Difference between revisions of "Skills and Abilities"
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! rowspan="3"|Gunnery | ! rowspan="3"|Gunnery | ||
! rowspan="1"|Level 5 | ! rowspan="1"|Level 5 | ||
− | ! [[File: | + | ! [[File:Intensify_Firepower.png|60px|border|Intensify Firepower]] |
! 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. | | 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 | ! rowspan="1"|Level 8 | ||
− | ! [[File: | + | ! [[File:Perfect_Targeting.png|60px|border|Perfect Targeting]] |
! Perfect Targeting | ! Perfect Targeting | ||
| PASSIVE: Lets the tank ignore 2 evasion at all times. | | PASSIVE: Lets the tank ignore 2 evasion at all times. | ||
|- | |- | ||
! rowspan="1"|Level 10 | ! rowspan="1"|Level 10 | ||
− | ! [[File: | + | ! [[File:Overwhelming_Aggression.png|60px|border|Overwhelming Aggression]] |
! Overwhelming Aggression | ! Overwhelming Aggression | ||
| PASSIVE: Grants the tank 20% bonus damage at all times. | | PASSIVE: Grants the tank 20% bonus damage at all times. | ||
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! rowspan="3"|Piloting | ! rowspan="3"|Piloting | ||
! rowspan="1"|Level 5 | ! rowspan="1"|Level 5 | ||
− | ! [[File:Sideslip.png|border|Sideslip]] | + | ! [[File:Sideslip.png|60px|border|Sideslip]] |
! 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. | | 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 | ! rowspan="1"|Level 8 | ||
− | ! [[File:Street Racer.png|border|Street Racer]] | + | ! [[File:Street Racer.png|60px|border|Street Racer]] |
! Street Racer | ! Street Racer | ||
| PASSIVE: Provides the tank with 20% flat DR at all times. | | PASSIVE: Provides the tank with 20% flat DR at all times. | ||
|- | |- | ||
! rowspan="1"|Level 10 | ! rowspan="1"|Level 10 | ||
− | ! [[File:Spotter.png|border|Spotter]] | + | ! [[File:Spotter.png|60px|border|Spotter]] |
! 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. | | 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. | ||
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! rowspan="3"|Guts | ! rowspan="3"|Guts | ||
! rowspan="1"|Level 5 | ! rowspan="1"|Level 5 | ||
− | ! [[File:Redundant Components.png|border|Redundant Components]] | + | ! [[File:Redundant Components.png|60px|border|Redundant Components]] |
! Redundant Components | ! Redundant Components | ||
| PASSIVE: Reduces incoming critical damage chance by 50%. | | PASSIVE: Reduces incoming critical damage chance by 50%. | ||
|- | |- | ||
! rowspan="1"|Level 8 | ! rowspan="1"|Level 8 | ||
− | ! [[File:Brute Force.png|border|Brute Force]] | + | ! [[File:Brute Force.png|60px|border|Brute Force]] |
! 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. | | 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 | ! rowspan="1"|Level 10 | ||
− | ! [[File:Hull Down.png|border|Hull Down]] | + | ! [[File:Hull Down.png|60px|border|Hull Down]] |
! 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. | | 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. | ||
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! rowspan="3"|Tactics | ! rowspan="3"|Tactics | ||
! rowspan="1"|Level 5 | ! rowspan="1"|Level 5 | ||
− | ! [[File:Sensor Sweep.png|border|Sensor Sweep]] | + | ! [[File:Sensor Sweep.png|60px|border|Sensor Sweep]] |
! 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. | | 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 | ! rowspan="1"|Level 8 | ||
− | ! [[File:Target Painting.png|border|Target Painting]] | + | ! [[File:Target Painting.png|60px|border|Target Painting]] |
! 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. | | 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 | ! rowspan="1"|Level 10 | ||
− | ! [[File: | + | ! [[File:Command_And_Control.png|60px|border|Command and Control]] |
! 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. | | 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 == | == Universal Abilities == |
Revision as of 23:13, 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.
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. |
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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