Difference between revisions of "Skills and Abilities"
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! [[File:Intensify_Firepower.png|60px|border|Intensify Firepower]] | ! [[File:Intensify_Firepower.png|60px|border|Intensify Firepower]] | ||
! Intensify Firepower | ! Intensify Firepower | ||
− | | ACTION: | + | | ACTION: Cannot be used if you have moved this turn. Intentionally pillbox this tank, losing all ability to move this turn. In exchange, gain +30% damage this turn. 4 turn cooldown. Costs 30 resolve. |
|- | |- | ||
! rowspan="1"|Level 8 | ! rowspan="1"|Level 8 | ||
! [[File:Perfect_Targeting.png|60px|border|Perfect Targeting]] | ! [[File:Perfect_Targeting.png|60px|border|Perfect Targeting]] | ||
! Perfect Targeting | ! Perfect Targeting | ||
− | | PASSIVE: | + | | PASSIVE: This unit ignores two enemy evasion at all times. |
|- | |- | ||
! rowspan="1"|Level 10 | ! rowspan="1"|Level 10 | ||
! [[File:Overwhelming_Aggression.png|60px|border|Overwhelming Aggression]] | ! [[File:Overwhelming_Aggression.png|60px|border|Overwhelming Aggression]] | ||
! Overwhelming Aggression | ! Overwhelming Aggression | ||
− | | PASSIVE: | + | | PASSIVE: All damage dealt is increased by 20%. |
|- | |- | ||
! rowspan="3"|Piloting | ! rowspan="3"|Piloting | ||
Line 217: | Line 217: | ||
! [[File:Sideslip.png|60px|border|Sideslip]] | ! [[File:Sideslip.png|60px|border|Sideslip]] | ||
! Sideslip | ! Sideslip | ||
− | | ACTIVE: | + | | ACTIVE: For a single turn, this unit ignores terrain bonuses and penalties as well as landmines this turn.Permits hovers to move through trees. Has a 3 turn cooldown. Costs 10 resolve. |
|- | |- | ||
! rowspan="1"|Level 8 | ! rowspan="1"|Level 8 | ||
− | ! [[File: | + | ! [[File:Brute Force.png|60px|border|Brute Force]] |
− | ! | + | ! Brute Force |
− | | | + | | ACTIVE: Supercharge this tank's movement, gaining 60 meters of speed at the cost of damage to the tank's structure equal to 10% of its current structure value. 3 turn cooldown. Costs 20 resolve. |
|- | |- | ||
! rowspan="1"|Level 10 | ! rowspan="1"|Level 10 | ||
! [[File:Spotter.png|60px|border|Spotter]] | ! [[File:Spotter.png|60px|border|Spotter]] | ||
! Spotter | ! Spotter | ||
− | | ACTIVE: | + | | ACTIVE: This unit uses targeting and spotting systems to transmit better movement paths to an allied unit, granting that unit increased movement speed (+60 meters) for a turn. Spotter has a 500 meter range. 4 turn cooldown. Costs 40 resolve. |
|- | |- | ||
! rowspan="3"|Guts | ! rowspan="3"|Guts | ||
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|- | |- | ||
! rowspan="1"|Level 8 | ! rowspan="1"|Level 8 | ||
− | ! [[File: | + | ! [[File:Street Racer.png|60px|border|Street Racer]] |
− | ! | + | ! Street Racer |
− | | | + | | PASSIVE: This unit takes 20% less damage at all times. |
|- | |- | ||
! rowspan="1"|Level 10 | ! rowspan="1"|Level 10 | ||
! [[File:Hull Down.png|60px|border|Hull Down]] | ! [[File:Hull Down.png|60px|border|Hull Down]] | ||
! Hull Down | ! Hull Down | ||
− | | ACTION: | + | | ACTION: Cannot be used if you have moved this turn. Intentionally pillbox this tank, losing all ability to move for this turn and the next turn. In exchange, take 90% reduced damage from all sources until the end of your next turn. 4 turn cooldown. Costs 30 resolve. |
|- | |- | ||
! rowspan="3"|Tactics | ! rowspan="3"|Tactics | ||
Line 249: | Line 249: | ||
! [[File:Sensor Sweep.png|60px|border|Sensor Sweep]] | ! [[File:Sensor Sweep.png|60px|border|Sensor Sweep]] | ||
! Sensor Sweep | ! Sensor Sweep | ||
− | | ACTION: | + | | ACTION: Perform an AoE Sensor Lock on all enemies within a radius of 350 meters. 5 round cooldown. Costs 30 resolve. '''Using Sensor Sweep ends your turn.''' |
|- | |- | ||
! rowspan="1"|Level 8 | ! rowspan="1"|Level 8 | ||
! [[File:Target Painting.png|60px|border|Target Painting]] | ! [[File:Target Painting.png|60px|border|Target Painting]] | ||
! Target Painting | ! Target Painting | ||
− | | ACTION: | + | | ACTION: This unit uses a high-power targeting laser to paint an enemy target instead of firing weapons this turn. Allied units gain a +3 hit chance against that target for 2 turns. Target Painting has a 500 meter range. Does not stack with TAG equipment. 4 turn cooldown. Costs 30 resolve. |
|- | |- | ||
! rowspan="1"|Level 10 | ! rowspan="1"|Level 10 | ||
! [[File:Command_And_Control.png|60px|border|Command and Control]] | ! [[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 | + | | ACTION: Must be used before movement, allows the tank to serve as a lance coordinator, improving player unit initiatives by 1 for two turns. Has a 6 turn cooldown and costs 60 resolve. |
|} | |} | ||
Revision as of 07:48, 6 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.
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