Edited by Throe, 08 November 2018 - 03:07 PM.
#1
Posted 21 February 2018 - 05:42 PM
#2
Posted 21 February 2018 - 06:19 PM
Good hunting,
CFC Conky
#3
Posted 22 February 2018 - 05:08 AM
Throe, on 21 February 2018 - 05:42 PM, said:
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Locust and Piranha say hello. Maxing out survival on them will earn you 1-2 armor points per location - too little to make an appreciable difference in their performance. Might as well dump these points into Mobility (accel/decel/turn rate) and use it to evade being hit in the first place
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I recommend holding off on Firepower skills as long as possible. Here is the basic reasoning:
1) Each time you initially purchase a skill point to unlock a node, it costs 800 Experience(either XP or GXP) and 45,000 CBills.(Thanks to CFC Conky for the correct numbers)
2) Every time you drop and then subsequently "respecialize" into that skill node afterward, it costs another 400 Experience.
3) This means you will want to avoid "respecialization" as much as possible.
4) Putting off investing points into the Firepower tree allows you to try out various weapons loadouts without any concern for constantly changing your Firepower skills to match. There are other skills in other trees which are also tied to your current load out, but the Firepower tree easily contains the most significant build-dependent skills.
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I recommend Sensors. You're going to want to start practicing attacking your opponents' weak spots, like in the Target Practice module in the Tutorial, and Target Information Gathering is the skill that speeds up the obtainment of that information about your opponent.
Hacking: It also just so happens that you can score 4 of 5 Target Info Gathering skills on the way down the Sensors tree toward one skill you'll want to keep forever, and that is at least 1 rank of Seismic Sensor. Seismic sensor is effectively a wall hack. Any time you're standing still next to a wall/corner, you can see any opponent moving on the other side of the wall/corner within a certain distance. This manifests as a small glowing red spot on your map, and looks strikingly different from the normal red target markers; it grants no information about Weight Class.
Radar Deprivation:
This also sets you up nicely to take 3 of 5 ranks very useful although somewhat situational skill, Radar Deprivation. Radar Deprivation simply makes you disappear from enemy targeting systems when you reenter cover. As an added bonus, you get an audible blip for each opponent who had you targeted, when they lose their target due to your Radar Deprivation skills. This can help you to determine how much attention you're attracting from the enemy.
While we're at it, you need to cover ECM and Target Decay (which is #1 priority for LRM builds).
But I do agree that for most purposes the only investment needed in Sensors are 3 Radar Decay nodes. Very light mechs (Locust, Piranha) may want to go for max Radar Decay to avoid enemy LRMs (which for their paper armor can be painful as hell)
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Laser boats should consider Laser Duration nodes - since the cooldown doesn't start until the burn finishes, they also improve your cycle rate. Depending on the specific lasers you're boating, it will either come close to or exceed a Cooldown node: https://docs.google....dit?usp=sharing
#4
Posted 22 February 2018 - 08:17 AM
I rarely use consumables in QP, saving them for the rare times I play FP.
Good hunting,
CFC Conky
#5
Posted 22 February 2018 - 04:13 PM
Edited by Throe, 08 November 2018 - 03:07 PM.
#6
Posted 22 February 2018 - 05:04 PM
Throe, on 22 February 2018 - 04:13 PM, said:
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Like you said, new players. You tell them "do this" and they will "do this" everywhere before they realize - if they ever do - that they spent a pile of XP and C-Bills on skills that are useless for their mech.
Hence, they also have to be told "but not if <X>" even if you don't plan on covering the details of what to do instead if <X>.
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Radar Deprivation is great to have(better than ECM for multiple reasons) but is still highly situational, and doesn't even apply to all builds.
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When you take Cool Run against your overall investment into Operations, 4/5 or 5/5 Cool Run comes out to around 0.6% per node invested - worse than Heat Dissipation on a node-for-node basis for IS, barely equal for Clans.
Edited by Horseman, 22 February 2018 - 10:56 PM.
#7
Posted 22 February 2018 - 08:42 PM
These trees assume you are running proper/META builds. Not some bracket build, for which, there is no skill tree that is gonna help you. Even new-ish players have reported back that using my trees as a base has increased their performance inline with a decent build.
The below are for mainly Hvy/Assaults, but can work on Med. They also assume you have a few heatsinks as well. Even on DAKKA, it gets not now (due to silly nerfs).
Laser Vom Skirmish (cLPL/ERML IS ERML/LL)
DAKKA (assuming UACs, if not take 2x UAC node and put elsewhere)
ER Large Laser
SRM Brawling
SRM/Energy Brawling
Energy Brawling
Ballistic + Energy skirmish (eg. Gauss/Laser)
ERPPC
NOTES:
- These are GENERIC. Chop/Change as you see fit.
- I haven't put ECM in there, if you have a mech with ECM it's up to you to decide what is most important. Usually less Survival tree as the magic jesus box (ECM) means people won't see you usually.
- I do not get Radar Derp / Seismic. In todays game, it is no longer required and you get far more benefit elsewhere in the skill tree. Dying to LRMs too much? Learn to use cover better, that literally is the best Radar Derp you can get and it costs no nodes in the maze, so, use it.
- Most Hvy/Assaults mobilty is so bad I do not invest in mobilty much anymore. A couple of mechs it is worthwhile going the left side if the maze only to get 4-5 torso twist nodes. But yes, by and large it's useless so don't waste nodes there.
- Speed Tweak is a waste unless you are in a light or a fast med, so ignore it.
- As these are "META" they include dual strike/coolshots. If you are new, probably not wise to get them as they are a cbill sink. Get more survival or operations if you don't use the AUX tree.
** Obviously these are examples, but I assure you they are GOOD ones. Feel free to chop/change to suit if you need of course.
Any other Qs just ask me. I will not mislead you.
Edited by justcallme A S H, 22 February 2018 - 08:55 PM.
#8
Posted 22 February 2018 - 10:56 PM
Edited by Throe, 08 November 2018 - 03:07 PM.
#9
Posted 24 February 2018 - 10:08 PM
Edited by Throe, 08 November 2018 - 03:07 PM.
#10
Posted 02 March 2018 - 12:53 PM
Will this change in the march patch notes allow you to re-skill old mechs you have sold and previously skilled up at no additional xp cost?
Removal of the Respec Cost in Skill Tree
As of the March 20th patch, we are removing the 400 XP cost associated with re-acquiring a previously unlocked Skill! The removal of this cost is not retroactive, and will not result in any refunds of XP/GXP previously used to reacquire an unlocked Node. This is simply a change to the respec system moving forward.
#11
Posted 02 March 2018 - 01:28 PM
frumpylumps, on 02 March 2018 - 12:53 PM, said:
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