Difference between revisions of "Skills and Abilities"
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| 8,100 || 28,500 | | 8,100 || 28,500 | ||
| +10% ranged hit chance<br />100% unjam chance<br /><br />'''Ability: Stone Cold''' | | +10% ranged hit chance<br />100% unjam chance<br /><br />'''Ability: Stone Cold''' | ||
− | | +25.0% melee hit chance<br />+3 hit defense<br />+6 melee defense<br />'''Ability: | + | | +25.0% melee hit chance<br />+3 hit defense<br />+6 melee defense<br />'''Ability: Lightfoot''' |
| -50.0% chance to die when incapacitated<br />6 maximum injuries<br /><br />'''Ability: Defensive Formation''' | | -50.0% chance to die when incapacitated<br />6 maximum injuries<br /><br />'''Ability: Defensive Formation''' | ||
| -3 indirect fire penalty<br /><br /><br />'''Ability: Eagle Eye''' | | -3 indirect fire penalty<br /><br /><br />'''Ability: Eagle Eye''' | ||
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{| class="wikitable" | {| class="wikitable" | ||
− | ! | + | ! Skill Tree !! Level !! Icon !! Abilitiy !! Description |
|- | |- | ||
! rowspan="7"|Gunnery | ! rowspan="7"|Gunnery | ||
Line 135: | Line 135: | ||
|- | |- | ||
! rowspan="1"|Level 10 | ! rowspan="1"|Level 10 | ||
− | ! [[File: | + | ! [[File:Lightfoot.png|border|Lightfoot]] |
− | ! | + | ! Lightfoot |
− | | | + | | PASSIVE: Superior piloting skill lets you use waypoint movement to plot a perfect path during a sprint as well as ignore land mines. |
|- | |- | ||
! rowspan="5"|Guts | ! rowspan="5"|Guts | ||
Line 186: | Line 186: | ||
! Eagle Eye | ! Eagle Eye | ||
| PASSIVE: Gain a +25% boost to sensors, sight, all weapon long and max range brackets, and a 2.5% Called Shot bonus. | | PASSIVE: Gain a +25% boost to sensors, sight, all weapon long and max range brackets, and a 2.5% Called Shot bonus. | ||
+ | |- | ||
+ | ! Universal | ||
+ | ! Level 1 | ||
+ | ! [[File:First_aid.png]] | ||
+ | ! First Aid | ||
+ | | ACTION: Use this Ability to reduce pilot bleed rate for 2 turns. Must be activated before moving. | ||
|} | |} | ||
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==Scouting/Fast Interceptor (Piloting/Tactics)== | ==Scouting/Fast Interceptor (Piloting/Tactics)== | ||
===Base Build=== | ===Base Build=== | ||
− | [[File:Sure_Footing.png]] + [[File:Invisible_Target.png]] + [[File: | + | [[File:Sure_Footing.png]] + [[File:Invisible_Target.png]] + [[File:Lightfoot.png]] + [[File:Sensor_Lock.png]] |
My standard Scouting/Fast Interceptor build focused on staying alive and going fast. Sensor Lock as support for your heavy hitters (reveal out-of-line-of-sight targets, reduce evasion, etc.), this build is not designed to be used by primary damage dealers so you care less about their damage in general. Sure Footing over Phantom because I want the boost every turn and I run enough evasion boosters to get very high evasion regardless. | My standard Scouting/Fast Interceptor build focused on staying alive and going fast. Sensor Lock as support for your heavy hitters (reveal out-of-line-of-sight targets, reduce evasion, etc.), this build is not designed to be used by primary damage dealers so you care less about their damage in general. Sure Footing over Phantom because I want the boost every turn and I run enough evasion boosters to get very high evasion regardless. | ||
===Target Prediction Variation=== | ===Target Prediction Variation=== | ||
− | [[File:Sure_Footing.png]] + [[File:Invisible_Target.png]] + [[File: | + | [[File:Sure_Footing.png]] + [[File:Invisible_Target.png]] + [[File:Lightfoot.png]] + [[File:Target_Prediction.png]] |
Replace Sensor Lock with Target Prediction if you already have a bunch of sensor lockers, generally I don't run more than 2 sensor lockers but YMMV. | Replace Sensor Lock with Target Prediction if you already have a bunch of sensor lockers, generally I don't run more than 2 sensor lockers but YMMV. |
Revision as of 21:59, 8 August 2021
Skills and abilities provide tangible battlefield effects and help specialize your pilot in a specific role.
Skills
Level | XP Cost | Total XP | Gunnery | Piloting | Guts | Tactics |
---|---|---|---|---|---|---|
1 | - | - | +1% ranged hit chance 10% unjam chance |
+2.5% melee hit chance | -5.0% chance to die when incapacitated 3 maximum health |
|
2 | 100 | 100 | +2% ranged hit chance 20% unjam chance |
+5.0% melee hit chance | -10.0% chance to die when incapacitated | |
3 | 400 | 500 | +3% ranged hit chance 30% unjam chance |
+7.5% melee hit chance | -15.0% chance to die when incapacitated | |
4 | 900 | 1,400 | +4% ranged hit chance -5% jam chance 40% unjam chance 15% Chance for +15% stab. dmg |
+10.0% melee hit chance +0.1 sprint multiplier |
-20.0% chance to die when incapacitated 4 maximum injuries |
-1 indirect fire penalty |
5 | 1,600 | 3,000 | +5% ranged hit chance -1 recoil 50% unjam chance Ability: Multitarget or Battlelord |
+12.5% melee hit chance Ability: Sure Footing or Phantom |
-25.0% chance to die when incapacitated Ability: Bulwark or Shielded Stance |
+3 accuracy in min. range Ability: Sensor Lock or Target Prediction |
6 | 2,500 | 5,500 | +6% ranged hit chance 60% unjam chance 15% Chance for +15% heat dmg |
+15.0% melee hit chance +1 hit defense +3 melee defense |
-30.0% chance to die when incapacitated +3% Heat Efficiency |
Called shot bonus |
7 | 3,600 | 9,100 | +7% ranged hit chance -2 recoil 70% unjam chance |
+17.5% melee hit chance +0.2 sprint multiplier |
-35.0% chance to die when incapacitated 5 maximum injuries |
-2 indirect fire penalty |
8 | 4,900 | 14,000 | +8% ranged hit chance 80% unjam chance Ability: Precision Master or Energy/Ballistic/Missile Master |
+20.0% melee hit chance Ability: Ace Pilot or Invisible Target |
-40.0% chance to die when incapacitated Ability: Juggernaut or Brawler |
+6 accuracy in min. range Ability: Master Tactician or Knife Fighter |
9 | 6,400 | 20,400 | +9% ranged hit chance -10% jam chance 90% unjam chance 15% Chance for +15% dmg |
+22.5% melee hit chance +2 unsteady threshold |
-45.0% chance to die when incapacitated +6% Heat Efficiency +1 punch hit |
Called shot mastery |
10 | 8,100 | 28,500 | +10% ranged hit chance 100% unjam chance Ability: Stone Cold |
+25.0% melee hit chance +3 hit defense +6 melee defense Ability: Lightfoot |
-50.0% chance to die when incapacitated 6 maximum injuries Ability: Defensive Formation |
-3 indirect fire penalty Ability: Eagle Eye |
Abilities
A list of abilities in BTA. Some provide passive "always-on" bonuses and others must be activated during battle.
Roles
Depending on which specialized skill (level 8) and which primary skill (level 5) a pilot has selected determines the pilot's title. This is purely cosmetic, and has no function on gameplay; though it can still be useful, as it clues in what skills an enemy has and may help you guess at their tactics and underlying statistics.
Skill | - | Gunnery 8 | Piloting 8 | Guts 8 | Tactics 8 |
---|---|---|---|---|---|
Gunnery 5 | Gunner | - | Flanker | Gladiator | Striker |
Piloting 5 | Pilot | Skirmisher | - | Brawler | Scout |
Guts 5 | Defender | Lancer | Outrider | - | Vanguard |
Tactics 5 | Tactician | Sharpshooter | Recon | Sentinel | - |
Revostae's Example Pilot Skill Builds