ScrubLord1, on 09 June 2017 - 12:18 PM, said:
Some preliminary thoughts here, damage output is a combination of max dps and sustained dps. Your calculations is based on max alphas, which only take into account max dps, and heat containment will always win out here. Cool Run affects sustained dps, and time to return to 0 heat, which Heat Cont. doesn't. While heat containment extends the time you can stay at max dps, once you reach heat cap, it basically does nothing. Aside from that, cool run also has a greater contribution in fights where you don't reach heat cap.
Also in the spreadsheet, the max # of alphas has the same value as time to overheat, think there might be an error in the equation there.
Agreed. Sustained DPS is just as important. But
CoolRun is best used in a build with 20DHS or more. And Coolshot consumables are available for flushing out your heatcap. Hence the 5 SPs needed for another 4%
CoolRun are better spent on getting
Coolshoot skills. And you're heat capped for more than 5 alphas, despite using a Coolshot, either your build is WAY too hot or you're in a bad spot of being bumrushed.
As for the spreadsheet, try downloading it and key in your build heat profile values in the "Calculations" tab. It certainly could use some refinement but I'm busy preparing for a family road trip next week. Sorry about the sloppiness.
Joe Decker, on 09 June 2017 - 12:56 PM, said:
The Goal of the Skilltree is to give you the Ability to play whatever you want. Armor, even Radar Deprivation or Speed Tweak might not be that important if you build a Mech with a different Goal. Use what enhances the Role that your Mech should play. In Teamplay pick the Nodes that improve your Role in the Team.
It should not be possible to generalize the Skill Tree. If that is possible the Skill Tree might need a Rebalance.
Bad news,
UAC Jam Chance skills are useless except when stacking on existing Jam Chance reduction quirks.
JJ skills are only for flavouring and the SP investment is not for performance but rather a bit more fun.
Speed Retention gives you the illusion of choice but doesn't do anything drastic to improve battlefield performance.
Sensor skills would be WAY more useful if they weren't so spread out and segregated. As it is, InfoTech can be a huge boon to the battlefield with changes to spotting/lock rewards/bonuses to light 'Mechs but the 13-18 SPs investment is a heavy price to pay for non-existent scouting bonuses.
Jman5, on 09 June 2017 - 01:56 PM, said:
My thoughts on the sensor Class is incredibly useful for:
- ECM mechs
- Short Range Mechs
- Lights
- Solo queue
If you're building for competitive, or play with a group that basically slaughters 90% of the teams out there, then it's probably less useful. Long range mechs, it's not a terrible investment, but many skills start to lose their value the further back you fight.
I also think there is an argument for ditching it in Faction Play because of the way Siege Mode is structured.
You're absolutely right on these. But because PGI has structured the CBill/XP reward system around the concept of dealing the highest damage and kill scores on the battlefield, any SP investment outside of the offensive/defensive skills meta is merely a sacrifice to your performance on the battlefield.
Like Tarogato, I've started taking out the ECM on my ECM-equippable 'Mechs and don't see a major performance hit as long as I play tactical. Furthermore, the base game is ultimately a team PvP so aside from the early scouting, Sensor skills don't play a huge part in the main engagement, only the early-game for setting up and late-game for any hunting of strays. So if I'm sticking to the team most of the time, it's unlikely that the Sensor skills will be in play often.
Edward Scissorhands, on 09 June 2017 - 02:54 PM, said:
Honest Question: Why is there no mention of investment into radar deprivation? I feel that this is an imporant skill. is there a reason others arent investing here?
Also i invest 9 points into mobility into some mechs. i feel the acceleration and deceleration bonus is very good for faster positioning changes
As I've stated in my Skill Tree tier guide
here,
Radar Deprivation is really only good for awareness (that radar blip thingy). Yes you do break LRM locks faster if you have it. But IMO, it's better to stick to hard cover and make it a habit.
As for mobility, you won't be using that much of it unless sniping from a distance and repositioning or for NASCAR'ing. So those accel/decel skills help a bit but not 80% of your engagement with the enemies, especially if you stick to deathballing with your team.
Viktor Drake, on 09 June 2017 - 05:16 PM, said:
I disagree about the importance of agility, in fact aside from heat management skills, it is about the most important trait for your mech to have. I mean why do think most people now think the KDK's are junk mechs when before the Engine Desync they were supposedly godlike and OP? It was because of their speed and agility. That is prehaps a extreme example but I think it underscores just how important speed and agility is for a mech. I am not going to go into details because if your an experienced player I think it goes without saying how important things like being able to stop and reverse back into cover when confronted with overwhelming firepower or race behind a tall building when the LRM storm is on its way truly is. Positioning is only going to get you so far.
Sorry, positioning is EVERYTHING. Comp teams will tell you that firing lines with great sight lines are way more important than mobility. Movement synergy among team is more important than a few extra 4.5-7.5% kph on top of your max speed. Accel/decel skills ARE useful but on highly agile mechs like the VPR or LCT, do you really need it? If your positioning is good, it DOES reduce your exposure time but superior positioning means you have far less risk when shooting at someone.
Shifty McSwift, on 09 June 2017 - 09:41 PM, said:
Well firstly I would point out you can get 80% of the armor specific buffs for 17 points in structure.
And while you may feel that way about mobility, increasing your top speed is strong in all mechs. And some mechs mobility has suffered to the point that ignoring the mobility tree effects your survivability in twisting.
The notion positioning beats mobility is working under the assumption that you will ALWAYS have the best positioning, which just isn't the case.
I'm not going to beat a dead horse. Mobility is a personal choice but from my experience, positioning is a better strategic tool to use than your mobility. The mobility spreadsheet I shared in the first post will have all your stats based on datamined game files. I've yet to do all the math but often, you won't be able to catch up with the top agile mech of your class if you were already near bottom.
PGI seems to believe that the bottom scrappers of each class are the best performing mechs DPS/durability wise and hence the nerf to mobility post engine desync. They're not entirely wrong though, but my poor KGC cries in its sleep for a mobility buff every night.