasionally push themselves into Overheating and shutdown. Being able to recover 35% faster in that situation is huge.
Improved Gyros. 70% reduction in shake when being hammered by UACs or Missiles can be pretty darn useful.
Hill Climb. Ok not great but not bad either. 15% reduction in speed loss when climbing hills can actually be pretty huge. This could mean the difference between being able to being able to get up to the next level in Canyon Networks or getting stuck down in a trench, at least for non-JJ mechs so really not bad to have at all.
And this is with a 22 point investment.
With Weapons, I am investing a minimum of 28 point to get all the Heat Gen skills, and the only side benefit I am getting is 5% to weapons range, 1/2 longer Gauss Charge hold time, -2.5% missile spread, -5% LBX spread and -3.75% weapons cool down.
I guess if your planning a very heavy investment into Weapons then it makes sense but when your talking about a minimum point investment, Ops clearly gives you more useful skills with a smaller investment.