a gaijin, on 06 December 2017 - 12:43 AM, said:
Doesn’t HMN feel super sluggish without Mobility tree?? I feel like SMNs are more agile.
Def gona do all Cool Run & HC nodes—even with 10 (9?) dhs this thing is hot as hell.
Still on the fence on whether I should take TC3 (4?...can’t remember) and not enable Velocity nodes (and put em in Radar Dep/seismic instead) or take a smaller TC for just one more DHS and skip Radar Dep for Velocity...
On some maps RD works wonders...and can be like “extra armor.” At least that’s how it seems
I used to main Dire Wolves, King Crabs, Maulers, Kodiaks, and Executioners, nothing much besides 100 ton mechs feel sluggish to me. I learned to do with very little mobility, so now when I drive the lighter classes I can put the extra mobility I get to even greater purpose than normal. It may also be why I like to take high amounts of firepower and survival nodes to mimic my old assault mech days.
Skill tree really is up to preference though, depending on your own skill set some nodes may be better for you than others. I do just fine without any mobility nodes even doing things like brawling in Victors. I've poptarted in the Dire Wolf S of all things before that gauss+ERPPC ghost heat linking.
As for radar dep, its nice and all, but it seems that its main use is breaking locks for missiles quickly, though my playstyle revolves around using lots of hard cover and taking up power positions (once again, assault mech 101) so I end up not needing it at all.
Basically just get skills that cover any weaknesses you have in piloting and boost anything that you're good at in piloting.
Damnedtroll, on 06 December 2017 - 05:16 AM, said:
Ask my Black knight about it...
I love the Black Knights, they spread damage very well, sometimes you can just turn the torso 90 degrees away from the enemy and just dodge shots at range just walking in a straight line. Something like that is unheard of in something like a Marauder.
Edited by Dakota1000, 06 December 2017 - 07:07 AM.