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Skill Tree


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#1 Ragnahawk

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Posted 01 June 2017 - 12:42 AM

Operations:

Avoid it. It's a massive waste of points. You will hurt your mech much more than you will help it by investing in this tree. (All we want is heat gen.)

Auxilary:

If your running hot at any point, get the double coolshot with the 25% cooldown on the coolshot. Otherwise get double airstrikes as it has a larger and more deadly radius. If your running lrms or narc, you know what to do.

Sensors:

Go for radar deprivation and seismic. If you are running long range get the advanced zoom. ECM quirks is a requirement for mechs with ECM installed. If your standing on the otherside of a building on river city, the other side of that building is how far your seismic goes. By the time you know its already too late.

Jumpjet:

You need vent calibration and lift speed. Vectoring doesn't make you go up and it can mess up some shots.

Mobility:

Anchor turn is extremely important. The second is torso speed. (Please don't run this in an assault. You will not get anything good out of it) Speed tweak if you are running a fast moving sniper. Pitch and Yaw are very low values, and you need around 125+40 DEG for it to really mean anything. Anything less and you'll get like 3-5 degrees. Woo.

Survival:

Go for the left side and collect all the armor at a bare minimum. After that go for the remaining structure.

Firepower:

You want all the heat gen. You can make it without all the other stuff. That one is kind of mandatory (Unless its pure gauss). Next on the list would be the weapons you are running. Get all the ammo enchancements for your weapons. If spread, high explosive, or gauss charge can be applied to your mech you will need it. Laser duration, range, velocity. These are not mandatory. The second thing you want to go for is full cooldown. (Duration can be couple with cooldown to make cooldown faster, but it is marginal)

Edited by Ragnahawk, 01 June 2017 - 12:44 AM.


#2 Burning2nd

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Posted 01 June 2017 - 01:27 AM

*opens the window.... dumps out a box of used nodes....

flicks cigarette out the cockpit... rolls up window

#3 Horseman

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Posted 01 June 2017 - 02:48 AM

View PostRagnahawk, on 01 June 2017 - 12:42 AM, said:

Operations:

Avoid it. It's a massive waste of points. You will hurt your mech much more than you will help it by investing in this tree. (All we want is heat gen.)
13 point investment for 8% heat dissipation might be worthwhile on hotter running mechs. That's the only thing worth investing into Operations for.

Quote

Sensors:

Go for radar deprivation and seismic. If you are running long range get the advanced zoom. ECM quirks is a requirement for mechs with ECM installed. If your standing on the otherside of a building on river city, the other side of that building is how far your seismic goes. By the time you know its already too late.
Depends on the build. LRM mechs will want to max out Target Decay (you can get 40% Radar Derp along the way without substantial extra investment into the tree), anything else will be okay-ish with 60% Radar Derp. Double seismic is sometimes worth it on brawler builds and on maps with multiple overlapping platforms - remember it ignores height difference, so you can see enemies moving below you on HPG for example.

Quote

Survival:

Go for the left side and collect all the armor at a bare minimum. After that go for the remaining structure.
If you are going to min/max, go for 21 pts 7A/7S or 23 pts 7A/8S. Best HP return per node spent unless you're maxing out the tree completely.





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