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Minor Annoyance With Auxiliary Tree

Skills

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#1 Pjwned

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Posted 20 May 2017 - 05:21 PM

So I've been messing around a bit with the skill tree for my various mechs, and when I got to the auxiliary tree for my JR7-K I noticed something a bit annoying.

Apparently, because of the way the auxiliary tree is set up, I can't have Enhanced NARC 1 & 2 without picking up either Enhanced Coolshot 1 (and Capture Assist 2, but that's not such a big deal) or Adv. Salvos 1 & 2, meanwhile I want an extra UAV and have UAV skills picked but only 1 extra consumable slot.

See picture in spoiler tag:

Spoiler


I can't make use of the Enhanced Coolshot here unless I free up another skill point somewhere else to pick up another consumable slot, but I don't want to do that anyways because the mech doesn't need a cool shot when it only has 4 medium lasers and a NARC that doesn't generate any heat.

I'm not exactly sure how to address this in a satisfactory way, partly because I'm not exactly sure how to change the auxiliary tree in a good way (maybe give it more than 1 starting node for more flexibility?) but it is a little lame being forced to either take something that has literally no benefit or to free up another skill point elsewhere just to make use of a node that affects something I don't really want or need to equip, just so I can take the 2nd enhanced NARC node which I do want.

Also, if you're tempted to respond with "THE SKILL TREE IS GARBAGE HURGABLARALGH" then save it for another thread please.

#2 Dee Eight

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Posted 20 May 2017 - 05:27 PM

Personally I'd solve it by carrying the artillery strike. If you're gonna stick a uav behind someone, and narc them, you might as well then strike them after someone with LRMs strips there armor. Strikes are wonderful for destroying components and killing mechs with exposed structure.

#3 Pjwned

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Posted 20 May 2017 - 05:35 PM

View PostDee Eight, on 20 May 2017 - 05:27 PM, said:

Personally I'd solve it by carrying the artillery strike. If you're gonna stick a uav behind someone, and narc them, you might as well then strike them after someone with LRMs strips there armor. Strikes are wonderful for destroying components and killing mechs with exposed structure.


I do see your point, but there are times where it's not wise to pop out of cover to NARC somebody but it is safe (and usually useful) to pop a UAV.

UAVs can also be destroyed while NARCs can't, and if it does get destroyed then it can be a good idea to pop another one (usually not right away though in that case) if possible, and with those skills it is indeed possible to pop a 2nd UAV after the 1st is destroyed or expires.

I also just don't like using strikes very much.

Edited by Pjwned, 20 May 2017 - 05:36 PM.


#4 J0anna

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Posted 20 May 2017 - 05:38 PM

I too would go down the strike path, no extra SP, and if you ever want to carry a strike, it can be more effective.





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