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Skill Tree Guide (Tryhard Edition)


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#1 Tarogato

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Posted 31 May 2017 - 03:37 PM

Note: this guide *still* a WORK IN PROGRESS.

So, you wanna min-max? You came to the right place. This guide is my dirty min-maxer's approach to the skill tree. We take the stuff that helps us survive and kill mechs better, and ignore everything else. There are many approaches to doing this, but all the others are wrong, because this one is mine. Posted Image


I've divided each section of the skill tree into separate posts below. Click the links below to skip forward to each section. And here's some quick dirty tl;dr for each as well:

1. Survival - max survivability on every mech. It's a big deal.
2. Operations - always invest 13 points to get four Cool Runs.
3. Auxiliary - buffed coolshots and airstrikes are OP. Abuse them.
4. Mobility - before doing anything, jump into training grounds and decide exactly what you need.
5. Firepower - fill this tree with whatever you have left after doing the above trees first.
6. Jumpjets - almost never touch this, it's pretty useless.
7. Sensors - never touch this, unless you need Adv. Zoom for your ERLL.

8. Example builds - see here for complete trees per mech. Eventually. Work in progress.




If you liked this guide, head over to this contest and Like my post so I might win something. =3 Nevermind, I won a thing. yay!

Edited by Tarogato, 09 June 2017 - 07:51 AM.


#2 Tarogatos Alt

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Posted 31 May 2017 - 03:40 PM

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Max out this tree, it is universally the most powerful. If you max it out, you get between 15% and 31% more HP depending on the weight of your mech. It's worth noting that lighter mechs get relatively more than heavier mechs, which can be a huge boon since they really need every point of health they can get. Also note that these bonuses compound with mech quirks. Armour and structure quirks are a big deal.

To help illustrate how much of a difference this can can make, I've prepared a chart, because I like visualisations.

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A 20-tonner gets as tanky as a 25-tonner.
A 35-tonner gets as tanky as a 45-tonner.
A 55-tonner gets as tanky as a 75-tonner.

That is no exaggeration... you really should max this tree out. If you still don't believe me, let me express it like this:

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Would you run your mechs with that much armour missing? Even if maxing it out didn't cost any extra tonnage? Because that's how much you would be missing out on. In my opinion, it's substantial.



32 Survival (max armour & structure)
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Yellow is optional. If you absolutely need three spare points, you can afford to remove the three in the middle. On the other hand, if you have a spare point on a particularly tanky mech (such as an assault), it wouldn't hurt to add the extra anti-crit point as well.

Avoid AMS. If you are positioning your mech carefully, you should never need AMS. The only time you'll die is if you get Narc'd on Polar or Alpine. Tough luck, but it isn't worth sacrificing tonnage and skill points when it's going to happen so rarely.


26 Survival (conservative)
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If you really need to pull off some points to use somewhere else on your mech, this is how I would do it. You save 5 SP. If your mech has structure quirks, you might not want to do this. Instead invest the full 32 points as shown earlier.


21 Survival (stupid conservative)
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Don't do this. You can - it's actually kinda more efficient for 85-tonners on up (and maybe 75-tonners with structure quirks)... but armour protects against crits, and structure doesn't. So don't do it. Saves an extra 5 SP if you're really desperate.

Edited by Tarogatos Alt, 07 June 2017 - 08:06 AM.


#3 Tarogato

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Posted 31 May 2017 - 03:40 PM

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The reason you come here is to grab Cool Run (heat dissipation), you don't need anything else. You might be tempted by Heat Containment (which is heat capacity), but remember that your mech's damage output is at the mercy of how fast it can dissipate the heat it generates, so heat capacity is meaningless as long as your mech can afford to fire at least one single alphastrike. Besides, later on we'll pick up Coolshots, which increase our heat capacity by up to 120%.

Some mechs can skip this tree entirely if they already run virtually heat neutral loadouts (like dual gauss, quad qauss, sometimes dual LB10, or similar).



Why is Cool Run more effective than Heat Containment?

Cool Run gives you more heat to work with in engagements of (generally) 30 seconds or longer. The term "engagement" I define here as the duration of time during which your heat is above minimum. So whenever your heat goes all the way back down to 0%, then your next shot will be the beginning of a fresh new "engagement." One of the first tips I offer newer players is "never let your heat hit bottom; it if does, then you're just wasting potential." So the logic is, if you're shooting more often than not (like you should be), then you'll get more out of Cool Run. And really, if you're in an "engagement" that is shorter than 30 seconds, then it's not a real engagement, is it? You're probably not committed, you can probably afford to go back to cover and cooldown before re-engaging. But if you actually commit yourself to a fight, you're probably going to be in it for longer than 30 seconds, and you'll want the heat dissipation.

This graph shows that you have more heat at your disposal if you take Heat Containment, until approximately 30 seconds into an engagement, after which Cool Run pulls ahead:

Posted Image


Here are some of the specific durations after which Cool Run is more effective, as they depend on your heatsinks:

Heatsinks (Poor)+TruEngagement length
(7)+337.1 seconds
(10)+033.7 seconds
(10)+330.7 seconds
(10)+628.5 seconds
(10)+1026.5 seconds
(10)+1524.7 seconds
(10)+2023.4 seconds


The numbers can be slightly different for Clan and IS if their heatsinks have different cooling values, however at the time of this post Clan and IS are the same. Here is my spreadsheet with calculations if you really want to look at the nitty-gritty: https://docs.google....t#gid=666808725






13 Ops (standard)
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You have a choice at the bottom between the two yellow options. They're both pretty worthless, but if you're a light mech you might prefer Speed Retention if you think an extra 4 kph is life or death, or if you foresee a future where you are hobbling toward a game-winning cap point before time runs out in a match. Rare, but I've seen it happen.



13 Ops (hill climb)
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Do it this way if you don't have jumpjets, especially if you're a light mech (yes, that includes Ice Ferrets and Cicadas...)



17 Ops (expensive, max cooling)
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No matter which path you take above, you can invest four extra points (pink) to get another Cool Run. Generally, I would avoid this. But you can do it if you have a build that runs too hot and you already have max Heat Gen in the Firepower tree.

Edited by Tarogato, 10 June 2017 - 03:56 PM.


#4 Tarogatos Alt

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Posted 31 May 2017 - 03:41 PM

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Coolshots are overpowered. Abuse them. Everything else in this tree is secondary.

To put things into perspective, a Coolshot normally sinks 18 heat. Enhanced Coolshot increases this by 50%, so they can sink 27 heat. A mech with 10 double heatsinks has a heat capacity of 45, and each coolshot lets you exceed this by 60%. Something like a laservomit clan mech can go from only being able to alpha twice, to being able to alpha five times in a row. It's very big deal. Abuse the everloving **** out of this.

6 aux (standard)
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You have to choose between UAV and strike at the top. Doesn't matter much, pick one.



7 aux (brawling and lights)
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If you're going to brawl, you'll want that Coolshot Cooldown at the bottom. It can be the difference between killing an enemy, or the enemy getting a kill before he goes down. Also, you want the UAV. Strikes are relatively useless if you're a brawling, because they'll just hit your allies (and yourself).

By the way, avoid Capture Assist unless you're in a comp match and really know what you're doing. It's 99% worthless.



9 aux (tryhard)
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Double and buffed strikes is stupid. Might as well abuse it. If you don't care about throwing C-Bills away and just want to win, this is a no-brainer.

Edited by Tarogatos Alt, 31 May 2017 - 04:20 PM.


#5 Tarogato

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Posted 31 May 2017 - 03:41 PM

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Step 1: take your mech into training grounds
Step 2: test your acceleration and deceleration
Step 3: test your torso twisting speed
Step 4: do you need more torso pitch or yaw for your torso mounted weapons?
Step 5: do you *absolutely need* speed tweak?



None (0 SP)

Some mechs can afford to invest zero points into Mobility. Don't be afraid to leave the entire tree empty if you're moderately happy with your mech's stock speed and handling. It's better to invest those points into Firepower. Here's some mechs I've chosen to leave stock:

- Kitfox
- Adder
- Panther w/PPC
- Urbanmech
- Vindicator w/PPC
- Linebacker



Acceleration (12 SP)
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If your mech feels sluggish, this will help a little bit. Note that using jumpjets can slow you down, or even stop your momentum outright - so if you're skilling a jumpjet mech, focus more on the Kinetic Burst and stray away from Hard Brake.

Some mechs that I use this kind of tree for:

- Blackjack w/PPC
- Ice Ferret
- Shadowcat
- Hunchback IIC w/dakka
- Wolverine
- Jagermech w/dakka
- Grasshopper w/laservomit




Torso speed (15 SP)
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If you need faster torso twisting, this will help a bit. Some mechs that I use this tree for:

- Griffin
- Stormcrow
- Thunderbolt w/pulses




Torso angle (15 SP)
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Take this path if you have torso mounted weapons and you tend to be in extreme positions firing below or above you, or if you're firing on the move a lot. I use this on mechs like:

- Hunchback IIC w/PPC
- Huntsman w/PPC
- Nova w/PPC




Quick Tweak (21 SP)
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Some mechs just need the extra KPH and nothing else. You have two routes: left if you prefer torso related extras, and right if you prefer acceleration related extras. Note: if you're going to get any amount of Speed Tweak, I'd advise just grabbing all of it - it's only seven nodes for an extra 66% over what you already have from going down just one side. If you don't feel like investing in maximum Speed Tweak, I question whether you need it at all in the first place. But hey, if you're desperate for more Firepower, you can save those seven points here I guess.

Edited by Tarogato, 31 May 2017 - 10:13 PM.


#6 Tarogatos Alt

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Posted 31 May 2017 - 03:41 PM

Posted Image

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Oi vey that's a mess. Think about what skill you want the most. Here are some images highlighting their paths and I'll provide some of the various levels of investment you can allocate:

Heatgen - start on the left side first (17, up to 32 SP)
Cooldown - start on the right side first (14, 22, up to 33 SP)
Range - most loadouts will pick these up as a secondary anyways (12, 20, up to 23 SP)
Velocity - you shouldn't really focus on this, it's a secondary (14, up to 22 SP)
Special - (duration, spread, ammo, etc)



A lot of mechs can fill this tree just by going for that primary skill that is most important for the loadout and picking up some Specials along the way.


WeaponsRolePrimarySecondaryTertiary
SPL (IS)Cool brawlCooldownRangeHeatgen
SRMCool brawlCooldownHeatgenSpecial
LBXCool brawlCooldownSpecialVelocity or Heatgen
SPL (Clan)Hot brawlHeatgenSpecialCooldown
MPL (IS)Hot brawlHeatgenCooldownRange or Special
AC20 (+ultra)BrawlCooldownHeatgen or velocitySpecial
AC10, AC5 (+ultra)Midrange DPSCooldownVelocitySpecial or Heatgen
AC2 (+ultra)Long range DPSCooldownHeatgenVelocity
PPCRanged PokeHeatgenRange or velocityCooldown
GaussPPCRanged PokeHeatgenRangeVelocity or Cooldown
GaussvomitMidrange PokeHeatgenRangeSpecial
Laservomit (IS)Midrange DPSHeatgenCooldownSpecial or range
Laservomit (IS)Midrange PokeHeatgenRangeSpecial
Laservomit (Clan)Ranged PokeHeatgenSpecialMore heatgen (lol)
ERLLExtreme rangeRange or HeatgenRange or HeatgenRange or Heatgen
LRMIf you're lookingfor LRM suggestions,you came tothe wrong guide.

Edited by Tarogatos Alt, 31 May 2017 - 03:48 PM.


#7 Tarogato

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Posted 31 May 2017 - 03:42 PM

Posted Image

Don't invest in this unless you need massive hops for something very specific, such as getting onto the walls of HPG Manifold and Vitric Forge.

Keep in mind that the bonuses you get from this tree scale with how many jumpjets you have equipped. Don't expect to soar in a Highlander with max JJ tree if you only have 1 JJ equipped on your mech. If you want to reap the benefits of this tree, you need to be equipping a lot more JJs.

Edited by Tarogato, 31 May 2017 - 04:23 PM.


#8 Tarogatos Alt

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Posted 31 May 2017 - 03:42 PM

Posted Image

With one exception, never put points into this tree.

The one single exception is: you are running ERLL and plan to trade at 800+ meters. You will need Advanced Zoom for that, and it's only a 4 SP investment. Worth it.



Enhanced ECM costs 13 SP - don't bother equipping ECM, ever. It's simply not worth the investment.

Radar Deprivation costs 14-16 SP - you might want this if you are getting LRM'd. Too bad. Fix your poor positioning and you won't need this anymore.

Seismic Sensor costs 12 SP - you might want this if you're afraid of being backstabbed by lights. Too bad. Improve your own situational awareness and you won't need it anymore.

Target Info Gathering costs 6-8 SP - you might want this if you rely a bit much on the paperdoll to show you the status of enemy mechs. It's actually almost worth the investment, there is a strong argument for it. But I personally never take it.
(Why? Because I can tell what loadouts an enemy has by just looking at them, how they are positioning themselves, and whether or not they are shooting. Also, missing side torsos are usually given away by missing arms, so you don't have to waste damage on them. Legs smoke when they are crit. As far as prioritising targets based on which is the most hurt? Pay attention when your teammates are in combat without you - cycle their targets, and memorise where they're hurt for later. Also, what where your friendlies are shooting. No excuse to be shooting their CTs when you can actually see friendly lasers digging at their legs - don't need a paperdoll to tell you that. If you're on comms, your mates will actually tell you what they're shooting verbally as well.)



Investing in any one of the above skills means you have to give up either half of your Firepower tree, or almost all of your Mobility Tree. It's a freakishly high cost, so just don't bother unless you legitimately need the crutches.

Edited by Tarogatos Alt, 31 May 2017 - 03:49 PM.


#9 Tarogato

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Posted 31 May 2017 - 03:42 PM

WORK IN PROGRESS. I'll continue adding more and more mechs as time goes on.


To share skill paths, I'll be using nbarne's Skill Tree Planner. I have my own copy of it hosted here, so if PGI ever changes their skill tree, these links won't break in the future. That's why my name is in the link. All credit goes to nbarnes for making this tool.




Lights:
LCT (all) https://tarogato-mwo...4c-6fa6fc56d043
ACH (SPL) https://tarogato-mwo...4c-4d399a98fed4
ACH (ERSL) https://tarogato-mwo...4c-959104b83ef8
KFX (SRM) https://tarogato-mwo...4c-d172472d0a05
UM-R60L (lasers) https://tarogato-mwo...4c-51a4e09054e5
ADR (PPC) https://tarogato-mwo...4c-117d9e3f31dd
ADR (lasers) https://tarogato-mwo...4c-51a4e09054e5
ADR (LB) https://tarogato-mwo...4c-992b4249d39e
ADR (SRM) https://tarogato-mwo...4c-d172472d0a05
FS9-all https://tarogato-mwo...4c-d78f600b7aac
JR7-F (ML) https://tarogato-mwo...4c-bb28f60a4085
JR7-O (SRM) https://tarogato-mwo...4c-07f854a98005
JR7-IIC (SRM) https://tarogato-mwo...4c-49faef8a0850
JR7-IIC-A (ERML) https://tarogato-mwo...4c-13f9c4ef1d5e
JR7-IIC-A (SPL) https://tarogato-mwo...4c-bb28f60a4085
PNT-10K (PPC) https://tarogato-mwo...4c-117d9e3f31dd


Mediums:
SHC (PPC) https://tarogato-mwo...4c-3df4688f165e
SHC (LPL) https://tarogato-mwo...4c-27fe44dbadbf
VND-1AA (PPC) https://tarogato-mwo...4c-e3b32bb27aa4


Heavies:
MDD (SRM) https://tarogato-mwo...4c-07919add18ca
LBK (PPC) https://tarogato-mwo...4c-4100b32e565a
LBK (SRM) https://tarogato-mwo...4c-4f985759240b
LBK (lasers) https://tarogato-mwo...4c-71fdcf05f756
GHR (laservomit) https://tarogato-mwo...4c-c3a37ac084c7
GHR (LL, ERLL) https://tarogato-mwo...4c-39fda7bdad0b
SMN (SRM) https://tarogato-mwo...4c-6bb9b3a5f246
NTG (2gauss) https://tarogato-mwo...4c-31ef84bd644a
TBR (laservomit) https://tarogato-mwo...4c-bbf496dbfd03
TBR (SRM) https://tarogato-mwo...4c-2f5516d7ddc6


Assaults:
WHK (PPC) https://tarogato-mwo...4c-4100b32e565a
KDK (dakka) https://tarogato-mwo...4c-0d665d0f9687
KDK (LBX) https://tarogato-mwo...4c-5105fbdefc2e

Edited by Tarogato, 07 June 2017 - 08:49 AM.


#10 Commodore Perspicuous

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Posted 31 May 2017 - 04:38 PM

View PostTarogatos Alt, on 31 May 2017 - 03:42 PM, said:


Radar Deprivation costs 14-16 SP - you might want this if you are getting LRM'd. Too bad. Fix your poor positioning and you won't need this anymore.



*Follows advice. Drops on Polar Highlands. GG*

#11 Onimusha shin

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Posted 31 May 2017 - 05:55 PM

View PostTarogatos Alt, on 31 May 2017 - 03:42 PM, said:

Enhanced ECM costs 13 SP - don't bother equipping ECM, ever. It's simply not worth the investment.

I'm sure you'll disagree but IMO, not having this on the ECM light/medium means you won't be able to sneak around the battlefield without getting detected. For the ACH without CerLL or the SHC without CerLL/CerPPC, that's potential death.

View PostTarogatos Alt, on 31 May 2017 - 03:42 PM, said:

Seismic Sensor costs 12 SP - you might want this if you're afraid of being backstabbed by lights. Too bad. Improve your own situational awareness and you won't need it anymore.

I'd only advocate this for the SRM/AC20 brawlers but you're probably right, if you're getting pushed in by the enemy team, it probably doesn't make a difference if you have this (extra 3-5 seconds warning) or not. It really only makes a difference if you're going to be ending up in 1v1 situations often.

I think the point here is 12-13 SP for the above 2 skills is rather excessively.

Bear in mind though, if you had to get the ECM skills for the 6SPL ACH, you might as well get the Seismic with extra cost of 4 SPs.

#12 Marius Evander

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Posted 31 May 2017 - 06:56 PM

View PostCommodore Perspicuous, on 31 May 2017 - 04:38 PM, said:

*Follows advice. Drops on Polar Highlands. GG*


J6

#13 Tarogato

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Posted 31 May 2017 - 10:10 PM

View PostCommodore Perspicuous, on 31 May 2017 - 04:38 PM, said:

*Follows advice. Drops on Polar Highlands. GG*

Truth be told, if you get Narc'd or UAV'd on Polar, Radar Deprivation isn't going to help you. Even ECM won't help you. AMS is the only thing that can help you, but it's useless on just about every other map in the game, so I don't waste tonnage on it.




View PostOnimusha shin, on 31 May 2017 - 05:55 PM, said:

I'm sure you'll disagree but IMO, not having this on the ECM light/medium means you won't be able to sneak around the battlefield without getting detected. For the ACH without CerLL or the SHC without CerLL/CerPPC, that's potential death.

If a Wolfhound, Jenner, or CDA-2B can sneak about the battlefield without getting deleted, than so can a Cheetah, Shadow Cat, or anything else that happens to have an ECM hardpoint on it. =]

Besides, I've always run a dakka Sadcat without ECM. Need the left torso to mount the ballistic if you want more than two measly backup lasers. =P

View PostJENNER llC, on 31 May 2017 - 08:57 PM, said:

taro could u share an example of how youd run JR7-F / erml JIIC-A and/or oxide/ srm IIC



also is shadowcat really viable sans ecm and no agility tree ? lol


Added the Jenners.

The Shadow Cat feels okay without agility tree. Definitely not fantastic, but okay. However, in finalising my trees for it, I found I have some leftover points, and I put them into accel, so I'll change my post above. As long as you're using MASC properly, it seems to have enough oomph. Give that MASC a punch every time you need to change direction, or every time terrain might slow you down, and every time you land from a jump. And make sure you're using Throttle Decay or similar means of ensuring you get the maximum possible acceleration out of your mech without letting any potential go to waste.

#14 Mirenheart

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Posted 31 May 2017 - 11:15 PM

An addition to the post I'd like to add

For survival, Assault mechs can probably go without alot of the armor hardening quirks and be just fine, especially the 100 ton mechs, since the percentages drop per 5 tons.

Dropping most of the armor quirks will lose you at most 9 armor off the CT, while giving you up to 12 points to put elsewhere for more important things.

Skeletal Density is far more important on Assaults (and heavies with decent structure quirks). My atlas has almost as much structure as it has armor in each part.

The exception would probably be the Highlander and Victor, who both have good Armor quirks, and would benefit from both skills maxed.

With this on an Atlas, you only lose 4 ct armor, but gain 7 points to use on better stuff.

Posted Image

Edited by Mirenheart, 31 May 2017 - 11:44 PM.


#15 Onimusha shin

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Posted 31 May 2017 - 11:49 PM

Taro, is your spreadsheet for the HP(Survival tree) buffs available? I'd like to have it for some reference. You can PM link to me if not convenient here.

#16 Tarogato

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Posted 01 June 2017 - 12:06 AM

View PostOnimusha shin, on 31 May 2017 - 11:49 PM, said:

Taro, is your spreadsheet for the HP(Survival tree) buffs available? I'd like to have it for some reference. You can PM link to me if not convenient here.


I shared that? I didn't think I shared that outside my unit yet. But I wanted to add it to the Survival section here anyways... I just can't edit that post anymore because that alt account is new, haha. Which btw... I had to use an alt, because every time I tried to make a double post in here, it just added my text onto the OP instead of creating a new post.



https://docs.google....t#gid=246392982

I don't think it's evidently clear as it could be. Maybe I should clean up the formatting and labeling a little more?

#17 Joey Tankblaster

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Posted 01 June 2017 - 12:16 AM

Thx for this nicely written summary. This helps alot. A point where I do not agree on is Cool Run vs. Heat Capacity. From my rather simple calculations I found out that heaving a higher heat capacity (+15%) is much better than heaving a higher heat dissipation (+10%).

The heat dissipation makes only sense for mechs with a high number of DHS. Lets say a 18 DHS grasshopper has a capacity of 62 heat points and a heat dissipation of 3.2 heat/sec. The cool run adds 10% to the heat dissipation rate, which then jumps to 3.52 heat/sec. This increase becomes worse if less DHS/SHS are equipped. In a mech with just 10 engine heat sinks the heat dissipation increase by the cool run nodes is very small, almost without any significant effect. The heat capacity feature adds plus 15% if fully skilled. I am not sure whether this means +15% to the base capacity of 30 points or 15% to the base capacity + the cpacity of all DHS/SHS. My preliminary tests indicated that this 15% increase is added to base capacity + DHS/SHS, which means the 18 DHS grasshopper gets 62 heat points plus 9.3 = 71.3 heat capacity. In a brawl this increase in heat capacity is of much greater value than the 0.35 heat/sec increase. In a long fight (minutes) the cool run skills might be better but except this very specific situation I would always prefer heat capacity over cool run.

#18 Onimusha shin

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Posted 01 June 2017 - 01:48 AM

View PostJoey Tankblaster, on 01 June 2017 - 12:16 AM, said:

A point where I do not agree on is Cool Run vs. Heat Capacity. From my rather simple calculations I found out that heaving a higher heat capacity (+15%) is much better than heaving a higher heat dissipation (+10%).

Yup, pretty much agreed on that. I covered it in my own guide (shameless plug) here where I ranked the Cool Run as a lower tier skill compared to the Heat Containment.

Cool run really only affects a high DHS 'Mech like say the 4erPPC/LPL WHK, or the 5LPL BLR/BNC. Math below based on no skills unlocked. In fact, 3-5% reduction of heat generated is practically nothing.

4erPPC WHK w 28DHS
+14.00 heat per second
-4.70 heat per second (33.5% efficiency)
-5.17 heat per second (36.9% efficiency, w maxed Cool Run), -0.47 heat/sec makes only 3.3% difference to the heat generated.
77.0 heat cap
88.6 heat cap with max Heat Contain only, effectively 1 more alpha (with no Ghost Heat of course)

4LPL WHK w 28dhs
+9.15 heat per second
-4.70 heat per second (33.5% efficiency)
-5.17 heat per second (36.9% efficiency, w maxed Cool Run), -0.47 heat/sec makes only 5.1% difference to the heat generated.
77.0 heat cap
88.6 heat cap with max Heat Contain only, effectively 1-2 more alphas (with no Ghost Heat of course)

5LPL BLR w 17DHS
+8.93 heat per second
-3.05 heat per second (34.2% efficiency)
-3.36 heat per second (37.6% efficiency, w maxed Cool Run), -0.31 heat/sec makes only 3.4% difference to the heat generated.
60.5 heat cap
69.6 heat cap with max Heat Contain only, effectively 1-2 more alphas (with no Ghost Heat of course)

5LPL BNC w 17DHS
+8.93 heat per second
-3.05 heat per second (34.2% efficiency)
-3.36 heat per second (37.6% efficiency, w maxed Cool Run), -0.31 heat/sec makes only 3.4% difference to the heat generated.
60.5 heat cap
69.6 heat cap with max Heat Contain only, effectively 1 more alpha (with no Ghost Heat of course)

#19 Horseman

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Posted 01 June 2017 - 03:13 AM

View PostTarogatos Alt, on 31 May 2017 - 03:40 PM, said:

21 Survival (stupid conservative)
Posted Image

Don't do this. You can - it's actually kinda more efficient for 85-tonners on up (and maybe 75-tonners with structure quirks)... but armour protects against crits, and structure doesn't. So don't do it. Saves an extra 5 SP if you're really desperate.

On a 21SP budget, the 7/7 setup ( https://tarogato-mwo...4c-1568d3cf99d5 ) is slightly more optimal going by my math - both provides more overall HP on most chassis and is applicable to any tonnage/quirk arrangement .
Calculator with data for most IS mechs: https://mwomercs.com...ost__p__5761581

#20 Reno Blade

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Posted 01 June 2017 - 06:13 AM

Good read.
Surprised about the "avoid this tree", but hey, lets see :)

View PostTarogato, on 01 June 2017 - 12:06 AM, said:

I just can't edit that post anymore because that alt account is new, haha. Which btw... I had to use an alt, because every time I tried to make a double post in here, it just added my text onto the OP instead of creating a new post.


I noticed the same in on of my post chains.
What I did was to split up the post later into multiples, as there is some kind of time setting.

You can workaround that if you wait long enough (i think that is something between 10 and 30, or even 60 min or so.
posting somewhere else in between, or maybe even loggin off.





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