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Anyone Know How Nodes It Takes To Get Full Speed Tweak?


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#1 Davegt27

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Posted 24 May 2017 - 09:39 AM

does anyone know how nodes it takes to get full speed tweak?

and is it worth it trying to get full speed tweak?

#2 Shifty McSwift

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Posted 24 May 2017 - 09:42 AM

21

And yes any movement speed increase is generally "worth it" it is just a matter of whether you prefer it or need it over other buffs.

#3 Zzan

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Posted 24 May 2017 - 09:42 AM

Every skill in the tree has some use somewhere.

Depends on what your role is and what mech you are running if it will have value to you.

Speed tweak is always nice, but is it so nice that something else isn't better for you? Don't know. You haven't given us any details of what mech, what engine, what role you intend to play.

#4 Davegt27

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Posted 24 May 2017 - 09:54 AM

I have over 30 years in testing weapons systems

so I thought I might test out how a fast moving CERPPC linebacker might work

you know just experimenting

of course it would have to work hand in hand with cool down and heat gen

thanks for the info

#5 Shifty McSwift

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Posted 24 May 2017 - 10:02 AM

View PostDavegt27, on 24 May 2017 - 09:54 AM, said:

I have over 30 years in testing weapons systems

so I thought I might test out how a fast moving CERPPC linebacker might work

you know just experimenting

of course it would have to work hand in hand with cool down and heat gen

thanks for the info


Yeah 21 is the minimum currently for the full +7.5% speed tweak. I think 14 is required for half, so if you are going to go for it in most cases getting it all is more "worth it". You get a decent number of mobility buffs with those 21 points too so I feel like in almost all cases that alone makes it high priority.

#6 Shifty McSwift

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Posted 24 May 2017 - 10:09 AM

21 in mobility, 6 in auxiliary (consumables) seem almost universally standard choices.

I would probably say the 15-20 point investment in mech operations is also worth it for all, but that is arguable when compared to firepower tree heat gen for sure, unless of course you are getting both anyway.

#7 Ultimax

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Posted 24 May 2017 - 10:12 AM

It takes so many SP that unless your mech literally relies on speed for life - you are probably better off taking half or less of the nodes.

Spend SP so your mech is agile enough, spend SPs on speed tweak so your mech is fast enough.

Once you start splitting hairs, and pick up like 3KPH on a Night Gyr you start asking yourself if that's even relevant - and most times it isn't for slow mechs.

Or even for fast big mechs. The EBJ, HBR, TBR are all "fast enough" - they move at 81kph and most fat mechs are moving slower than before.

So they can probably pump those SPs into more important things like firepower, survivability, etc.


Lights and mediums probably want to invest here, but ultimately that's going to depend on the build and if you already have enough speed or not.

#8 Shifty McSwift

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Posted 24 May 2017 - 10:17 AM

View PostUltimax, on 24 May 2017 - 10:12 AM, said:

Once you start splitting hairs, and pick up like 3KPH on a Night Gyr you start asking yourself if that's even relevant - and most times it isn't for slow mechs.


I would argue in a number of cases that it becomes even more vital for the slower mechs. In a KDK for example that near +5kph can mean the ability to swap out 8 tons worth of engine to retain the same speed, or simply to travel faster than other KDKs without.

#9 Davegt27

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Posted 24 May 2017 - 10:22 AM

I am liking this skill tree I can get a printout (so to speak) before hand of the cost required
before it was pure grind

Posted Image

to bad when you experimenting its just that an experiment and most likely wont work

Edited by Davegt27, 24 May 2017 - 10:24 AM.


#10 Kanil

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Posted 24 May 2017 - 10:54 AM

View PostShifty McSwift, on 24 May 2017 - 10:17 AM, said:


I would argue in a number of cases that it becomes even more vital for the slower mechs. In a KDK for example that near +5kph can mean the ability to swap out 8 tons worth of engine to retain the same speed, or simply to travel faster than other KDKs without.

Not to mention they're the most prone to getting left behind by the NASCAR.

#11 Ultimax

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Posted 24 May 2017 - 02:07 PM

View PostShifty McSwift, on 24 May 2017 - 10:17 AM, said:


I would argue in a number of cases that it becomes even more vital for the slower mechs. In a KDK for example that near +5kph can mean the ability to swap out 8 tons worth of engine to retain the same speed, or simply to travel faster than other KDKs without.


Most builds for KDK 3 are 375 or maybe 350 and the simple fact is that 5kph isn't nearly as useful as putting that heap of SP elsewhere

#12 Shifty McSwift

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Posted 24 May 2017 - 02:45 PM

View PostUltimax, on 24 May 2017 - 02:07 PM, said:

Most builds for KDK 3 are 375 or maybe 350 and the simple fact is that 5kph isn't nearly as useful as putting that heap of SP elsewhere


I guess it would just be a difference of opinion but 21 points leaves you with enough to get plenty of other buffs, and it is perfectly fine you feel that way and that i feel this way, it just means the skill tree is working to suit player ideals as well as meta ideals.

It also means my kdk will twist/move faster than yours, so i'm ok with that ;)

#13 Y E O N N E

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Posted 24 May 2017 - 04:09 PM

I feel like PGI should return max Speed Tweak to +10%. That would certainly make it a much livelier choice to make.

#14 Mister Blastman

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Posted 24 May 2017 - 04:34 PM

Mobility tree is awesome.

#15 Cato Phoenix

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Posted 24 May 2017 - 04:49 PM

Mobility Tree

As you can see in my guide there, the most efficient node set up to achieve full speed tweak is to scoot down one side of the tree, cross using Pitch, then skive down both sides. 21 points.

#16 Gas Guzzler

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Posted 24 May 2017 - 04:51 PM

There are some very slow assaults that I don't bother with getting full speed tweak. Losing a couple kph for ~8-9 nodes is acceptable.





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