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Skill Suggestions.


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#1 _Bogo_

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Posted 08 September 2021 - 12:30 PM

What skills would I want to put into my Adder Prime with quad Heavy Medium Lasers, six Double HS, a Active Probe, and a MKV Target Computer?

#2 Ludo22

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Posted 08 September 2021 - 12:39 PM

With heavy medium lasers you're going to want to cooldown and heat management from the Cool Run nodes from the mech operations tree. These will allow you to shoot more often and generate less heat when you do so. You may want to go for a second cool shot by putting points into enhanced cool shot and coolant reserves. Finally, I like to put points into armor hardening under armor structure.

#3 justcallme A S H

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Posted 09 September 2021 - 01:04 AM

View Post_Bogo_, on 08 September 2021 - 12:30 PM, said:

What skills would I want to put into my Adder Prime with quad Heavy Medium Lasers, six Double HS, a Active Probe, and a MKV Target Computer?


First things first you probably want to fix the build. 4 HML is under gunned and a TC5 is a waste of 4T you can use elsewhere, a TC1 would be worthwhile but TC5? nonono.

This build adr-prime has more range, less duration for slightly less overall damage and runs miles cooler.

Combine with this SKILL TREE and you are laughing. Tree contains no consumables, if you want them take a bit off right side of survival tree.

5 cMPL will clean up in QP far better than 4 HML.

#4 The Jewce Iz Loose

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Posted 09 September 2021 - 03:16 PM

would drop the adder all together, to slow to be a good light, not good enough to be a good med. Some good lights flea 17, artic cheetah, wolfhound, firestarter and some good quick med's Vulcan 5t, pheonix hawk, vapor eagle, huntsman, dervish. You can polish a ****, but it is just a shinny **** then. Try 2 heavy large lasers and 4 med lasers with 4 heat sinks, you will have a high alpha with 400m full damage, will be hot but use quickness to hit and run, full defense and firepower tree with some coolshots and arty strikes, will be a little mean machine.

Edited by The Jewce Iz Loose, 09 September 2021 - 10:18 PM.


#5 justcallme A S H

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Posted 09 September 2021 - 07:19 PM

Adder Prime is better with 2 ERPPC overall. It is very well quirked for it.

I mean a T5/new player section, just working with what is available.

Adder is not a light that goes and plays with other lights. It sits in/around the heavies and assaults. It's too slow to go off and play light mech games with the others that run some 30km/h faster.

I would not say it's a bad mech though.

Edited by justcallme A S H, 09 September 2021 - 07:20 PM.


#6 CFC Conky

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Posted 09 September 2021 - 08:56 PM

Down in the Tier basement where I play, I've had some success with a 5xC-ERML build. Decent range and cool running. Your mileage may vary.

Good hunting,
CFC Conky

Edited by CFC Conky, 09 September 2021 - 08:57 PM.


#7 Void Angel

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Posted 10 September 2021 - 03:08 AM

View Postjustcallme A S H, on 09 September 2021 - 01:04 AM, said:


Is the Operations tree generally viable now? I recall it being pretty universally panned when I was more active.

#8 justcallme A S H

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Posted 10 September 2021 - 04:02 AM

Operations tree was always viable, the more heatsinks you have as well.

If you only have 10 DHS in a LBX boat or something then operations is not useful. If you have 15+ DHS and a build that could utilise extra dissipation over a match then absolutely.

Usually firepower is preferred overall as heat gen notes in firepower are pretty nice overall.

I have some very hot laser mechs with 20DHS+, I get all the operations and all the heat gen. Heat containment is the one that is pretty sucky.

#9 ScrapIron Prime

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Posted 10 September 2021 - 04:43 AM

Yup, just like survivability provides a percentage increase to your armor and/or structure, operations provides a percentage increase to your heat sinks. The more of those you have, the bigger the bump.

#10 w0qj

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Posted 10 September 2021 - 05:06 AM

Operations Skill Tree is very viable; a must-have for me. It directly increases your DPS.

+Heat_Containment means you can shoot more shots before you reach overheat/shutdown threshold.

+Cool_Run enables your heat sinks to cool mech down faster, allowing you to shoot again faster.


So much so that whenever I start leveling up an unskilled mech, I always dump 13 skill points (from GXP or GSP) to max out Heat_Containment to start off the mech, to make it less painful to level up. Then I grind skill points to level up the adjacent two (2) Cool_Run nodes.

After that, it's a matter of personal taste (and mech weapons build) for what else to level up first.

So yes, the 5x Heat_Containment nodes (ie: +15% Max Heat), and the 3x Cool_Run nodes (+6% Heat Dissipation) that you pick up along the way is mandatory for me!

[Edit]
Also, the Hill_Climb in Operations also is very nice for Heavy Mechs, and almost mandatory for Assaults, also covered by these initial 13 Skill Points dumped in!
[/Edit]


View PostVoid Angel, on 10 September 2021 - 03:08 AM, said:

Is the Operations tree generally viable now? I recall it being pretty universally panned when I was more active.

Edited by w0qj, 10 September 2021 - 09:12 PM.


#11 justcallme A S H

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Posted 12 September 2021 - 09:38 AM

View Postw0qj, on 10 September 2021 - 05:06 AM, said:

+Heat_Containment means you can shoot more shots before you reach overheat/shutdown threshold.


Just on this - Heat containment only applies to added heatsinks if I recall Navid explanation correctly.

So for most builds it is not optimal. Only get the ones you need on the way to cool-run nodes Posted Image

#12 w0qj

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Posted 12 September 2021 - 10:40 AM

Thanks, so Operations Skill Tree simply makes your user-installed heatsinks more efficient:

~[Heat_Containment] = user-installed heatsinks absorb more heat before overheat/shutdown
~[Cool_Run] = user-installed heatsinks dissipate heat more quickly


View Postjustcallme A S H, on 12 September 2021 - 09:38 AM, said:

Just on this - Heat containment only applies to added heatsinks if I recall Navid explanation correctly.

So for most builds it is not optimal. Only get the ones you need on the way to cool-run nodes Posted Image

Edited by w0qj, 12 September 2021 - 10:41 AM.


#13 justcallme A S H

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Posted 12 September 2021 - 12:43 PM

View Postw0qj, on 12 September 2021 - 10:40 AM, said:

Thanks, so Operations Skill Tree simply makes your user-installed heatsinks more efficient:



Only heat containment, not cool run Posted Image

#14 Void Angel

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Posted 18 September 2021 - 04:58 PM

View Postjustcallme A S H, on 12 September 2021 - 09:38 AM, said:


Just on this - Heat containment only applies to added heatsinks if I recall Navid explanation correctly.

So for most builds it is not optimal. Only get the ones you need on the way to cool-run nodes Posted Image


Oh, riiight, that's what I was remembering! Thanks for helping me brush up.





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