Light Mechs & Survival Tree
#1
Posted 16 January 2022 - 03:39 AM
Personally, I feel that in case of an Urbie it is ok but in the other cases I feel not much effect for a heavy skill point investment. In case of a Wolfhound, I feel as if I run too hot then etc.
However, I would love to hear your opinions about that matter
#2
Posted 16 January 2022 - 04:33 AM
the thing to understand is that while they start from a smaller health pool for buffing, each armour/structure node is worth more per node - a 100 ton clan mech will have a 1% bonus, while a 20 ton mech can have 2.6% per node. While this still leads to overall lower hit points gained for a light, considering speed is a lot of your defence, that bit of extra armour can be stretched out significantly.
So yeah, it can be worth it, not on every light, but certainly on some of them.
Edited by Maddermax, 16 January 2022 - 04:52 AM.
#3
Posted 16 January 2022 - 04:47 AM
#4
Posted 16 January 2022 - 04:57 AM
But there is an easy test: Do you live to the end in most matches that you win, with most of your weapons? If so, maybe you don't need survival tree. If not, you need survival tree.
#5
Posted 16 January 2022 - 05:00 AM
GoodTry, on 16 January 2022 - 04:57 AM, said:
But there is an easy test: Do you live to the end in most matches that you win, with most of your weapons? If so, maybe you don't need survival tree. If not, you need survival tree.
Good point actually. Usually I am going down in the last 1/3 or as one of the last. Of course, sometimes I screw up and get a bad hit and sometimes that's all it need for a light
#6
Posted 16 January 2022 - 09:52 AM
Based on that, I adjusted my skills to give way more survivability to my lights, particularly the ones with machine guns and other short range weapons. On my skirmishers, I use a mix of Survival and Mobility. I think it's been helpful. My lights are much less susceptible to insta-kills.
For example, I have a Piranha PIR-3 that runs 145.8. It has all ER SML Lasers and ER Micro Lasers, so very short range. I gave that one most of the Survival tree including all but one of the Armor Hardening nodes. I gave it 6 Kinetic Burst modes to make me more agile. I will likely play with this balance to see if it works better to put even more into Survival. I need seven more nodes to get that last Armor Hardening node. That would leave me with a single Kinetic Burst, which may not be an issue since is is already a very agile mech.
#7
Posted 16 January 2022 - 10:40 AM
Edited by KaptinOrk, 16 January 2022 - 10:40 AM.
#8
Posted 16 January 2022 - 01:00 PM
Edited by Meep Meep, 16 January 2022 - 01:34 PM.
#9
Posted 16 January 2022 - 02:25 PM
You are expected to get scratched by lasers when you poke from the firing line. But it is not a magical "fix" to ignore MRMs/ACs to the face. You also get crit reduction, so its pretty nice not having your ECM ripped out at the endgame.
That 11 or 12 armor gives you extra 5-6 times to get some cheeky poke damage in before your armor is open and get primaried.
For skirmishers, you should prioritize the mobility first. Mobility is "armor". Survival is "endurance".
#10
Posted 16 January 2022 - 03:59 PM
If the light is only 110 or one that uses long range weapons like dual ppcs like the pnt with 95% of its fire power on the torso/arm then prioritize survival over mobility and get all the armor and structure nodes.
#11
Posted 16 January 2022 - 11:54 PM
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