Difference between revisions of "Skills and Abilities"

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| ACTION: Use this Ability to reduce pilot bleed rate for 3 turns. Costs 15 resolve. Must be activated before moving.
 
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Revision as of 23:41, 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.

Skill Tree Level Icon Abilitiy Description
Gunnery Level 5 Multitarget Multitarget ACTION: Fire weapons at up to three separate targets within this 'Mech's current firing arc.
Battlelord Battlelord ACTION: Supercharge your mech for a turn, dealing 15% greater damage and hitting with +2 accuracy for the turn. Generates an extra 30 heat this turn. 4 turn cooldown. Costs 20 Resolve to use.
Level 8 Precision Master Precision Master PASSIVE: Attacks with a single weapon ignore COVER and GUARDED on the target. Additionally, enables called shots on targets.
Energy Master Energy Master PASSIVE: Grants a 10% damage bonus and +1 accuracy to attacks with energy weapons.
Ballistic Master Ballistic Master PASSIVE: Grants a 10% damage bonus and +1 accuracy to attacks with ballistic weapons.
Missile Master Missile Master PASSIVE: Grants a 10% damage bonus and +1 accuracy to attacks with missile weapons.
Level 10 Stone Cold Stone Cold ACTION: Supercharge your cooling system for a turn, gaining +60 heat dissipation for the turn, at the cost of responsiveness in the controls. Your initiative is reduced by 2 for 2 turns. 4 turn cooldown. Costs 20 Resolve to use.
Piloting Level 5 Sure Footing Sure Footing PASSIVE: 'Mechs piloted by this MechWarrior gain one bonus Evasion charge after moving (can exceed the unit's maximum). If the move is not a sprint, jump, or charge to melee, the 'Mech also gains ENTRENCHED (50% stability damage reduction).
Phantom Phantom ACTION: Blur your 'Mech's sensor signature such that you gain +2 evasive charges from movement for two turns. 4 turn cooldown. Costs 20 Resolve to use.
Level 8 Ace Pilot Ace Pilot PASSIVE: A 'Mech piloted by this MechWarrior can move after shooting if it has not moved yet.
Invisible Target Invisible Target PASSIVE: This pilot's evasive charges are immune to being removed by sensor lock effects. Additionally, pilot gets +2 defense at all times.
Level 10 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.
Guts Level 5 Bulwark Bulwark PASSIVE: COVER and GUARDED states both provide 40% damage reduction rather than 20% damage reduction. COVER and GUARDED together provide 60% damage reduction.
Shielded Stance Shielded Stance ACTION: Activate in order to gain a flat 50% damage reduction regardless of cover or positioning as well as gaining 1 initiative. The DR lasts until your next turn, initiative only applies next turn. 4 turn cooldown. Costs 20 Resolve to use.
Level 8 Juggernaut Juggernaut PASSIVE: Successful Melee attacks knock your target back one Initiative Phase. Braces after Melee and DFA. Also grants one extra attack using physical weapons such as Hatchets, Maces, and Swords.
Brawler Brawler PASSIVE: Grants a 20% damage bonus to kicks, punches, and DFAs. Reduces self-damage from DFAs by 50%. Grants ability to kick twice.
Level 10 Defensive Formation Defensive Formation ACTION: Activate in order to gain a flat 20% damage reduction regardless of cover or positioning for all friendly units. The DR lasts for 2 turns. 6 turn cooldown. Costs 20 Resolve to use.
Tactics Level 5 Sensor Lock Sensor Lock ACTION: Select a target within sensor range to reveal it until the end of the current round and remove two of its EVASIVE charges. The target also gains +2 SENSORS IMPAIRED effect. Using Sensor Lock ends your turn.
Target Prediction Target Prediction ACTION: Advanced heuristics provide your lancemates with +2 accuracy for the remainder of this turn. Does not affect this unit. 4 turn cooldown. Costs 20 Resolve to use.
Level 8 Master Tactician Master Tactician PASSIVE: 'Mechs piloted by this MechWarrior gain +2 Initiative, and remove one bar of stability damage when Reserving.
Knife Fighter Knife Fighter PASSIVE: Gain a +33% boost to all support weapon short and medium range brackets as well as +10% damage with support weapons.
Level 10 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.

Vehicle Pilot Abilities

These abilities are available to Vehicle (V) pilots only.

Skill Tree Level Icon Abilitiy Description
Gunnery Level 5 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.
Level 8 Perfect Targeting Perfect Targeting PASSIVE: Lets the tank ignore 2 evasion at all times.
Level 10 Overwhelming Aggression Overwhelming Aggression PASSIVE: Grants the tank 20% bonus damage at all times.
Piloting Level 5 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.
Level 8 Street Racer Street Racer PASSIVE: Provides the tank with 20% flat DR at all times.
Level 10 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.
Guts Level 5 Redundant Components Redundant Components PASSIVE: Reduces incoming critical damage chance by 50%.
Level 8 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.
Level 10 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.
Tactics Level 5 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.
Level 8 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.
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.png First Aid ACTION: Use this Ability to reduce pilot bleed rate for 3 turns. Costs 15 resolve. 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