MagicIndex, on 08 August 2017 - 06:25 AM, said:
Man, blocking is the problem but... because you mentioned Mobility Nodes, I can clearly state that you actually wasted your Annie. Remember all who play's assaults: - ANH, KGC, BNC, HGN, Stalker, Cyclope and Victor( DWF, EXE, KDK, WRH) first Nodes you need asap is Survival and Operational. They are - MANDATORY. And only BLR, some BNC or EXE builds are run with Mobility Nodes, but still Survival is first to go with Operarional due to structure strength and heat disipation.
Yeas if you run Mediums or Heavies you mostly need an Mobility, Operational and Firepower nodes cause you do not have a resouces to tank damage. Big assaults have that resource. For exsample just my EXE have 130 frontal CT + 70 or 60 innerstructure which is 200 dmg sustain or over. I can face 2 DWF's with alphas more than 110DMG each and steamroll'em without being cored And I catch every game some Light muppet who try to cut through my back and the poor b-tart in 99% of cases get his face broken by a single pin-point 60 DMG alpha))).
i think sensor and mobility are critical on assaults. sensor side you need at least one seismo for light fighting. its a threat and you need to be ready for it. 2 is better if you are an all out brawler. radar derps because missiles, time between cover is longer and you need all the help you can get. and unlike ams, radar derp doesnt cost no tonnage.
mobility is also key for light fighting. you can not be the dakka monster you want to be if you die to an overzealous squirrel with a big sack on your way to battle. i cant stress it enough, if you want to run assaults well you need to learn to deal with light mechs (i also run lights as my second favorite class and knowing both sides' tactics helps greatly). they often put themselves at a great disadvantage to take you out, which results in a 1v1 against a mech that can one hit you. i see it as a great source of free kills. you especially want the torso enhancement nodes (left side). the speed tweak nodes are mandatory i think, especially on the annihilator. my uv doesnt have them and i kind of regret it.
most assault builds already have great firepower, so theres no point in buffing it further. unlocking things like cd can actually be a hindrance to your heat management. so any use of the firepower tree should be limited to things like velocity, range, ammo and especially heat gen. 30 nodes is usually the firepower budget for this kind of assault. it also helps if you run weapons that are not dependant on certain nodes to get the most out of that weapon, for example lbx and uac. my uv runs cac2s, because they are cold, can crit, are ppfld, and dont require special nodes. not to mention they are useful out to 1000m. really ruins peoples paper cut laser trades. it can still hold its own in a fair brawl.
operations, first 9 or 11 is usually good enough, full unlock only if you are doing some kind of laser or ppc boat. i opt for only 9 for a dakka boat. there is no one great trick to win. you have to tailor everything to your loadout, and sometimes your loadout needs changes to better take advantage of the skill trees.
survival is damn useful on an assault mech, but i tend to just opt for the armor buffs. if you are walking around with exposed structure all the time you are doing something terribly wrong. some skills are complementary (takes what you have and makes it better), while others are supplementary (makes up for a weakness). for complementary skills, if your mech has it, it pays to buff it, and the survival tree is one of those. mobility on the other hand is supplementary. where an assault always wants to run survivability, the light does not always want to run mobility, it already has it and more is just diminishing returns, better to allocate elsewhere. for the high end that suffers from terrible speed caps and sluggish torso movement, mobility pays out. what good is firepower you cant bring to bear quickly enough?
Edited by LordNothing, 08 August 2017 - 03:23 PM.