Difference between revisions of "Skills and Abilities"
m (Fixed C&C) |
(Sure Footing name changed to Sure Movement) |
||
Line 37: | Line 37: | ||
| 1,600 || 3,000 | | 1,600 || 3,000 | ||
| +5% ranged hit chance<br />-1 recoil<br />50% unjam chance<br />'''Ability: Multitarget or Battlelord<br />or Intensify Firepower''' | | +5% ranged hit chance<br />-1 recoil<br />50% unjam chance<br />'''Ability: Multitarget or Battlelord<br />or Intensify Firepower''' | ||
− | | +12.5% melee hit chance<br /><br /><br />'''Ability: Sure | + | | +12.5% melee hit chance<br /><br /><br />'''Ability: Sure Movement<br />or Phantom<br />or Sideslip''' |
| -25.0% chance to die when incapacitated<br /><br /><br />'''Ability: Bulwark or Shielded Stance<br />or Redundant Components''' | | -25.0% chance to die when incapacitated<br /><br /><br />'''Ability: Bulwark or Shielded Stance<br />or Redundant Components''' | ||
| +3 accuracy in min. range<br /><br /><br />'''Ability: Sensor Lock<br />or Target Prediction<br />or Sensor Sweep''' | | +3 accuracy in min. range<br /><br /><br />'''Ability: Sensor Lock<br />or Target Prediction<br />or Sensor Sweep''' | ||
Line 120: | Line 120: | ||
! rowspan="5"|Piloting | ! rowspan="5"|Piloting | ||
! rowspan="2"|Level 5 | ! rowspan="2"|Level 5 | ||
− | ! [[File:Sure Footing.png|border|Sure | + | ! [[File:Sure Footing.png|border|Sure Movement]] |
− | ! Sure | + | ! Sure Movement |
| 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). | | 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). | ||
|- | |- | ||
Line 372: | Line 372: | ||
[[File:Target_Prediction.png]] OR [[File:Sensor_Lock.png]] + [[File:Knife_Fighter.png]] + [[File:Eagle_Eye.png]] + [[File:Sure_Footing.png]] OR [[File:Bulwark.png]] | [[File:Target_Prediction.png]] OR [[File:Sensor_Lock.png]] + [[File:Knife_Fighter.png]] + [[File:Eagle_Eye.png]] + [[File:Sure_Footing.png]] OR [[File:Bulwark.png]] | ||
− | Closer range builds can consider swapping out Battlelord to either Sure | + | 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)== | ==Scouting/Fast Interceptor (Piloting/Tactics)== | ||
Line 378: | Line 378: | ||
[[File:Sure_Footing.png]] + [[File:Invisible_Target.png]] + [[File:Lightfoot.png]] + [[File:Sensor_Lock.png]] | [[File:Sure_Footing.png]] + [[File:Invisible_Target.png]] + [[File:Lightfoot.png]] + [[File:Sensor_Lock.png]] | ||
− | 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 | + | 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=== | ===Target Prediction Variation=== | ||
Line 396: | Line 396: | ||
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! | 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 | + | ===Sure Movement Variation=== |
[[File:Battlelord.png]] + [[File:Energy_Master.png]] OR [[File:Ballistic_Master.png]] OR [[File:Missile_Master.png]] + [[File:Stone_Cold.png]] + [[File:Sure_Footing.png]] | [[File:Battlelord.png]] + [[File:Energy_Master.png]] OR [[File:Ballistic_Master.png]] OR [[File:Missile_Master.png]] + [[File:Stone_Cold.png]] + [[File:Sure_Footing.png]] | ||
− | Replace Bulwark with Sure | + | 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=== | ===Target Prediction Variation=== | ||
Line 412: | Line 412: | ||
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. | 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 | + | ===Sure Movement Variation=== |
[[File:Bulwark.png]] + [[File:Juggernaut_Skill.png]] OR [[File:Brawler.png]] + [[File:Defensive_Formation.png]] + [[File:Sure_Footing.png]] | [[File:Bulwark.png]] + [[File:Juggernaut_Skill.png]] OR [[File:Brawler.png]] + [[File:Defensive_Formation.png]] + [[File:Sure_Footing.png]] | ||
− | Switch out Sensor Lock and take Sure | + | 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. |
</div> | </div> | ||
<br> | <br> | ||
<br> | <br> |
Revision as of 05:08, 23 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 Movement 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