Difference between revisions of "Skills and Abilities"
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! 5 | ! 5 | ||
| 1,600 || 3,000 | | 1,600 || 3,000 | ||
− | | +5% ranged hit chance<br />-1 recoil<br />50% unjam chance<br />'''Ability: Multitarget<br />or | + | | +5% ranged hit chance<br />-1 recoil<br />50% unjam chance<br />'''Ability: Multitarget or Battlelord<br />or Intensify Firepower''' |
− | | +12.5% melee hit chance<br /><br /><br />'''Ability: Sure Footing<br />or Phantom''' | + | | +12.5% melee hit chance<br /><br /><br />'''Ability: Sure Footing<br />or Phantom<br />or Sideslip''' |
− | | -25.0% chance to die when incapacitated<br /><br /><br />'''Ability: Bulwark or Shielded Stance''' | + | | -25.0% chance to die when incapacitated<br /><br /><br />'''Ability: Bulwark or Shielded Stance<br />or Redundant Components''' |
− | | +3 accuracy in min. range<br /><br /><br />'''Ability: Sensor Lock<br />or Target Prediction''' | + | | +3 accuracy in min. range<br /><br /><br />'''Ability: Sensor Lock<br />or Target Prediction<br />or Sensor Sweep''' |
|- style="vertical-align: top;" | |- style="vertical-align: top;" | ||
! 6 | ! 6 | ||
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! 8 | ! 8 | ||
| 4,900 || 14,000 | | 4,900 || 14,000 | ||
− | | +8% ranged hit chance<br />80% unjam chance<br />'''Ability: Precision Master<br />or Energy/Ballistic/Missile Master''' | + | | +8% ranged hit chance<br />80% unjam chance<br />'''Ability: Precision Master<br />or Energy/Ballistic/Missile Master<br />or Perfect Targeting''' |
− | | +20.0% melee hit chance<br /><br />'''Ability: Ace Pilot<br />or Invisible Target''' | + | | +20.0% melee hit chance<br /><br />'''Ability: Ace Pilot<br />or Invisible Target<br />or Street Racer''' |
− | | -40.0% chance to die when incapacitated<br /><br />'''Ability: Juggernaut or Brawler''' | + | | -40.0% chance to die when incapacitated<br /><br />'''Ability: Juggernaut or Brawler<br />or Brute Force''' |
− | | +6 accuracy in min. range<br /><br />'''Ability: Master Tactician<br />or Knife Fighter''' | + | | +6 accuracy in min. range<br /><br />'''Ability: Master Tactician<br />or Knife Fighter<br />or Target Painting''' |
|- style="vertical-align: top;" | |- style="vertical-align: top;" | ||
! 9 | ! 9 | ||
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! 10 | ! 10 | ||
| 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<br />or Overwhelming Aggression''' |
− | | +25.0% melee hit chance<br />+3 hit defense<br />+6 melee defense<br />'''Ability: Lightfoot''' | + | | +25.0% melee hit chance<br />+3 hit defense<br />+6 melee defense<br />'''Ability: Lightfoot<br />or Spotter''' |
− | | -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<br />or Hull Down''' |
− | | -3 indirect fire penalty<br /><br /><br />'''Ability: Eagle Eye''' | + | | -3 indirect fire penalty<br /><br /><br />'''Ability: Eagle Eye<br />or Command and Control''' |
|} | |} | ||
= Abilities = | = Abilities = | ||
A list of abilities in BTA. Some provide passive "always-on" bonuses and others must be activated during battle. | A list of abilities in BTA. Some provide passive "always-on" bonuses and others must be activated during battle. | ||
+ | |||
+ | == Mech Pilot Abilities == | ||
+ | These abilities are available to Mech (M) and Mech/Vehicle (MV) pilots only. | ||
{| class="wikitable" | {| class="wikitable" | ||
Line 186: | Line 189: | ||
! 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. | ||
+ | |} | ||
+ | |||
+ | == Vehicle Pilot Abilities == | ||
+ | These abilities are available to Vehicle (V) pilots only. | ||
+ | |||
+ | {| class="wikitable" | ||
+ | ! Skill Tree !! Level !! Icon !! Abilitiy !! Description | ||
+ | |- | ||
+ | ! rowspan="3"|Gunnery | ||
+ | ! rowspan="1"|Level 5 | ||
+ | ! [[File:Intensify Firepower.png|border|Intensify Firepower]] | ||
+ | ! Intensify Firepower | ||
+ | | ACTION: Removes ability to move for the turn but the tank deals 30% more damage for the turn. Has a 3 turn cooldown and costs 30 resolve. | ||
+ | |- | ||
+ | ! rowspan="1"|Level 8 | ||
+ | ! [[File:Perfect Targeting.png|border|Perfect Targeting]] | ||
+ | ! Perfect Targeting | ||
+ | | PASSIVE: Lets the tank ignore 2 evasion at all times. | ||
+ | |- | ||
+ | ! rowspan="1"|Level 10 | ||
+ | ! [[File:Overwhelming Aggression.png|border|Overwhelming Aggression]] | ||
+ | ! Overwhelming Aggression | ||
+ | | PASSIVE: Grants the tank 20% bonus damage at all times. | ||
+ | |- | ||
+ | ! rowspan="3"|Piloting | ||
+ | ! rowspan="1"|Level 5 | ||
+ | ! [[File:Sideslip.png|border|Sideslip]] | ||
+ | ! Sideslip | ||
+ | | ACTIVE: Lets the tank ignore all terrain bonuses or penalties for one turn as well as ignoring landmines for that turn. Permits hovers to move through trees. Has a 3 turn cooldown and costs 10 resolve. | ||
+ | |- | ||
+ | ! rowspan="1"|Level 8 | ||
+ | ! [[File:Street Racer.png|border|Street Racer]] | ||
+ | ! Street Racer | ||
+ | | PASSIVE: Provides the tank with 20% flat DR at all times. | ||
+ | |- | ||
+ | ! rowspan="1"|Level 10 | ||
+ | ! [[File:Spotter.png|border|Spotter]] | ||
+ | ! Spotter | ||
+ | | ACTIVE: Targets a friendly unit instead of the user, allows the tank to chart a path for allied units, increasing their land speed by 60 meters for the turn. Has a 500 meter range. Has a 4 turn cooldown and costs 40 resolve. | ||
+ | |- | ||
+ | ! rowspan="3"|Guts | ||
+ | ! rowspan="1"|Level 5 | ||
+ | ! [[File:Redundant Components.png|border|Redundant Components]] | ||
+ | ! Redundant Components | ||
+ | | PASSIVE: Reduces incoming critical damage chance by 50%. | ||
+ | |- | ||
+ | ! rowspan="1"|Level 8 | ||
+ | ! [[File:Brute Force.png|border|Brute Force]] | ||
+ | ! Brute Force | ||
+ | | ACTIVE: Increases tank speed by 60 meters for the turn but at the cost of 10% of the tank's current structure each use. Has a 3 turn cooldown and costs 20 resolve. | ||
+ | |- | ||
+ | ! rowspan="1"|Level 10 | ||
+ | ! [[File:Hull Down.png|border|Hull Down]] | ||
+ | ! Hull Down | ||
+ | | ACTION: Removes ability to move for 2 turns but the tank takes 90% less damage for that duration as well. Has a 4 turn cooldown and costs 30 resolve. | ||
+ | |- | ||
+ | ! rowspan="3"|Tactics | ||
+ | ! rowspan="1"|Level 5 | ||
+ | ! [[File:Sensor Sweep.png|border|Sensor Sweep]] | ||
+ | ! Sensor Sweep | ||
+ | | ACTION: It permits an active probe-like ability (an AoE Sensor Lock). Has a 5 turn cooldown and costs 30 resolve. | ||
|- | |- | ||
+ | ! rowspan="1"|Level 8 | ||
+ | ! [[File:Target Painting.png|border|Target Painting]] | ||
+ | ! Target Painting | ||
+ | | ACTION: Targets an enemy unit instead of the user or friendly units, paints the target with a super-powered TAG effect, giving attacks against them a +3 chance to hit for 2 turns. Does not stack with TAG equipment. Has a 500 meter range. Has a 4 turn cooldown and costs 30 resolve. | ||
+ | |- | ||
+ | ! rowspan="1"|Level 10 | ||
+ | ! [[File:Command and Control.png|border|Command and Control]] | ||
+ | ! Command and Control | ||
+ | | ACTION: Must be used before movement, allows the tank to serve as a lance coordinator for 2 turns, improving player unit initiatives by 1 for two turns. Has a 6 turn cooldown and costs 60 resolve. | ||
+ | |} | ||
+ | |||
+ | == Universal Abilities == | ||
+ | These abilities are available to all pilots: Mech (M) Vehicle (V) and Mech/Vehicle (MV) pilots. | ||
+ | |||
+ | {| class="wikitable" | ||
! Universal | ! Universal | ||
! Level 1 | ! Level 1 | ||
! [[File:First_aid.png]] | ! [[File:First_aid.png]] | ||
! First Aid | ! First Aid | ||
− | | ACTION: Use this Ability to reduce pilot bleed rate for | + | | ACTION: Use this Ability to reduce pilot bleed rate for 2 turns. Must be activated before moving. |
|} | |} | ||
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!Skill | !Skill | ||
!- | !- | ||
− | !Gunnery 8 | + | ! Gunnery 8 |
− | !Piloting 8 | + | ! Piloting 8 |
− | !Guts 8 | + | ! Guts 8 |
− | !Tactics 8 | + | ! Tactics 8 |
|- | |- | ||
− | ! | + | ! Gunnery 5 |
− | |Gunner | + | | Gunner |
| - | | - | ||
− | |Flanker | + | | Flanker |
− | |Gladiator | + | | Gladiator |
− | |Striker | + | | Striker |
|- | |- | ||
− | ! | + | ! Piloting 5 |
− | |Pilot | + | | Pilot |
− | |Skirmisher | + | | Skirmisher |
| - | | - | ||
− | |Brawler | + | | Brawler |
− | |Scout | + | | Scout |
|- | |- | ||
− | ! | + | ! Guts 5 |
− | |Defender | + | | Defender |
− | |Lancer | + | | Lancer |
− | |Outrider | + | | Outrider |
| - | | - | ||
− | |Vanguard | + | | Vanguard |
|- | |- | ||
− | ! | + | ! Tactics 5 |
− | |Tactician | + | | Tactician |
− | |Sharpshooter | + | | Sharpshooter |
− | |Recon | + | | Recon |
− | |Sentinel | + | | Sentinel |
| - | | - | ||
|} | |} | ||
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[[File:Bulwark.png]] + [[File:Juggernaut_Skill.png]] OR [[File:Brawler.png]] + [[File:Defensive_Formation.png]] + [[File:Sensor_Lock.png]] | [[File:Bulwark.png]] + [[File:Juggernaut_Skill.png]] OR [[File:Brawler.png]] + [[File:Defensive_Formation.png]] + [[File:Sensor_Lock.png]] | ||
− | Guts Primary builds are basically for melee focused | + | Guts Primary builds are basically for melee focused MechWarriors. Pick Juggernaut for a 2nd melee weapon (hatchet/mace/lance/sword) attack or pick Brawler to get a 2nd kick depending on what you intend to do. I took sensor lock as the secondary tree skill because it's useful if you're stuck out of range you can still contribute every turn as you should be in sensor range. |
===Sure Footing Variation=== | ===Sure Footing Variation=== |
Revision as of 22:40, 5 September 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 or Intensify Firepower |
+12.5% melee hit chance Ability: Sure Footing or Phantom or Sideslip |
-25.0% chance to die when incapacitated Ability: Bulwark or Shielded Stance or Redundant Components |
+3 accuracy in min. range Ability: Sensor Lock or Target Prediction or Sensor Sweep |
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 or Perfect Targeting |
+20.0% melee hit chance Ability: Ace Pilot or Invisible Target or Street Racer |
-40.0% chance to die when incapacitated Ability: Juggernaut or Brawler or Brute Force |
+6 accuracy in min. range Ability: Master Tactician or Knife Fighter or Target Painting |
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 or Overwhelming Aggression |
+25.0% melee hit chance +3 hit defense +6 melee defense Ability: Lightfoot or Spotter |
-50.0% chance to die when incapacitated 6 maximum injuries Ability: Defensive Formation or Hull Down |
-3 indirect fire penalty Ability: Eagle Eye or Command and Control |
Abilities
A list of abilities in BTA. Some provide passive "always-on" bonuses and others must be activated during battle.
Mech Pilot Abilities
These abilities are available to Mech (M) and Mech/Vehicle (MV) pilots only.
Vehicle Pilot Abilities
These abilities are available to Vehicle (V) pilots only.
Skill Tree | Level | Icon | Abilitiy | Description |
---|---|---|---|---|
Gunnery | Level 5 | ![]() |
Intensify Firepower | ACTION: Removes ability to move for the turn but the tank deals 30% more damage for the turn. Has a 3 turn cooldown and costs 30 resolve. |
Level 8 | ![]() |
Perfect Targeting | PASSIVE: Lets the tank ignore 2 evasion at all times. | |
Level 10 | ![]() |
Overwhelming Aggression | PASSIVE: Grants the tank 20% bonus damage at all times. | |
Piloting | Level 5 | ![]() |
Sideslip | ACTIVE: Lets the tank ignore all terrain bonuses or penalties for one turn as well as ignoring landmines for that turn. Permits hovers to move through trees. Has a 3 turn cooldown and costs 10 resolve. |
Level 8 | ![]() |
Street Racer | PASSIVE: Provides the tank with 20% flat DR at all times. | |
Level 10 | ![]() |
Spotter | ACTIVE: Targets a friendly unit instead of the user, allows the tank to chart a path for allied units, increasing their land speed by 60 meters for the turn. Has a 500 meter range. Has a 4 turn cooldown and costs 40 resolve. | |
Guts | Level 5 | ![]() |
Redundant Components | PASSIVE: Reduces incoming critical damage chance by 50%. |
Level 8 | ![]() |
Brute Force | ACTIVE: Increases tank speed by 60 meters for the turn but at the cost of 10% of the tank's current structure each use. Has a 3 turn cooldown and costs 20 resolve. | |
Level 10 | ![]() |
Hull Down | ACTION: Removes ability to move for 2 turns but the tank takes 90% less damage for that duration as well. Has a 4 turn cooldown and costs 30 resolve. | |
Tactics | Level 5 | ![]() |
Sensor Sweep | ACTION: It permits an active probe-like ability (an AoE Sensor Lock). Has a 5 turn cooldown and costs 30 resolve. |
Level 8 | ![]() |
Target Painting | ACTION: Targets an enemy unit instead of the user or friendly units, paints the target with a super-powered TAG effect, giving attacks against them a +3 chance to hit for 2 turns. Does not stack with TAG equipment. Has a 500 meter range. Has a 4 turn cooldown and costs 30 resolve. | |
Level 10 | Command and Control | Command and Control | ACTION: Must be used before movement, allows the tank to serve as a lance coordinator for 2 turns, improving player unit initiatives by 1 for two turns. Has a 6 turn cooldown and costs 60 resolve. |
Universal Abilities
These abilities are available to all pilots: Mech (M) Vehicle (V) and Mech/Vehicle (MV) pilots.
Universal | Level 1 | ![]() |
First Aid | ACTION: Use this Ability to reduce pilot bleed rate for 2 turns. Must be activated before moving. |
---|
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 | - |
XP Per Level
The following table details how much XP is required to level up at each skill level.
Skill Level | XP | Total XP |
---|---|---|
1->2 | 100 | 100 |
2->3 | 400 | 500 |
3->4 | 900 | 1400 |
4->5 | 1600 | 3000 |
5->6 | 2500 | 5500 |
6->7 | 3600 | 9100 |
7->8 | 4900 | 14000 |
8->9 | 6400 | 20400 |
9->10 | 8100 | 28500 |
Revostae's Example Pilot Skill Builds