Its Been A Couple Years, Need Help
#1
Posted 19 December 2017 - 11:54 PM
I guess I need to find some kind of help, video, or guide but I am honestly not exactly sure what I am looking for. What has changed and when? I left after I completed all the King Crabs or right around that time frame. I remember they were my last grind. I might have bought a mech pack around then but I think the Crabs were the last I leveled. If I was fully upgraded and maxed on exp on a mech line am I now also maxed out?
I hate being this guy... the one who is a old school, but now a noob. This is one of the reasons picking up games you left is so damn hard these days. I gave this game several years, it is looking much better... but I need to catch up. Any help would be awesome. Thanks in advance!
#2
Posted 20 December 2017 - 12:12 AM
https://mwomercs.com...ryhard-edition/
Use the historic skill points first then general skill points. You should have hundreds or thousands accumulated if you have a lot of mastered mechs. Don't spend any cbills on the skills.
Use the historical skill points first.
PS:
LRMs are ****, AMS + AMS nodes is usually enough to counter
Clans still > IS because double heatsinks, engines, range etc
We now have Light Engines for IS mechs
PPFLD is still king
PSS: After following other forumer's advice, have moved away from maxing survival and went firepower instead.
Edited by UnofficialOperator, 20 December 2017 - 03:44 PM.
#3
Posted 20 December 2017 - 12:18 AM
UnofficialOperator, on 20 December 2017 - 12:12 AM, said:
https://mwomercs.com...ryhard-edition/
Use the historic skill points first then general skill points. You should have hundreds or thousands accumulated if you have a lot of mastered mechs. Don't spend any cbills on the skills.
Use the historical skill points first. Generally just max the armor tree. Everything else is flavor. I generally use Taragato's try hard guide to min max
Exactly. The mechs you mastered should have 91 historical SP already. Those Elite Mastered should have 57 historical SP. Save the General SP for mechs that don't have any historial SP
Some help videos:
Also, you should watch MoltenMetal videos, he specifies what skills he takes for the builds he does.
#4
Posted 20 December 2017 - 01:54 AM
The tuts and videos the others posted should help, but keep in mind that those may be quite outdated by now and while still being nice guidelines for starters, don't take them as the absolute truth and try to test out different things later on.
At some point you will get familiar enough with the tree to skill a mech within a few minutes. At this point start questioning the tutorials and do your own experiments. Always ask yourself which strengths you want to improve on your mech and what weaknesses to mitigate.
For instance with some experience you could realize that the survival tree while powerful is not always a must-have as suggested and that many mechs can happily do without.
Or that the sensors tree is by far not as useless as stated in the tryhard-guide. Seismic alone is worth the investment on many mechs just like the module was kinda mandatory before skilltree. And if you got ECM or want some LRM-protection you need the tree too while grabbing some also valuable target info gathering on the way.
#5
Posted 20 December 2017 - 02:00 AM
1: Jumpjet tree is not worth wasting nodes in.
2: Survival tree is for the most part (99%) not needed at all, it also benefits more if the mech in question already has armor/structure quirks to begin with as it stacks.
3: When skilling the firepower tree, don't try to take nodes for all your weapons... just gear towards what you're going to be using most or what's going to most benefit those weapons. I.E. Splat build with laser backup, you'll want to gear out the missile nodes since that's your primary damage dealer.
Here's a cookie cutter layout of what i do before dumping the rest in firepower (sometimes taking 1 node off aux or mobility depending): https://tarogato-mwo...8b-630ad3edc695
#6
Posted 20 December 2017 - 02:57 AM
N0ni, on 20 December 2017 - 02:00 AM, said:
1: Jumpjet tree is not worth wasting nodes in.
2: Survival tree is for the most part (99%) not needed at all, it also benefits more if the mech in question already has armor/structure quirks to begin with as it stacks.
3: When skilling the firepower tree, don't try to take nodes for all your weapons... just gear towards what you're going to be using most or what's going to most benefit those weapons. I.E. Splat build with laser backup, you'll want to gear out the missile nodes since that's your primary damage dealer.
Here's a cookie cutter layout of what i do before dumping the rest in firepower (sometimes taking 1 node off aux or mobility depending): https://tarogato-mwo...8b-630ad3edc695
You are serious about survival tree?
#7
Posted 20 December 2017 - 03:10 AM
UnofficialOperator, on 20 December 2017 - 02:57 AM, said:
Very much so. Out of my pokemech collection, zero use survival. A few points of armor/structure is not going to save you from high alpha builds + good aim, especially when you lose out in the other departments in doing so (Firepower, Mobility, etc.).
#8
Posted 20 December 2017 - 03:51 AM
- Quirks which make the survival bonuses much stronger
- When i intend to brawl with the mech
So for mid- and long-range mechs i often skip the survival tree because usually i can position myself well enough to trade in a way that i survive very long so i rather want to invest into being more deadly. In brawlers however you don't have that luxury and need every endurance you can get.
Edited by Daggett, 20 December 2017 - 03:56 AM.
#9
Posted 20 December 2017 - 04:21 AM
>Start with Firepower, grab somewhere around 40 skills depending on whether I'm using a laser-focused build or PPC-based (beam duration or velocity skills, respectively). Always need full Heat Gen.
>Fill out 32 skills from the Survival tree (max armor and structure). Every bit of extra durability counts when the entire purpose of the game is to wear down your opponents over time in a battle of attrition. Most damage that I receive is papercut damage that adds up over time; the super oneshot gigaspikes aren't hitting me that much.
>Grab as many Cool Run nodes in Operations as possible.
>If any skills are left over I finish off by grabbing a few extra Range or Cooldown nodes in Firepower.
#10
Posted 20 December 2017 - 04:39 AM
#11
Posted 20 December 2017 - 06:37 AM
If your experience is that most folks spray damage and the mech dies due to a death of a thousand cuts then the small amount of hit points provided to each individual component can actually go quite a ways.
On the other hand, if you are in fights where folks tend to focus fire and fire at the weak spots on the paper doll then the survival tree boosts to armor and structure are less useful since the amount added to each individual component tends to be on the order of the damage from a couple of laser hits.
If folks are playing as a team and focus firing then the difference from the extra might not be significant. However, in the quick play queue, decent team play and focus fire are probably more likely the rare exception rather than the rule. In addition, if you are facing folks using LRMs or other weapons that naturally spread damage then the survival tree investment might go farther.
A couple of points to note. A lot of the old module functionality is now embedded in the skill tree. If you like the advanced zoom feature there are a couple of nodes you need to take to enable it (Sensors tree). Similarly, if you like using UAV and want some extras there will be an investment in the Auxilliary tree. Other modules like radar deprivation, target retention and full ECM capability are also found in the Sensors tree. There can still be a lot of folks throwing LRMs around at all tiers of play so radar deprivation can still be important.
Finally, there is no longer a requirement for three variants and the historical skill points can be used on ANY mech you own. As a result, pick the one you want to run and skill it up. I wouldn't bother applying skills to more than the mechs you want to immediately use. If you have enough historical skill points (which you likely do) then you will likely never have to purchase another skill point (I am pretty much in that boat). This means that (for better or worse ), you won't need to grind mechs for skills (you also likely have a lot of cbills assuming you had a decent number of modules) so at the present time you should be able to just drop in and play building the mechs out however you like.
---------------
Anyway, I usually find in terms of skills that I have a few in Aux and Sensors to get the features I like to play with, weapon heat gen reduction and maybe some of the special weapon specific nodes (depending on the build) from the firepower tree, some generic heat reduction from the Operations tree (depending on how hot the build runs). I usually have a bit from mobility since the ability to turn faster can help spread damage if you are twisting (but it depends to some extent on the mech itself) ... full speed tweak is very expensive so I don't usually go that far except for fast scouts. Survival tends to get the leftovers for me since I usually find myself being cored out through CT (or ST in an XL ... LFE may have changed this a bit) with quite a bit of armor left everywhere else which makes the structure points useless on those sections. Most of the time, however, I end up putting leftovers into firepower since taking out opponents a bit faster seems to usually be a better strategy than being able to survive an extra medium laser.
(However, I haven't actively played in a while and the effect of the skills may have changed ... when I did try heavy survival builds they didn't seem to make much difference in terms of longevity for my play style and mechs [mostly IS] - I was trying it in a heavily quirked hunchback among others at the time)
#12
Posted 20 December 2017 - 09:23 AM
N0ni, on 20 December 2017 - 03:10 AM, said:
I might have to try that.
I feel safer with max survival due to my high ping. Usually its about half a second reaction time.
PS: Interesting. Got 5 kills 800 damage on my first drop without survival tree
PSS: Have went on a run of 800 to 1000 damage matches. Not sure whether if is because of time of matches or skills. Will test further
Edited by UnofficialOperator, 20 December 2017 - 03:45 PM.
#13
Posted 20 December 2017 - 09:16 PM
2 user(s) are reading this topic
0 members, 2 guests, 0 anonymous users