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#1 WarZ

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Posted 04 April 2019 - 03:03 PM

I've been out of the game almost 3 years now. So some small update / tip info would be nice if any are willing to provide it.

I had always been biased towards energy builds. Loved dual ER-PPC builds. But I had run everything minus LRMs very well until I left.

1) The new skill tree:
My instinct is to load up the weapons skill tree for velocity, heat gen, and cooldown nodes.
Then max out the mobility tree for kinetic burst, hard brake, torso speed, and speed tweak.
After that theres only a few points left to throw into something.
Are those instincts fairly accurate ? Suggestions ?

Are there any guides for this that are current ?

2) Quirks still a big deal ? Any mech recommendations ?

3) Has hit registration gotten any better ? It could be hair pulling at times in the past.

4) Mech mobility is a big deal for me. I like feeling somewhat nimble. I used to find that a lighter and/or more mobile mech gave you the ability to overcome some of the ugliness bad teams would visit on you, versus much slower mechs which could not redeploy at all. I like flexibility.

5) I've read some of the updates over time but i'm not at all current on the ins and outs of the game anymore. I had read only a handful patches notes in 2 years before last night. Insights are welcome :)

Thanks,
WarZ

#2 K O Z A K

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Posted 04 April 2019 - 03:25 PM

1). for ppcs: heat gen, cooldown, velocity and range, take as many of those as possible (I'd suggest all). Take as much survivability as possible, I wouldn't bother with mobility tree at all on a ppc build, 40%/60% radar derp is a good idea (but debatable depending on who you ask), 2 coolshots, 2 strikes, if you have anything left, put into cool run and heat containment

2). yes, for ppcs warhawk prime, one of the uziels has a good velocity quirk, but I think it's still inferior to the clan poptartacus mediums: hunch2c, nova, huntsman

summoner is still solid with the 2 torso omnipods

3). no, it's still bad

edit: something I forgot to mention, cooldown has been seriously nerfed and it's annoying AF, don't be surprised to line up a shot, press a button and find yourself 0.001 seconds shy of weapons ready if you're used to how it was before

also there were heat changes, your heat cap is lower now, but don't freak out when you see your 2ppc shot spike heat much worse than before, the dissipation was also increased quite a bit

Edited by Hazeclaw, 04 April 2019 - 03:28 PM.


#3 MechaBattler

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Posted 04 April 2019 - 04:42 PM

With the skill tree it really depends on the mech. Some mechs already have good mobility. Some mechs don't get as much use out of armor and structure quirks. Usually if they have quirks for those, it can be worth more. If your build is really hot than heat reduction and operations would be more value than 10 more structure.

Pretty much all the Clans got a nerf to their agility with engine dsync. With only a few outliers as exceptions. Such as the Linebacker, Gargoyle, etc. So IS tend have a higher average of agility in the same weight class.

#4 SuperMCDad

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Posted 04 April 2019 - 04:46 PM

Can I suggest having a look at Baradul's or TTB's youtube channels. They play all sorts of mechs and builds, and will normally go through how they have built the skill tree, and why they have taken what they have.

Those have helped me a lot.

Good hunting!

#5 thievingmagpi

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Posted 04 April 2019 - 05:47 PM

mostly depends on the build, but for the most part you'll want weapons (heat gen, cool down) and armour (usually the left hand of the tree is enough)

a node or two or radar dep while you're re-learning or for slower mechs.

I used to take speed tweaks on mediums, but i've been finding trading it for armour is better in many cases. never take speed tweak on assaults, or much from that tree at all really.


erppc got the nerfbat unfortunately, but now there are 3 and 4 erppc boats that function well. for those, yeah, heat gen, cool run etc.

#6 FupDup

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Posted 04 April 2019 - 06:05 PM

Personally the skill set I use on almost all mechs is:

32 survival (full armor and structure)
17 operations (full cool run)
42 firepower (heat gen, velocity (if PPFLD), beam duration (if laser vomit), range)

The intent is to push out as much continuous damage as possible (heat gen and cool run) while in turn surviving as much damage as possible (armor and structure).

Sometimes I deviate a little like for example grabbing the AMS nodes in survival if I'm using an AMS boat but otherwise I stick pretty close to that template.

Edited by FupDup, 04 April 2019 - 06:09 PM.


#7 FRAGTAST1C

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Posted 04 April 2019 - 07:14 PM

The Skill Nodes selection depends on your mech and then your intended playstyle. For e.g., I'm leveling up my Orion IIC that has a brawling loadout (LBX 20 + 4 SRM 6+A) and a nice XL engine that pushes me close to 78 kph.

I have 60% Radar Deprivation so that I can stay out of sight or drop out of LOS and break the lock-on's quickly.

I want, maybe, 3 Cool Run nodes to dissipate the heat rapidly in between my Alpha Strikes.

Full Survivability for obvious reasons.

Pick missile nodes only on the left and invest the remaining, possibly, into Mobility to get Speed Tweak and some Torso Twist speed. I don't think there'd be much need for LBX spread nodes 'cause I'll be at 200m or less before firing my weapons.

Likewise, if you're trying to get the best PPC build, I suggest Heat Gen, Cooldown, Range and Velocity nodes from the Firepower tree, fill your mech with DHS and invest into the Cool Run nodes so that you can dissipate heat rapidly while your PPCs are in cooldown and get at least 60% Radar Deprivation so that you can peak out of cover and break lock-on's quickly during the early game. This is will be helpful. Unless your mech accelerates at a decent speed, I wouldn't put any points into the mobility tree. For PPC builds, I'd rather invest in maximum Cool Run and Cool Shots than mobility. Maybe get Air/Artillery Strike options as well.

#8 VigorousApathy

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Posted 04 April 2019 - 07:36 PM

Also keep in mind that most nodes in skill tree work off percentages, so you net massive gains on certain things. For example a 100 ton mech nets huge amounts of extra armor compared to a light mech when both have the armor hardening skills.

Likewise, a mech with gobs of heat sinks will benefit more from dissipation and heat cap skills than a mech with only a few extra heatsinks.





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