Edited by draiocht, 09 October 2018 - 02:40 PM.
inappropriate language


Im Back From The Dead
#1
Posted 09 October 2018 - 12:55 PM
#2
Posted 09 October 2018 - 01:11 PM
There are others off-site.
If you post a list of your favorite mechs, we can guide you more specifically in this thread.
A neat new feature is a link in the mechlab you can use to share your build including skills!
#3
Posted 09 October 2018 - 01:15 PM
#4
Posted 09 October 2018 - 03:22 PM
Thegreywolf, on 09 October 2018 - 12:55 PM, said:
My best suggestion would be to utilize the save/load feature for the skill tree. Determine some baseline skills you'd "use on every mech" (Survival and Operations (for cool run) come to mind). Spend a portion of your skill points where you know every mech could use it, saving some for specific build optimizations.
From there, when you skill a mech out you can just load your base you've saved from before and just fill in the specifics for the build being done.
I'd also suggest you NOT try to skill all the mechs right now. Skill them as you intend to use them, probably skill one or two mechs every so often. Keep things varied.
As a side note, always claim your Historical Mech Skill points, before claiming and changing your HXP. The HMSPs are free. You may/should also have bonus History Skill points that are not assigned to any chassis/variant. This can be placed on any mech, so I suggest you take from that pool last.
If you need any farther help with the skill system, just ask.
#5
Posted 09 October 2018 - 03:45 PM
im sure each mech is going to have slight variations where im going to save the base load out of the skill tree than customize from there.
questions :
1. once i build out a tree and screw it up can it be changed later?
2. im guessing any changes i will lose xp on each build which depletes my hxp
3 can i find a site to help with my basic build out and start from there as i learn the process.
#6
Posted 09 October 2018 - 04:09 PM
Thegreywolf, on 09 October 2018 - 03:45 PM, said:
im sure each mech is going to have slight variations where im going to save the base load out of the skill tree than customize from there.
questions :
1. once i build out a tree and screw it up can it be changed later?
2. im guessing any changes i will lose xp on each build which depletes my hxp
3 can i find a site to help with my basic build out and start from there as i learn the process.
1. Once a skill nodes been unlocked, it's always unlocked. You can turn it on and off at will from there. However, you can only have 91 skill nodes active at a given time. So, if you have a mech with a build that's in flux, you can always just unlock more nodes for different builds as needed. (And, now that you can save skills and loadouts... It's not that hard to switch out a mech for different builds quickly.)
2. The only Exp cost is the unlocking of a skill now. This was changed, as when the new skill system was first introduced, it was different. Try to use Historic Skill points first (they are completely free to claim for the chassis/variant). If you have General Skill points, hold on to those for mechs you want to quickly skill out (also free to claim). After that is expended, then work with Historic Experience (this, like normal and general experience, will cost some C-bills to convert to skill points for the mech), if needed.
Try not to assign more than 91 skill points to a mech, unless you need to adjust and unlock additional skill nodes.
3. Enter this code into your "Import" option in your mech lab skill tab: a0000000000000000b00d87c33c00000000000000e877660e000000000000
(Edit: You can copy this code as normal, and then in game press Ctrl and V to paste it into the import tab.)
That should be a solid base to go with for most mechs. For your Black Knight specifically, it's an energy boat. It would be a good idea to focus on heat containment as some possible additional skills to look into. If you have lasers (don't see why you wouldn't), send the rest of your skill points in either:
- Maximizing your survival more (every bit can help).
- Laser Duration Skills (there are 4 of them in total) and maybe cooldown and heat gen.
- Look into Auxiliary and consider using the Cool Shot nodes (and don't forget to bring them!) for those moments where you run hot or die...
If you are bringing PPCs (I guess you might), instead of looking at laser duration skills, look at Velocity instead.
Of course, tailor to your desires and needs. If you want it to "go faster" or "twist faster" for better poking or twist shielding (respectfully), then the Mobility Tree may be a good idea for you instead. For fast mechs, it might actually be better to ditch the survival tree completely for mobility instead... (as examples.)
Don't lock yourself into only one skill build for all your mechs. Some mechs may deviate from the expected "norms". My Black Lanner concentrates more on Mobility Tree for better poking and speed. Be adjustable and willing to make new builds as needed for the mech.
Edited by Tesunie, 09 October 2018 - 04:12 PM.
#7
Posted 09 October 2018 - 04:21 PM
Grey
#9
Posted 09 October 2018 - 06:44 PM
Use historical sp first in all cases.
#10
Posted 10 October 2018 - 12:52 AM
Thegreywolf, on 09 October 2018 - 03:45 PM, said:
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#11
Posted 10 October 2018 - 02:06 AM
#12
Posted 10 October 2018 - 04:56 AM
#13
Posted 13 October 2018 - 01:09 PM
Edited by Thegreywolf, 13 October 2018 - 01:10 PM.
#14
Posted 13 October 2018 - 05:44 PM
Thegreywolf, on 13 October 2018 - 01:09 PM, said:
Grasshopper is very likely going to follow the same principals of the Black Knight, seen as each are energy mechs.
As for the Thunderbolt and Timberwolf, it's going to depend upon what build you are planning of making for them.
If you have any questions on what a specific skill node does, just ask.
#15
Posted 29 October 2018 - 12:29 PM
thank you in advance for any help
Grey
#16
Posted 29 October 2018 - 01:25 PM
Edited by Throe, 08 November 2018 - 03:28 PM.
#17
Posted 30 October 2018 - 07:16 AM
Thegreywolf, on 29 October 2018 - 12:29 PM, said:
thank you in advance for any help
Grey
Once again, an all energy build (which isn't a problem). This will want very similar skills as your Grasshopper and Blacknight from before. Aim to get all the Cool Run skills, maybe heat threshold/capacity (not really needed). from there, follow the left half of the survival tree to get the bulk of the Armor Hardening skills. Your next trip should be to the Weapons tree, to snag the Laser Duration Reduction nodes as a minimum. These are your primary skills, so look for the shortest paths to get those specific skill nodes.
From there, you can invest into the Cool Shot consumable upgrades if you feel like learning how to use them. Popping a cool shot at just the right moment can be the difference between death from overheat/shutdown, and killing your target before they kill you, or even escaping after one more shot into them. Cooldown and heat gen nodes from the Firepower/weapons tree wouldn't be a bad idea either. You wouldn't need all of them, but it makes for a reasonable filler to grab some of them once you've gotten your core skills down. If your build has ECM, you could even consider trying to grab the ECM skill nodes from the Sensor tree. This will improve the function of your ECM, which can be handy, but it might be too heavy of a skill point sink, depending upon what you are looking for.
You could also visit the mobility tree for more Hard Brake and Increased Acceleration skills, to aid in poking out and getting back into cover faster, but this probably isn't as useful as other skills so I'd build everything else first. Avoid unneeded range skill nodes, unless you feel a little bit more rang would be helpful to you. For the most part (excluding possibly ECM and Radar Deprivation), avoid the sensor tree, you really don't need it for that build.
Part of the strength of the skill tree system is the ability to choose what you want your mech to do, and focus more skills on those aspects. I can't lay out a solid "these are the only skills for you", as every person values certain skills more than others. I personally will always get an almost full jump jet tree if my mech can jump. I find those skills useful. There are others here who say it's a waste of time to even bother with that tree. I find on average that the mobility tree doesn't offer me much benefit, but other people swear by those skills, and take then on most of their mechs.
Some of this will be finding out what skills you value, why you value them and choosing your skills according to what your mech can do and what it needs.
#18
Posted 31 October 2018 - 04:55 PM
#19
Posted 01 November 2018 - 09:26 AM
Throe, on 29 October 2018 - 01:25 PM, said:
1) HSP. This is variant specific, and there's no way to spend them on any other variant. There's no additional cost to use these on a variant, and you can never get more. (non-renewable)
2) XP. Variant specific XP, same as in the old system. Redeem in units of 800 xp and 45k CBills for 1 SP. (renewable)
3) HXP. Functionally identical to XP, except it's generic to a chassis. After you're almost out(<800), you can convert the remainder to XP on a variant at no additional cost. (non-renewable)
4) GXP. This is general experience that you earn at the same 5% rate as before the Skill Tree patch. Can be used to level any 'Mech, at 800 XP + 45k CBills for 1 SP. (renewable)
5) GSP. General Skill Points. These are most valuable. There's no additional cost to use them. They're usable on any 'Mech, any variant. You can never earn more. (non-renewable).
My understanding on 2 and 3 is somewhat different, below. I'll take a look tomorrow when I can play, then report back.
2) XP.
3) HXP. Functionally identical to XP, except it's generic to a
To give context, my understanding was that HXP is the heir to old unused variant-specific XP. In the old system, you mastered 'mechs by variant, so if you mastered a HBK-IIC-A, then bought a second one, both would have mastery-level skills. Any XP gained by use of either was pooled together as HBK-IIC-A XP.
In the new system, you master the individual 'mech. So if you have one mastered HBK-IIC-A, and buy a second one, that second one starts at 0XP and 0 Skills. (I keep using the HBK-IIC-A b/c I have two copies of it, and each is skilled slightly differently. But I had both under the old system, and haven't bought any other duplicate variants.)
It's also worth noting that skills are not durable - if you sell the 'mech, you lose the skills. That, at least, is what the game told me when I sold my HBK-4G. I bought it, put a bunch of GSP into it, hated it, then sold it, and according to the message, those 91 GSP are gone with the wind. This in contrast to the old system, where mastery was forever. You could buy or sell a 'mech a hundred times, and it would still be mastered.
Edited by Jables McBarty, 01 November 2018 - 09:29 AM.
#20
Posted 02 November 2018 - 05:46 AM
Jables McBarty, on 01 November 2018 - 09:26 AM, said:
2) XP.
3) HXP. Functionally identical to XP, except it's generic to a
To give context, my understanding was that HXP is the heir to old unused variant-specific XP. In the old system, you mastered 'mechs by variant, so if you mastered a HBK-IIC-A, then bought a second one, both would have mastery-level skills. Any XP gained by use of either was pooled together as HBK-IIC-A XP.
This is correct.
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