

Xl And Skeletal Density
#1
Posted 19 May 2017 - 06:29 PM
#2
Posted 19 May 2017 - 06:46 PM
#3
Posted 19 May 2017 - 06:47 PM
#4
Posted 19 May 2017 - 06:48 PM
So yes, it should be far more survivable with structure nodes.
Edited by Kaptain, 19 May 2017 - 06:48 PM.
#5
Posted 19 May 2017 - 08:21 PM
#6
Posted 19 May 2017 - 08:25 PM
#7
Posted 19 May 2017 - 08:28 PM
Now imagine it with a light fusion engine too.
Edited by DoctorDetroit, 19 May 2017 - 08:29 PM.
#11
Posted 20 May 2017 - 04:21 AM
cazidin, on 19 May 2017 - 06:29 PM, said:
If it's Clan XL, sure. If it's IS XL, you probably need heavy preexisting structure quirks to make it worth your while. Without structure quirks, you should strongly consider investing in the Mobility/Agility tree.
Armor hardening is better as long as you actually allocate armor (it's useless by itself).
Edited by Deathlike, 20 May 2017 - 04:21 AM.
#12
Posted 20 May 2017 - 06:39 AM
Deathlike, on 20 May 2017 - 04:21 AM, said:
If it's Clan XL, sure. If it's IS XL, you probably need heavy preexisting structure quirks to make it worth your while. Without structure quirks, you should strongly consider investing in the Mobility/Agility tree.
Armor hardening is better as long as you actually allocate armor (it's useless by itself).
That's part of my thought process. Structure quirks for Clan mechs like the Mad Dog or Timber Wolf which are mostly torso. If I focused on Skeletal Density I could help them survive an extra shot or two, and I don't mind losing a DHS to crit.
#13
Posted 20 May 2017 - 11:11 AM
#14
Posted 20 May 2017 - 11:30 AM
El Bandito, on 19 May 2017 - 08:21 PM, said:
I have to wonder if this is always true. Some mechs have crazy structure buffs and no armor.. You might be better off getting stucture on those mechs. You would need to do the math though. If you have no weapons and just want max HP to stop from XL death.
Maybe a light mech like a wolfhound or a medium crab that has nice structure buffs? Maybe they are better than armor in this case. You would have to really look at each mech individually to see which is better.
But i agree that armor is more likely the goto node. aka left side
#15
Posted 20 May 2017 - 11:32 AM
JC Daxion, on 20 May 2017 - 11:30 AM, said:
Maybe a light mech like a wolfhound or a medium crab that has nice structure buffs? Maybe they are better than armor in this case. You would have to really look at each mech individually to see which is better.
But i agree that armor is more likely the goto node. aka left side
I clearly stated in my post that you quoted that "If a mech has tons of structure quirks, that's another story". How have you missed that part is beyond me. Yes, if a mech has structure quirks then invest in structures.
Edited by El Bandito, 20 May 2017 - 11:33 AM.
#16
Posted 20 May 2017 - 12:31 PM
cazidin, on 20 May 2017 - 11:11 AM, said:
It depends on the situation and I suggest you do math when it comes to structure vs armor (armor being better generally). It is easy enough to spend like 9 to 11 points in getting half of the Operations tree (for Coolrun and Heat Containment) if you already committed a ton of firepower nodes for heat gen.
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