1.Firepower Branch
1A.Range
1B.Cooldown
1C.Heat Gen
1D.Velocity
1E.Laser Duration
1F.LBX Spread
1G.Gauss Charge
1H.UAC Jam Chance
1I.Missile Spread
1J.High Explosives
1K.Magazine Capacity and Missile Rack
2.Survival Branch
2A.Reinforced Casing
2B.AMS Overload
2C.Shock Absorbance
2D.Armor Hardening and Skeletal Density
3.Agility Branch
3A.Kinetic Burst and Hand Brake
3B.Torso Yaw
3C.Torso Pitch
3D.Torso Speed
3E.Anchor Turn
3F.Speed Tweak
4.Jump Jets Branch
4A.Heat Shielding
4B.Vectoring
4C.Vent Calibration
4D.Lift Speed
5.Operations Branch
5A.Quick Ignition
5B.Speed Retention
5C.Improved (tastier) Gyros
5D.Hill Climb
5E.Heat Containment
5F.Cool Run
6.Sensors Branch
6A.Target Info Gathering
6B.Sensor Range
6C.Target Decay
6D.Target Retention
6E.Enhanced ECM
6F.Radar Deprivation
6G.Seismic Sensor
Firepower Branch.
Spoiler
This branch of the skill tree is by far the largest at 68 nodes total, not that you'd ever use ALL of them but still. We're going to start with this one but before we begin let me first say that I am going to priotize certain nodes over others and give some weight to them.
We want to, whenever possible, avoid "junk" nodes even if that means we sacrifice a "Good" node. I will try to only select a "junk" node if it unlocks two or more "good" nodes or at least one "OP" node. I will also take the extra step and explain why certain nodes are labelled as "junk", "good" or "OP".
This guide is written primarily for new players who might otherwise have no idea, but I hope that some Veterans can appreciate the amount of detail I've put in and feedback is certainly appreciated in return.
Furthermore. Do not invest here unless you know that the build works for you or you have a lot of GXP to burn through, somehow, as a new player. Otherwise you risk wasting XP on skill nodes that you may not use.
Try the loadout out first in a few quick play matches. See how it performs. See what that mech and build need THEN invest your points, and that goes for all branches of the skill tree. Learn the strengths and weaknesses of both and plan accordingly.
Range.
This skill, clearly, increases the optimal and maximum ranges of your weapons by 1% per node. While this, like most other nodes, is a small, incremental increase they add up.
IS mechs benefit more from this because their weapons almost always have shorter ranges than their Clan counterparts. This will change in part with the new tech from the Civil War update but we're not there for another 2 months. Also, because this is percentaged based, Clans do technically get a few extra meters from this and another 4+% from Targeting Computers. You will have to take a few range nodes to get to the good stuff!
Rating!
4.5 Stars for IS.
4 Stars for Clan.
Cooldown.
This skill increases the recycle rate of all weapons, meaning that you can fire them more frequently boosting your DPS. While these may seem better for DPS oriented builds like Laser Vomit or Dakka*, you will need to invest more heavily to see any noticeable difference with the latter or any weapon system with a fast recycle rate. Also, because your weapons cycle faster, you will generate heat more quickly and that's something to keep in mind with Clan Laser Vomit, which is hotter than IS Laser Vomit.
Laser Vomit refers to a mech with an abundance of energy hardpoints, usually more than 5, and which uses them. Typically a mix of Large and Medium Lasers, but on some mechs,
like the Nova or Stormcrow, it can be 8-12 Small Lasers too.
Dakka refers to a mech with 3 or more Autocannons. "Dakka" is the sound the shells make as they are ejects from the chamber towards the poor, unfortunate target. In pain, in need of cover.
Sad!
Rating!
4 Stars.
Heat Gen.
This reduces the amount of heat generated from weapons and is arguably more powerful than Cool Run from the Operations branch, which we'll be getting to later in the guide! The more heat you generate, the more powerful this skill becomes making it vital for Laser Vomit or Heavy Missile builds. Dakka builds can still benefit from this but only with 4+ UAC/5s or UAC/2s which will generate a lot of heat quickly if you're in a brawl. Again, this works as a percentage so you'll need to invest heavily to get a noticeable benefit, especially over Cool Run.
Rating!
5 Stars. Strongly Recommended!
Velocity.
This, clearly, increases projectile velocity for PPCs, Autocannons and Missiles. PPCs, Autocannons and yes, even LRMs see the most benefit from this because their projectiles
travel fast enough to get a noticeable boost, but still need one (PPCs and AC/10 and AC/5) or will require a heavy investment but will still see a noticeable boost (AC/20 and LRMs).
Clan Mechs have access to Targeting Computers which further increase the velocity of PPC and Autocannon projectiles, but not Missiles, at the cost of another 2-7 tons and 2-7 crit slots. SRMs travel quickly and don't really need another 10% velocity, but it doesn't hurt them either.
Rating!
4 Stars for IS.
3 Stars for Clans.
Now that we've covered the general Firepower skills which affect all weapons, let's look at some of the more focused skill nodes starting with Laser Duration!
Laser Duration!
This, clearly, reduces the duration of your lasers making them more precise. Every laser, from either faction, benefits from this skill and it's one of the few with different values for Clan and IS (2% and 3.75% per node, respectively). If your primary armament is lasers then this is strongly recommended as a must have skill! You'll need less time to focus on your target, allowing you to twist and retreat to cover sooner, while also focusing more of that damage onto one or two locations making it harder for your target to twist the damage away.
Rating!
5 stars. Strongly recommended!
LBX Spread (reduction).
Get this if you're using LBX-autocannons. They're shotguns.
5 stars. Strongly recommended!
Gauss Charge.
This increases the length of time, by half a second each node up to a full extra second, that your Gauss shot can remain charged. What this means is, after about .75 to 1 second without this skill your gauss round will "de-magnetize" and you'll have to spend another .75 seconds to charge another shot. A single point investment might make a significant difference but I hardly noticed a difference beyond that.
3 stars.
UAC Jam Chance.
This skill is rather deceptive. All UACs have a 17% chance to jam on the second shot. This skill decreases that chance by up to 5%... of 17% Meaning, less than 1% difference even with mechs that have UAC jam chance quirks, this is rather pitiful and I hope it was simply buggy implementation and not a feature.
1 star. Don't waste your points!
Missile Spread.
This skill, like LBX spread, tightens the cluster of missiles by 2.5% each node up to 5% total. This is a nice buff to stack atop of, or without Artemis, but 5% is still small and might be barely noticeable except on the large launchers. (SRM 6 or LRM 10+)
3.5 stars.
High Explosives.
This skill increases the crit chance of missiles after your target's armor has been vaporized. Don't rely on crits with missiles. You'll literally blast through whatever structure remains. Still, if you're carrying LBX, which have a built in crit modifier, then this may compound that to devestating effect.
2 stars.
Magazine Capacity and Missile Rack.
This skill basically gives free ammo.
5 stars. Strongly recommended!
This branch of the skill tree is by far the largest at 68 nodes total, not that you'd ever use ALL of them but still. We're going to start with this one but before we begin let me first say that I am going to priotize certain nodes over others and give some weight to them.
We want to, whenever possible, avoid "junk" nodes even if that means we sacrifice a "Good" node. I will try to only select a "junk" node if it unlocks two or more "good" nodes or at least one "OP" node. I will also take the extra step and explain why certain nodes are labelled as "junk", "good" or "OP".
This guide is written primarily for new players who might otherwise have no idea, but I hope that some Veterans can appreciate the amount of detail I've put in and feedback is certainly appreciated in return.
Furthermore. Do not invest here unless you know that the build works for you or you have a lot of GXP to burn through, somehow, as a new player. Otherwise you risk wasting XP on skill nodes that you may not use.
Try the loadout out first in a few quick play matches. See how it performs. See what that mech and build need THEN invest your points, and that goes for all branches of the skill tree. Learn the strengths and weaknesses of both and plan accordingly.
Range.
This skill, clearly, increases the optimal and maximum ranges of your weapons by 1% per node. While this, like most other nodes, is a small, incremental increase they add up.
IS mechs benefit more from this because their weapons almost always have shorter ranges than their Clan counterparts. This will change in part with the new tech from the Civil War update but we're not there for another 2 months. Also, because this is percentaged based, Clans do technically get a few extra meters from this and another 4+% from Targeting Computers. You will have to take a few range nodes to get to the good stuff!
Rating!
4.5 Stars for IS.
4 Stars for Clan.
Cooldown.
This skill increases the recycle rate of all weapons, meaning that you can fire them more frequently boosting your DPS. While these may seem better for DPS oriented builds like Laser Vomit or Dakka*, you will need to invest more heavily to see any noticeable difference with the latter or any weapon system with a fast recycle rate. Also, because your weapons cycle faster, you will generate heat more quickly and that's something to keep in mind with Clan Laser Vomit, which is hotter than IS Laser Vomit.
Laser Vomit refers to a mech with an abundance of energy hardpoints, usually more than 5, and which uses them. Typically a mix of Large and Medium Lasers, but on some mechs,
like the Nova or Stormcrow, it can be 8-12 Small Lasers too.
Dakka refers to a mech with 3 or more Autocannons. "Dakka" is the sound the shells make as they are ejects from the chamber towards the poor, unfortunate target. In pain, in need of cover.
Sad!
Rating!
4 Stars.
Heat Gen.
This reduces the amount of heat generated from weapons and is arguably more powerful than Cool Run from the Operations branch, which we'll be getting to later in the guide! The more heat you generate, the more powerful this skill becomes making it vital for Laser Vomit or Heavy Missile builds. Dakka builds can still benefit from this but only with 4+ UAC/5s or UAC/2s which will generate a lot of heat quickly if you're in a brawl. Again, this works as a percentage so you'll need to invest heavily to get a noticeable benefit, especially over Cool Run.
Rating!
5 Stars. Strongly Recommended!
Velocity.
This, clearly, increases projectile velocity for PPCs, Autocannons and Missiles. PPCs, Autocannons and yes, even LRMs see the most benefit from this because their projectiles
travel fast enough to get a noticeable boost, but still need one (PPCs and AC/10 and AC/5) or will require a heavy investment but will still see a noticeable boost (AC/20 and LRMs).
Clan Mechs have access to Targeting Computers which further increase the velocity of PPC and Autocannon projectiles, but not Missiles, at the cost of another 2-7 tons and 2-7 crit slots. SRMs travel quickly and don't really need another 10% velocity, but it doesn't hurt them either.
Rating!
4 Stars for IS.
3 Stars for Clans.
Now that we've covered the general Firepower skills which affect all weapons, let's look at some of the more focused skill nodes starting with Laser Duration!
Laser Duration!
This, clearly, reduces the duration of your lasers making them more precise. Every laser, from either faction, benefits from this skill and it's one of the few with different values for Clan and IS (2% and 3.75% per node, respectively). If your primary armament is lasers then this is strongly recommended as a must have skill! You'll need less time to focus on your target, allowing you to twist and retreat to cover sooner, while also focusing more of that damage onto one or two locations making it harder for your target to twist the damage away.
Rating!
5 stars. Strongly recommended!
LBX Spread (reduction).
Get this if you're using LBX-autocannons. They're shotguns.
5 stars. Strongly recommended!
Gauss Charge.
This increases the length of time, by half a second each node up to a full extra second, that your Gauss shot can remain charged. What this means is, after about .75 to 1 second without this skill your gauss round will "de-magnetize" and you'll have to spend another .75 seconds to charge another shot. A single point investment might make a significant difference but I hardly noticed a difference beyond that.
3 stars.
UAC Jam Chance.
This skill is rather deceptive. All UACs have a 17% chance to jam on the second shot. This skill decreases that chance by up to 5%... of 17% Meaning, less than 1% difference even with mechs that have UAC jam chance quirks, this is rather pitiful and I hope it was simply buggy implementation and not a feature.
1 star. Don't waste your points!
Missile Spread.
This skill, like LBX spread, tightens the cluster of missiles by 2.5% each node up to 5% total. This is a nice buff to stack atop of, or without Artemis, but 5% is still small and might be barely noticeable except on the large launchers. (SRM 6 or LRM 10+)
3.5 stars.
High Explosives.
This skill increases the crit chance of missiles after your target's armor has been vaporized. Don't rely on crits with missiles. You'll literally blast through whatever structure remains. Still, if you're carrying LBX, which have a built in crit modifier, then this may compound that to devestating effect.
2 stars.
Magazine Capacity and Missile Rack.
This skill basically gives free ammo.
5 stars. Strongly recommended!
Survival Branch.
Spoiler
This branch of the skill tree is quantative. If your mech already had armor or structure quirks then you can amplify them further with only a moderate investment, but if not, then i'd only recommend that you invest in the left side for Armor. Structure is benefital and it DOES add HP but even with the crit chance reduction that still won't last as long as armor under focused fire.
If your mech doesn't already have durability quirks, or you simply feel the extra 30-40 HP isn't worth it? Feel free to skip this branch entirely and to the next section. If it does, or you do? Read on! Furthermore, try to avoid the far sides of this tree and stick to the center. You really don't need the 2% crit reduction or 20% more shock absorbance, even for the extra HP.
Reinforced Casing.
This skill reduces the chance of you being critically struck (and blown up) after your armor has been vaporized. Unlike the UAC jam chance lie this actually DOES work as you would think. Still, the change is small but noticeable for some.
3.5 stars.
AMS overload.
Even if you're using AMS the difference is small.
1 star. Don't waste your points!
Shock Absorbance.
This skill reduces the amount of damage you take from falling. Stop jumping over cliffs or using ACME products and you should be fine. Unfortunately, good nodes are locked behind either this or AMS overload. I'd rather take this.
1 star. Don't waste your points! (But you have to. I'm sorry.)
Armor Hardening and Skeletal Density.
These skills increase your Armor and Structure, respectively. I prefer having more armor if I invest in this tree, but you could always take both and become ultra-tanky!
3.5 stars. (Armor Hardening)
3 stars. (Skeletal Density)
This branch of the skill tree is quantative. If your mech already had armor or structure quirks then you can amplify them further with only a moderate investment, but if not, then i'd only recommend that you invest in the left side for Armor. Structure is benefital and it DOES add HP but even with the crit chance reduction that still won't last as long as armor under focused fire.
If your mech doesn't already have durability quirks, or you simply feel the extra 30-40 HP isn't worth it? Feel free to skip this branch entirely and to the next section. If it does, or you do? Read on! Furthermore, try to avoid the far sides of this tree and stick to the center. You really don't need the 2% crit reduction or 20% more shock absorbance, even for the extra HP.
Reinforced Casing.
This skill reduces the chance of you being critically struck (and blown up) after your armor has been vaporized. Unlike the UAC jam chance lie this actually DOES work as you would think. Still, the change is small but noticeable for some.
3.5 stars.
AMS overload.
Even if you're using AMS the difference is small.
1 star. Don't waste your points!
Shock Absorbance.
This skill reduces the amount of damage you take from falling. Stop jumping over cliffs or using ACME products and you should be fine. Unfortunately, good nodes are locked behind either this or AMS overload. I'd rather take this.
1 star. Don't waste your points! (But you have to. I'm sorry.)
Armor Hardening and Skeletal Density.
These skills increase your Armor and Structure, respectively. I prefer having more armor if I invest in this tree, but you could always take both and become ultra-tanky!
3.5 stars. (Armor Hardening)
3 stars. (Skeletal Density)
Agility Branch.
Spoiler
This is the ONLY branch of the skill tree that I strongly recommend you ALWAYS invest in, except for the quickest and most agile or slowest and most slug-like of mechs which simply won't see noticeable benefits from this tree due to the percentages.
Please examine this section of the guide carefully to determine which nodes to invest in to suit your playstyle and get the most benefit from them.
Kinetic Burst and Hand Brake.
These skills increase the acceleration and deceleration of your mech, respectively. Very good for peekers, who will duck out of cover for only a moment to launch a quick and decisive strike against their target before fading back in, like the Shadow™!
Assaults benefit less from this because of their incredibly low rate of acceleration/deceleration unfortunately but with heavy investment you will see a very noticeable difference in them especially.
4 stars.
Torso Yaw.
This skill increases the range that your mech can turn left/right, which can allow for a greater range when torso twisting, following Lights, or even let you use those bulky gorilla arms to shield!
Brawlers of all sizes can benefit from this tree to spread damage with maximum efficiency but peekers don't really need this. Also, if your mech already has a wide range then you probably won't see much of a difference. Urbanmechs can somehow perform up to a 372 degree turn with this. They're freaking magic.
4.5 stars. Strongly recommended!
Torso Pitch.
This skill increases the range that your mech can look up/down. Maybe your Hunchback IIC will like this?
1 star. Don't waste your points! (But you have to. I'm sorry.)
Torso Speed.
This skill increases the speed that you can torso twist, allowing you to spread damage more effectively against laser vomit. This and Torso Yaw are strongly recommended for brawlers but peekers don't need this either. Like Torso Yaw, if your mech can already turn quickly then this skill become less important.
Also not particularly effective against PPFLD, unless you can twist faster than the projectile travels and block with your arms then it IS particularly effective against PPFLD. Try that on an Urbanmech. They're freaking magic.
4 stars.
Anchor Turn.
This skill increases the speed that your mech ACTUALLY turns around. Neat.
3 stars.
Speed Tweak.
This skill increases the maximum speed of your mech and is widely considered to be one of the most important skills in this game and while it can save you some tons, by allowing you to switch to a smaller engine without losing speed, it's ultimately up to you if you really need this given the heavy investment.
I'm going to strongly recommend this skill, but if you only need Kinetic Burst and Hand Brake or the Torso Skills, then you can skip this albeit at the loss of 4-6 KPH on average.
5 stars. Strongly recommended!
This is the ONLY branch of the skill tree that I strongly recommend you ALWAYS invest in, except for the quickest and most agile or slowest and most slug-like of mechs which simply won't see noticeable benefits from this tree due to the percentages.
Please examine this section of the guide carefully to determine which nodes to invest in to suit your playstyle and get the most benefit from them.
Kinetic Burst and Hand Brake.
These skills increase the acceleration and deceleration of your mech, respectively. Very good for peekers, who will duck out of cover for only a moment to launch a quick and decisive strike against their target before fading back in, like the Shadow™!
Assaults benefit less from this because of their incredibly low rate of acceleration/deceleration unfortunately but with heavy investment you will see a very noticeable difference in them especially.
4 stars.
Torso Yaw.
This skill increases the range that your mech can turn left/right, which can allow for a greater range when torso twisting, following Lights, or even let you use those bulky gorilla arms to shield!
Brawlers of all sizes can benefit from this tree to spread damage with maximum efficiency but peekers don't really need this. Also, if your mech already has a wide range then you probably won't see much of a difference. Urbanmechs can somehow perform up to a 372 degree turn with this. They're freaking magic.
4.5 stars. Strongly recommended!
Torso Pitch.
This skill increases the range that your mech can look up/down. Maybe your Hunchback IIC will like this?
1 star. Don't waste your points! (But you have to. I'm sorry.)
Torso Speed.
This skill increases the speed that you can torso twist, allowing you to spread damage more effectively against laser vomit. This and Torso Yaw are strongly recommended for brawlers but peekers don't need this either. Like Torso Yaw, if your mech can already turn quickly then this skill become less important.
Also not particularly effective against PPFLD, unless you can twist faster than the projectile travels and block with your arms then it IS particularly effective against PPFLD. Try that on an Urbanmech. They're freaking magic.
4 stars.
Anchor Turn.
This skill increases the speed that your mech ACTUALLY turns around. Neat.
3 stars.
Speed Tweak.
This skill increases the maximum speed of your mech and is widely considered to be one of the most important skills in this game and while it can save you some tons, by allowing you to switch to a smaller engine without losing speed, it's ultimately up to you if you really need this given the heavy investment.
I'm going to strongly recommend this skill, but if you only need Kinetic Burst and Hand Brake or the Torso Skills, then you can skip this albeit at the loss of 4-6 KPH on average.
5 stars. Strongly recommended!
Jump Jets Branch.
Spoiler
Invest here if you use JJ. Unfortunately, Hover Jets might not see any noticeable improvement. Better to invest here only on mechs with JJs of 85 tons or less.
Heat Shielding.
This skill reduces the heat generated from JJ. I barely noticed a difference.
1 star. Don't waste your points!
Vectoring.
This skill increases forward thrust, plunging you a bit further that normal along that path. Don't use this if you plan to pop-tart!
3 stars.
Vent Calibration.
This skill increases the amount of fuel your JJ have, allowing you to travel higher or farther.
4 stars.
Lift Speed.
This skill increases the initial lift of your jump, allowing you to travel higher. Neat.
4 stars. Strongly recommended!
Invest here if you use JJ. Unfortunately, Hover Jets might not see any noticeable improvement. Better to invest here only on mechs with JJs of 85 tons or less.
Heat Shielding.
This skill reduces the heat generated from JJ. I barely noticed a difference.
1 star. Don't waste your points!
Vectoring.
This skill increases forward thrust, plunging you a bit further that normal along that path. Don't use this if you plan to pop-tart!
3 stars.
Vent Calibration.
This skill increases the amount of fuel your JJ have, allowing you to travel higher or farther.
4 stars.
Lift Speed.
This skill increases the initial lift of your jump, allowing you to travel higher. Neat.
4 stars. Strongly recommended!
Operations Branch.
Spoiler
This branch is unusual. Like the Survival branch, there are junk nodes. Unlike the Survival branch, there are a LOT more junk nodes! PGI knows how important Cool Run and Heat
Containment are and has buried them under tons of junk nodes!
No. They didn't have a good reason for this. No. They aren't going to change this in the near future. Yes, it's pretty bad. You really only need to take the top half of this tree. The lower half is where most of the junk congregates. I would almost recommend that you skip this branch
entirely.
Quick Ignition.
This skill increases your start up time after shutting down, either be choice or by overheating.
Manage your heat better!
1 star. Don't waste your points! (But you have to. I'm sorry.)
Speed Retention.
This skill allows you to travel faster while legged. Maybe useful for Lights and Mediums. Anything heavier than 50 tons shouldn't lose a leg.
1 star. Don't waste your points!
Improved (tastier?) Gyros.
This skill reduces screen shake from autocannon blasts and missile barrages. Neat. Tastes better than Speed Retention.
2 stars.
Hill Climb.
This skill reduces the amount of speed (temporarily) lost while travelling up slopes. Useless if you have JJ and use those. Maybe, just MAYBE, a few Lights can see SOME use from this but why couldn't PGI just bake it into the system with tastier gyros? I'm hungry now. Aren't you? More generally useful than Improved (tastier) Gyros but with added salt for your diet!
2 stars.
Heat Containment.
This skill increases your heat capacity. It's basically free DHS.
5 stars. Strongly recommended!
Cool Run.
This skill increases your heat disipation. It's basically free DHS.
5 stars. Strongly recommended!
This branch is unusual. Like the Survival branch, there are junk nodes. Unlike the Survival branch, there are a LOT more junk nodes! PGI knows how important Cool Run and Heat
Containment are and has buried them under tons of junk nodes!
No. They didn't have a good reason for this. No. They aren't going to change this in the near future. Yes, it's pretty bad. You really only need to take the top half of this tree. The lower half is where most of the junk congregates. I would almost recommend that you skip this branch
entirely.
Quick Ignition.
This skill increases your start up time after shutting down, either be choice or by overheating.
Manage your heat better!
1 star. Don't waste your points! (But you have to. I'm sorry.)
Speed Retention.
This skill allows you to travel faster while legged. Maybe useful for Lights and Mediums. Anything heavier than 50 tons shouldn't lose a leg.
1 star. Don't waste your points!
Improved (tastier?) Gyros.
This skill reduces screen shake from autocannon blasts and missile barrages. Neat. Tastes better than Speed Retention.
2 stars.
Hill Climb.
This skill reduces the amount of speed (temporarily) lost while travelling up slopes. Useless if you have JJ and use those. Maybe, just MAYBE, a few Lights can see SOME use from this but why couldn't PGI just bake it into the system with tastier gyros? I'm hungry now. Aren't you? More generally useful than Improved (tastier) Gyros but with added salt for your diet!
2 stars.
Heat Containment.
This skill increases your heat capacity. It's basically free DHS.
5 stars. Strongly recommended!
Cool Run.
This skill increases your heat disipation. It's basically free DHS.
5 stars. Strongly recommended!
Sensors Branch.
Spoiler
This branch is interesting. Target Info Gathering and Sensor Range is arguably invaluable to Brawlers and Snipers, and the cost is relatively small, but you're not here for that, are you? I can see that you're only interested in the most exceptionally rare! I think then, that you'd be most rewarded to consider Seismic Sensor or Radar Deprivation!
Target Info Gathering.
This skill increases the speed that the paper doll appears, allowing you to more easily identify which spot to hit, what their loadout is, etc. Personally? I like this and strongly recommend it but you may disagree. It's not terribly important if you have the Eyeball MK II upgrades from Serif Industries.
4.5 stars. Strongly recommended!
Sensor Range.
This skill increases the range that you can detect your opponents on the battlefield. Good for Snipers or LRM carriers. Not very good for anything else.
3 stars.
Target Decay.
This skill increases the time that a target will still have their information available if they run behind you or into cover. This can be useful, but generally you should and can safely avoid this.
2 stars.
Target Retention.
This skill, apparently, allows you to hold target info if they run behind you. Shouldn't Target Decay do that already? Maybe useful for Lights or against Lights.
1 star. Don't waste your points!
Advanced Zoom.
This skill unlocked another level of zoom. Very useful for Snipers.
3 stars.
Enhanced ECM.
This skill shouldn't exist. Why does PGI keep nerfing ECM? It's not that powerful, LRMs are just mediocre™! Maybe for mechs with ECM, but this isn't right. Because you're forced to invest heavily into the Sensor tree to get this, I'd rather just bring more ammo or DHS but if you really want ECM? This is invaluable.
4 stars.
Radar Deprivation.
This skill was incredibly powerful before, as a module, and is still powerful with only 60% investment but Target Decay neutralizes it's effectiveness, and you might take a few of those nodes to GET to Radar Deprivation. I want to strongly recommend this but I just can't!
3.5 stars.
Seismic Sensor.
This skill is basically a wall hack up to 200 meters. You need to take both skill nodes or it simply doesn't work properly. Probably a bug. Very probably a feature.
4 stars.
This branch is interesting. Target Info Gathering and Sensor Range is arguably invaluable to Brawlers and Snipers, and the cost is relatively small, but you're not here for that, are you? I can see that you're only interested in the most exceptionally rare! I think then, that you'd be most rewarded to consider Seismic Sensor or Radar Deprivation!
Target Info Gathering.
This skill increases the speed that the paper doll appears, allowing you to more easily identify which spot to hit, what their loadout is, etc. Personally? I like this and strongly recommend it but you may disagree. It's not terribly important if you have the Eyeball MK II upgrades from Serif Industries.
4.5 stars. Strongly recommended!
Sensor Range.
This skill increases the range that you can detect your opponents on the battlefield. Good for Snipers or LRM carriers. Not very good for anything else.
3 stars.
Target Decay.
This skill increases the time that a target will still have their information available if they run behind you or into cover. This can be useful, but generally you should and can safely avoid this.
2 stars.
Target Retention.
This skill, apparently, allows you to hold target info if they run behind you. Shouldn't Target Decay do that already? Maybe useful for Lights or against Lights.
1 star. Don't waste your points!
Advanced Zoom.
This skill unlocked another level of zoom. Very useful for Snipers.
3 stars.
Enhanced ECM.
This skill shouldn't exist. Why does PGI keep nerfing ECM? It's not that powerful, LRMs are just mediocre™! Maybe for mechs with ECM, but this isn't right. Because you're forced to invest heavily into the Sensor tree to get this, I'd rather just bring more ammo or DHS but if you really want ECM? This is invaluable.
4 stars.
Radar Deprivation.
This skill was incredibly powerful before, as a module, and is still powerful with only 60% investment but Target Decay neutralizes it's effectiveness, and you might take a few of those nodes to GET to Radar Deprivation. I want to strongly recommend this but I just can't!
3.5 stars.
Seismic Sensor.
This skill is basically a wall hack up to 200 meters. You need to take both skill nodes or it simply doesn't work properly. Probably a bug. Very probably a feature.
4 stars.
Auxiliary Branch.
This branch is a noob trap. Don't invest here unless you play competitively, and even if you do? I wouldn't recommend it unless you REALLY want the UAV or Artillery Strike buffs and extra Consumable Slots. Cool shot is nice but with skills in Firepower or Operations you should be able to alpha 2-3 times already.
Use this calculator to build a template for your mechs and I can help you find a path or decide between a few different builds!
https://kitlaan.gitlab.io/mwoskill/
Edited by cazidin, 21 May 2017 - 05:03 PM.