Difference between revisions of "Skills and Abilities"
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! Skill Tree !! Level !! Icon !! Abilitiy !! Description | ! Skill Tree !! Level !! Icon !! Abilitiy !! Description | ||
|- | |- | ||
− | ! rowspan=" | + | ! rowspan="9"|Gunnery |
! rowspan="2"|Level 5 | ! rowspan="2"|Level 5 | ||
! [[File:Multi-Target.png|border|Multitarget]] | ! [[File:Multi-Target.png|border|Multitarget]] | ||
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| 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. | | 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. | ||
|- | |- | ||
− | ! rowspan=" | + | ! rowspan="6"|Level 8 |
! [[File:Precision Master.png|border|Precision Master]] | ! [[File:Precision Master.png|border|Precision Master]] | ||
! Precision Master | ! Precision Master | ||
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! Missile Master | ! Missile Master | ||
| PASSIVE: Grants a 10% damage bonus and +1 accuracy to attacks with missile weapons. | | PASSIVE: Grants a 10% damage bonus and +1 accuracy to attacks with missile weapons. | ||
+ | |- | ||
+ | ! [[File:Battle Armor Master.png|border|Battle Armor Master]] | ||
+ | ! Battle Armor Master | ||
+ | | PASSIVE: Grants a 10% damage bonus and +1 accuracy to attacks with battle armor weapons. | ||
+ | |- | ||
+ | ! [[File:Artillery Master.png|border|Artillery Master]] | ||
+ | ! Artillery Master | ||
+ | | PASSIVE: Grants a 10% damage bonus and +1 accuracy to attacks with artillery weapons. | ||
|- | |- | ||
! rowspan="1"|Level 10 | ! rowspan="1"|Level 10 | ||
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! [[File:Brawler.png|border|Brawler]] | ! [[File:Brawler.png|border|Brawler]] | ||
! Brawler | ! Brawler | ||
− | | PASSIVE: Grants a 35% damage bonus to kicks, punches, and DFAs. Reduces self-damage from DFAs by 50%. | + | | PASSIVE: Grants a 35% damage bonus to kicks, punches, and DFAs. Reduces self-damage from DFAs by 50%. Grants one extra punch attack. |
|- | |- | ||
! rowspan="1"|Level 10 | ! rowspan="1"|Level 10 | ||
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| 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. | | 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. | ||
|- | |- | ||
− | ! rowspan=" | + | ! rowspan="6"|Tactics |
! rowspan="2"|Level 5 | ! rowspan="2"|Level 5 | ||
! [[File:Sensor Lock.png|border|Sensor Lock]] | ! [[File:Sensor Lock.png|border|Sensor Lock]] | ||
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| ACTION: Advanced heuristics provide your lancemates with +2 accuracy for the remainder of this turn. Does not affect this unit. 4 turn cooldown. Costs 30 Resolve to use. | | ACTION: Advanced heuristics provide your lancemates with +2 accuracy for the remainder of this turn. Does not affect this unit. 4 turn cooldown. Costs 30 Resolve to use. | ||
|- | |- | ||
− | ! rowspan=" | + | ! rowspan="3"|Level 8 |
! [[File:Master Tactician.png|border|Master Tactician]] | ! [[File:Master Tactician.png|border|Master Tactician]] | ||
! Master Tactician | ! Master Tactician | ||
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! 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. | | PASSIVE: Gain a +33% boost to all support weapon short and medium range brackets as well as +10% damage with support weapons. | ||
+ | |- | ||
+ | ! [[File:BombardierSkill.png|border|Bombardier]] | ||
+ | ! Bombardier | ||
+ | | PASSIVE: Gain a +33% boost to all bomb bay weapon range brackets as well as +10% damage with bomb bay weapons. | ||
|- | |- | ||
! rowspan="1"|Level 10 | ! rowspan="1"|Level 10 | ||
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== Preamble == | == Preamble == | ||
− | These builds are not to be taken as the be-all-end-all of what constitutes good skill builds. They are suggestions, and were created from the standpoint of primarily using lots of clan weaponry and FCS | + | These builds are not to be taken as the be-all-end-all of what constitutes good skill builds. They are suggestions, and were created from the standpoint of primarily using lots of clan weaponry and FCS Location Designator. While generally lighter/smaller than their Inner Sphere counterparts, they also typically have shorter range. The Tactics tree helps make up for that shortcoming, which is one reason why I think it's so good. If all of your LRM boats run IS LRMs you might like to spec them Gunnery, for example, if the range increase is negligible to you. For cLRMs though the range increase is huge. Being able to make called shots is extremely important, strongly consider the Precision Master Gunnery build if you do not have access to FCS Location Designator. |
There are many viable pilot skill builds to use but I find that these are the ones that serve me the best. | There are many viable pilot skill builds to use but I find that these are the ones that serve me the best. | ||
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[[File:Battlelord.png]] + [[File:Precision_Master.png]] + [[File:Stone_Cold.png]] + [[File:Bulwark.png]] | [[File:Battlelord.png]] + [[File:Precision_Master.png]] + [[File:Stone_Cold.png]] + [[File:Bulwark.png]] | ||
− | Use this variation if you do not yet have access to FCS | + | Use this variation if you do not yet have access to FCS Location Designator cockpit equipment that allows you to target specific enemy locations with the precise shot ability. This is extremely important for quickly taking out/disabling enemies or to have a better chance at getting ideal salvage. Either run FCS Location Designator or get this! |
===Sure Movement Variation=== | ===Sure Movement Variation=== |
Latest revision as of 21:18, 3 April 2024
Skills and abilities provide tangible battlefield effects and help specialize your pilot in a specific role. Skill tree trait bonuses (e.g. +Accuracy% from Gunnery) are shown as a cumulative bonus rather than their individual increase to save you having to add it all up yourself.
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% resolve generation |
2 | 100 | 100 | +2% ranged hit chance 20% unjam chance |
+5.0% melee hit chance | -10.0% chance to die when incapacitated | +4% resolve generation |
3 | 400 | 500 | +3% ranged hit chance 30% unjam chance |
+7.5% melee hit chance | -15.0% chance to die when incapacitated | +6% resolve generation |
4 | 900 | 1,400 | +4% ranged hit chance -15% 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 +8% resolve generation |
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 Movement or Phantom or Sideslip |
-25.0% chance to die when incapacitated +1 punch hit Ability: Bulwark or Shielded Stance or Redundant Components |
+3 accuracy in min. range +10% resolve generation Ability: Sensor Lock or Target Prediction or Target Painting |
6 | 2,500 | 5,500 | +6% ranged hit chance 60% unjam chance |
+15.0% melee hit chance +1 hit defense +3 melee defense |
-30.0% chance to die when incapacitated +3% Heat Efficiency |
Called shot bonus +12% resolve generation |
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 +14% resolve generation |
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 +16% resolve generation Ability: Master Tactician or Knife Fighter or Sensor Sweep |
9 | 6,400 | 20,400 | +9% ranged hit chance -62.5% 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 |
Called shot mastery +18% resolve generation |
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 +20% resolve generation 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 primarily available to Mech (M) and Mech/Vehicle (MV) pilots. Vehicle (V) pilots have access to: Multi-Target, Precision Master, Sure Movement, Ace Pilot, Shielded Stance, Sensor Lock, and Master Tactician as detailed in this FAQ post.
Vehicle Pilot Abilities
These abilities are available to Vehicle (V) and Mech/Vehicle (M/V) pilots.
Universal Abilities
These abilities are available to all pilots: Mech (M) Vehicle (V) and Mech/Vehicle (MV) pilots.
NPC Abilities
These abilities are only available to NPC pilots. Currently only the B Team pilots and the VIP have access to these in their associated missions (like B-Team and Training Day).
NPC | Level 1 | Training Wheels | ACTION: Focus attention for a turn, gaining +1 to weapon accuracy and +5% to weapon damage for the turn. 2 turn cooldown. |
---|
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
Preamble
These builds are not to be taken as the be-all-end-all of what constitutes good skill builds. They are suggestions, and were created from the standpoint of primarily using lots of clan weaponry and FCS Location Designator. While generally lighter/smaller than their Inner Sphere counterparts, they also typically have shorter range. The Tactics tree helps make up for that shortcoming, which is one reason why I think it's so good. If all of your LRM boats run IS LRMs you might like to spec them Gunnery, for example, if the range increase is negligible to you. For cLRMs though the range increase is huge. Being able to make called shots is extremely important, strongly consider the Precision Master Gunnery build if you do not have access to FCS Location Designator.
There are many viable pilot skill builds to use but I find that these are the ones that serve me the best.
Standard Damage Dealer Build (Tactics/Gunnery)
Base Build
The "I like initiative and/or want my weapons to shoot further build". My go to for anything that's not extreme range and wants to put out damage. LRM boats, ATM boats, anything that isn't insane range (like artillery or Arrow IV, they have enough range so don't need the benefits from tactics, spec those into gunnery for more damage). This build lets ATM boats shoot HE and STD ammo out so far you basically never need to bring ER ammo, which means bigger damage a lot of the time than on a Gunnery build because you can use much harder hitting ammo. More turns spent shooting is more damage done for other weapons as well. Personally, I'm convinced the Tactics tree is the best tree in the game for damage dealers that aren't boating artillery.
Support Weapon Focused Variation
Support weapon boats can take Knife Fighter over Master Tactician for some extra punch and extra accuracy in close and medium range bands.
Close Range/Brawling Variation (More Defense Focused)
Closer range builds can consider swapping out Battlelord to either Sure Movement (Piloting Tree) or Bulwark (Guts Tree) depending on the speed/evasiveness of their mech. Can also swap Target Prediction to Sensor Lock if your pilot often finds themselves unable to fire due to being out of range or line of sight. It at least gives you a useful ability you can use to help your other mechs put out some damage.
Scouting/Fast Interceptor (Piloting/Tactics)
Base Build
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 Movement over Phantom because I want the boost every turn and I run enough evasion boosters to get very high evasion regardless.
Target Prediction Variation
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.
Extreme Range Damage Dealer (Gunnery/Guts)
Base Build
Long/extreme range damage dealer build. Used primarily on AC/2, ER PPC, Gauss, Sniper Arty, Long Tom, or Arrow IV boats. Maximizes damage and cooling (especially nice on low initiative PPC or artillery boats) with a nice survivability boost for staying in cover. Pretty self explanatory, this tree is very straightforward. Take the mastery skill for the weapon type you intend to use of course.
Precision Master Variation
Use this variation if you do not yet have access to FCS Location Designator cockpit equipment that allows you to target specific enemy locations with the precise shot ability. This is extremely important for quickly taking out/disabling enemies or to have a better chance at getting ideal salvage. Either run FCS Location Designator or get this!
Sure Movement Variation
Replace Bulwark with Sure Movement if you are running a faster mech and/or like to focus on evasion over damage reduction.
Target Prediction Variation
If you're fairly certain the pilot will almost never be shot at you can instead opt for some team accuracy boosting utility from Target Prediction and forego the defensive bonuses. This is a good option for Artillery mechs that can fire indirectly from far away.
Melee/Tank (Guts/Tactics)
Base Build
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 pure bonus damage 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 Movement Variation
Switch out Sensor Lock and take Sure Movement if you would rather be extra defense focused. The extra evasion and lowered stability damage taken can be helpful to give you a boost in survivability although it does leave you often with nothing to do on a turn besides move if you don't also have a number of ranged weapons. This is why typically I prefer Sensor Lock.