Is There A Chart That Says Max Value You Can Get Per Node Category?
#1
Posted 07 July 2017 - 04:46 AM
that told you the max benefits you can get per node category?
like cool down max = ??
range = ??
#2
Posted 07 July 2017 - 04:54 AM
Edited by DjPush, 07 July 2017 - 04:55 AM.
#3
Posted 07 July 2017 - 05:05 AM
Heat 10.5%
Cooldown is either 12% or 12.5%
Velocity 10%
Laser duration 15%
Range 15%
Also some values change depending on if you're using IS or clan. The easiest way to check is to load up the game, picking a random mech and messing with the skill tree. You can do that without spending any exp/c-bills.
#4
Posted 07 July 2017 - 05:23 AM
You may want to try there.
#5
Posted 07 July 2017 - 07:14 AM
thanks for the links
#6
Posted 07 July 2017 - 07:38 AM
#7
Posted 07 July 2017 - 12:44 PM
Quote
I cant get that thing to work
#8
Posted 07 July 2017 - 12:50 PM
Akaraut, on 07 July 2017 - 05:05 AM, said:
Also some values change depending on if you're using IS or clan.
And your weight class.
Lights get a higher percentile armor bonus than assaults do
Clan Assault - 1% per node
Clan Light - 2.3% per node
Davegt27, on 07 July 2017 - 12:44 PM, said:
Gimme a minute
#9
Posted 07 July 2017 - 01:00 PM
AMS overload +2.5
Advanced zoom +1
Anchor Turn +25
Armor hardening +23
Cool run +10
Cooldown +9.6
Enhanced ECM +45
Gauss Charge +1
Hard Brake +24.5
Heat containment +15
Heat Generation -10
Heat Shielding -30 (Jump jets)
High explosive +15 (crit chances)
Hill climb +15
Improved Gyros -70 (screen shake)
Kinetic burst +24.5
LX Spread -10
Laser duration -10
Lift speed +15 (jump jets)
Missile Spread -5%
Quick ignition -35
Radar Deprivation +100
Range +15
Reinforced Casing -8 (reduces crit chance recieved)
Sensor range +35
Shock absorbance -50 (fall damage)
Skeletal density +38 (structure health)
Speed retention +30
Speed Tweak +7.5
Target Decay +3.5 seconds
Target info gathering +35
Torso pitch +10
Torso speed +30
Torso Yaw +10
UAC Jam chance -5
Vectoring +125 (how often missiles turn?)
Velocity +10
Vent calibration +15 (Jump jet duration)
Could be better organized, but that is what clan lights get (for everything but misc and the other non-% items)
Also included one or two non-% items, but...
Most of it is %'s
#10
Posted 07 July 2017 - 01:03 PM
#11
Posted 07 July 2017 - 05:06 PM
maybe it an windows explorer thing
#12
Posted 07 July 2017 - 05:21 PM
And IE is well known for being pretty crappy (No offense)
#13
Posted 07 July 2017 - 10:31 PM
Edited by Davegt27, 09 July 2017 - 09:10 PM.
#14
Posted 08 July 2017 - 10:43 PM
#15
Posted 08 July 2017 - 11:06 PM
Insanity09, on 08 July 2017 - 10:43 PM, said:
I have problems noticing the nodes I am looking for (and have not yet memorized the tree, due to limited internet access of a quality that lets me play) So the kitlaan website is more helpful for that, but yeah, that is what a lot of it boils down to.
Bigger question is what you have to go through to GET those nodes (Such as a single target decay bonus to get to 40% of the potential Radar deprivation) and whether those points would be better spent on other bonuses (dropping to 60% RD gives you 6 more nodes for example)
Edited by Wence the Wanderer, 08 July 2017 - 11:06 PM.
#16
Posted 09 July 2017 - 04:36 PM
As has been screamed by many people in numerous threads, the skill tree as a whole could benefit from a simplification.
It is VERY challenging to try and figure out which points expenditure suits each mech best when the crucial nodes come along with several other nice, but not strictly necessary benefits. I suspect they were trying to make it tough for min-maxers, forgetting that makes it insanely tough for people don't fall into that category.
Choices, yes, but choices that matter in an understandable way, not some shrug-worthy morass.
Sorry, went off a bit there.
#17
Posted 09 July 2017 - 09:17 PM
I am still thinking about the weapons effectiveness thread from last weak
as I start to put on my Weapons Control Sys hat on then I go hay this a game and drop it
a few days later I start working on it again then I drop it again hey this is a game lets not dig to deep
#18
Posted 10 July 2017 - 12:10 PM
Insanity09, on 09 July 2017 - 04:36 PM, said:
As has been screamed by many people in numerous threads, the skill tree as a whole could benefit from a simplification.
It is VERY challenging to try and figure out which points expenditure suits each mech best when the crucial nodes come along with several other nice, but not strictly necessary benefits. I suspect they were trying to make it tough for min-maxers, forgetting that makes it insanely tough for people don't fall into that category.
Choices, yes, but choices that matter in an understandable way, not some shrug-worthy morass.
Sorry, went off a bit there.
In all fairness, most of those who are screaming about it have proven time and time again that they are not worth listening to.
IE: all the times people have screamed about there "not being a matchmaker"....
While suggesting improvements to the current (and supposedly non-existant) matchmaker.
Or claiming people have said things, while refusing to actually provide any evidence of those things having ever been said.
#19
Posted 10 July 2017 - 12:34 PM
Scroll down to the difference table.
Not complete sadly
Edited by JagdpantherX, 10 July 2017 - 12:35 PM.
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