*sigh*
To all the guy who didn't read the thread linked in the previous post, Read the thread.
For those that have no intention.
Short Version:
Those expanded Xp mech skills are all obtainable, but if it has "module" listed in it's name then it requires a module slot which really limits your options on both the number of unlocks you can have and the unlocks that provide you with the most benefit on your particular variant.
So if i had a CTF-3D I might consider getting Energy Throughput since I have a lot of energy slots backed up by Advanced piloting: Kick and because I have unlocked a 3rd Module slot and the 3D is relativity fast with it's 280 XL I would go with sprint to get around the field faster using my speed, energy weapons and the ability to melee to my advantage.
You can unlock every skill up there, but because they require a module slot that means you can only "Slot" so many of them.
Now Lets say I get a fresh CTF-4X that I have unlocked everything up to master (giving me a 3rd module slot) besides that you have a fresh chart above there which means I will have to go and re-unlock everything. Just because you unlocked something for the CTF-3D doesn't mean it's unlocked for all variants, you have to specialize. I basically have to start over for that variant just like all the other variants because this is an expanded Mech XP skills.
So the CTF-4X I would unlock AC: ARM, AC: Kinetic impact and probably AC: High Explosive simply because I have a whole lot of ballistic slots and rocking a couple of UAC5's backed up by AC2's or 5's is putting my skills behind what would be the most useful for that particular variant.
What about the CTF-2X? Well that's a toss up you might go with Energy or Missiles, ect ect.
The only mech that I can think of where these expanded abilities might be the same on all of them is the stalker since the builds and hard points hardly change at all, even with the limited hardpoints and lack of variety between all the stalker variants simply having the expanded skills will open up tons of builds previously deemed unacceptable.
Lets take the CTF-4X again and just because you took three of the ballistic slots above doesn't mean that the next guy would. For all you know he could decide to rock AP: Sprint, AP: melee weapon and Flamers: Firebug, because he's a ballistic guy. He doesn't care about heat so setting a fire template on himself and a enemy mech doesn't hurt him only the guy he is fighting. So he can continue to blaze away with ballistics, melee and the sprint to be sure he can keep up with his target.
So you have a CTF-4X and a guy rocking 2 CT mounted flamers....Who does that? That guy, because he can obviously make it work due to the expanded rules.
Hell you could give a 100 guys the same mech with the same weapons and probably get them slotting their skills a hundred different ways.
Everyone does things differently and to their tastes
See what I am working at here?
The above skills don't limit your options but expands them.
Edited by Carrioncrows, 01 February 2013 - 12:48 AM.