The skilltree does sort of have a clear meta, but it's also very subjective at the same time. It makes me sort of dread trying to make a guide for it. Disagreements between doing it this way or that way probably won't make or break your matches, but maybe it can, who knows. Nobody agrees on everything due to it's often subjective nature.
My own rules
1. Firepower, Survival, Operations, and Aux get first dibs over mobility, sensors, and jump jets.
-never use the jump jet tree, not even for a Shadowcat or a Viper
2. Only use mobility and speed tweak on lights and fast mediums. Maybe you might have a rule that you don't want to go under 60kph or something... that's fine.... but most of your mediums, heavys, and assaults will run fine without speed tweak.
3. I tend to go light on consumables, (1x strike, 1x coolshot), so the consumable/aux tree is more a grey area. You will want to think about getting both adv salvo skills even if its just 1 strike. If you like to burn 4+ consumables every drop, by all means go ham on these skill pts.
4. For ECM mechs I get both ECM skills. I generally try to play non-ecm mechs without radar deprivation but sometimes I get a couple token points of radar derp.
5. I tend to use laser duration skills on clan mechs and less often on IS mechs. A lower burntime is superior but if your mech is already hot, maybe its not needed as it also slighty lowers your cooldown rate.
6. Never bother with flamer skills or high explosive skills, both of these I never ever use. (except if using high explosives to take shortcuts as junk points)
If anyone has a question or a tree request, feel free to ask. If you reply, I get an email, so I might catch it .
Edited by Kin3ticX, 22 February 2018 - 12:24 AM.