Difference between revisions of "User:Revostae"
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Normally the mechs that get stuck on terrain from randomized drops are in lance 2. | Normally the mechs that get stuck on terrain from randomized drops are in lance 2. | ||
+ | ===Evasion Mechanics=== | ||
+ | Evasion pips up to 6 add +2 defense (+12 defense for 6 pips). | ||
+ | Evasion pips above 6 up to the maximum of 12 add +1 defense (+6 defense for pips 7-12, +18 defense total for 12 evasion pips [max possible]) | ||
+ | ===Support Weapons Ignore 3 Evasion=== | ||
+ | They do not ignore *all* evasion but 3 pips by default. Some support weapons also have more evasion ignorance on their stats that would stack. | ||
+ | |||
+ | ===Melee Attacks Ignore 4 Evasion=== | ||
+ | They do not ignore *all* evasion but do ignore 4 pips. | ||
+ | |||
+ | ===C3 Bonuses Do Not Stack=== | ||
+ | Multiple C3 Slaves or Masters on your team do not stack. A single of each should, however. Although it's possible only the higher of the two has an effect. | ||
=Pilot Skill Builds= | =Pilot Skill Builds= |
Revision as of 21:35, 1 May 2021
Random Useful HBS Battletech/BTA Stuff
Keyboard Shortcuts
Ctrl + Shift + I
Unhooks the camera.
Ctrl + Shift + U
Hides the UI. Requires the camera to be unhooked first!
Ctrl + K
Takes a high resolution (4k) screenshot without the UI showing. They are stored inside your user profile at C:\Users\UserName\AppData\LocalLow\Harebrained Schemes (replace Username with your actual computer username).
Ctrl + Shift + -
Brings up the console commands, assuming you have the console enabled. You can enable it by modifying the file here: BattleTechInstallFolder\BattleTech_Data\StreamingAssets\data\debug\Settings.json. Add an entry for "testToolsEnabled": true, (both the double quotes and the coma must be there!)
Assorted Bits Of Knowledge
Put Mechs with zero jump jets in Lance #1
Normally the mechs that get stuck on terrain from randomized drops are in lance 2.
Evasion Mechanics
Evasion pips up to 6 add +2 defense (+12 defense for 6 pips). Evasion pips above 6 up to the maximum of 12 add +1 defense (+6 defense for pips 7-12, +18 defense total for 12 evasion pips [max possible])
Support Weapons Ignore 3 Evasion
They do not ignore *all* evasion but 3 pips by default. Some support weapons also have more evasion ignorance on their stats that would stack.
Melee Attacks Ignore 4 Evasion
They do not ignore *all* evasion but do ignore 4 pips.
C3 Bonuses Do Not Stack
Multiple C3 Slaves or Masters on your team do not stack. A single of each should, however. Although it's possible only the higher of the two has an effect.
Pilot Skill Builds
Preamble
These builds were created from the standpoint of primarily using lots of clan weaponry and FCS ADV TCs. 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 ADV TCs.
There are many viable pilot skill builds to use but I find that these are the ones that serve me the best.
Breakdown and details of all of the pilot skills can be found on the dedicated Skills And Abilities page.
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 Footing (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 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
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 ADV TC sensor 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 ADV TC or get this!
Sure Footing Variation
Replace Bulwark with Sure Footing 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 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
Switch out Sensor Lock and take Sure Footing 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.