Skills and Abilities

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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.

Skill Tree Level Icon Abilitiy Description
Gunnery Level 5 Multitarget Multitarget ACTION: Fire weapons at up to three separate targets within this 'Mech's current firing arc.
Battlelord Battlelord 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.
Level 8 Precision Master Precision Master PASSIVE: Attacks with a single weapon ignore COVER and GUARDED on the target. Additionally, enables called shots on targets.
Energy Master Energy Master PASSIVE: Grants a 10% damage bonus and +1 accuracy to attacks with energy weapons.
Ballistic Master Ballistic Master PASSIVE: Grants a 10% damage bonus and +1 accuracy to attacks with ballistic weapons.
Missile Master Missile Master PASSIVE: Grants a 10% damage bonus and +1 accuracy to attacks with missile weapons.
Level 10 Stone Cold Stone Cold ACTION: Supercharge your cooling system for a turn, gaining +60 heat dissipation for the turn, at the cost of responsiveness in the controls. Your initiative is reduced by 2 for 2 turns. 4 turn cooldown. Costs 20 Resolve to use.
Piloting Level 5 Sure Footing Sure Footing 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).
Phantom Phantom ACTION: Blur your 'Mech's sensor signature such that you gain +2 evasive charges from movement for two turns. 4 turn cooldown. Costs 20 Resolve to use.
Level 8 Ace Pilot Ace Pilot PASSIVE: A 'Mech piloted by this MechWarrior can move after shooting if it has not moved yet.
Invisible Target Invisible Target PASSIVE: This pilot's evasive charges are immune to being removed by sensor lock effects. Additionally, pilot gets +2 defense at all times.
Level 10 Lightfoot Lightfoot PASSIVE: Superior piloting skill lets you use waypoint movement to plot a perfect path during a sprint as well as ignore land mines.
Guts Level 5 Bulwark Bulwark PASSIVE: COVER and GUARDED states both provide 40% damage reduction rather than 20% damage reduction. COVER and GUARDED together provide 60% damage reduction.
Shielded Stance Shielded Stance ACTION: Activate in order to gain a flat 50% damage reduction regardless of cover or positioning as well as gaining 1 initiative. The DR lasts until your next turn, initiative only applies next turn. 4 turn cooldown. Costs 20 Resolve to use.
Level 8 Juggernaut Juggernaut PASSIVE: Successful Melee attacks knock your target back one Initiative Phase. Braces after Melee and DFA. Also grants one extra attack using physical weapons such as Hatchets, Maces, and Swords.
Brawler Brawler PASSIVE: Grants a 20% damage bonus to kicks, punches, and DFAs. Reduces self-damage from DFAs by 50%. Grants ability to kick twice.
Level 10 Defensive Formation Defensive Formation 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.
Tactics Level 5 Sensor Lock Sensor Lock ACTION: Select a target within sensor range to reveal it until the end of the current round and remove two of its EVASIVE charges. The target also gains +2 SENSORS IMPAIRED effect. Using Sensor Lock ends your turn.
Target Prediction Target Prediction ACTION: Advanced heuristics provide your lancemates with +2 accuracy for the remainder of this turn. Does not affect this unit. 4 turn cooldown. Costs 20 Resolve to use.
Level 8 Master Tactician Master Tactician PASSIVE: 'Mechs piloted by this MechWarrior gain +2 Initiative, and remove one bar of stability damage when Reserving.
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.
Level 10 Eagle Eye Eagle Eye PASSIVE: Gain a +25% boost to sensors, sight, all weapon long and max range brackets, and a 2.5% Called Shot bonus.

Vehicle Pilot Abilities

These abilities are available to Vehicle (V) pilots only.

Skill Tree Level Icon Abilitiy Description
Gunnery Level 5 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.
Level 8 Perfect Targeting Perfect Targeting PASSIVE: Lets the tank ignore 2 evasion at all times.
Level 10 Overwhelming Aggression Overwhelming Aggression PASSIVE: Grants the tank 20% bonus damage at all times.
Piloting Level 5 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.
Level 8 Street Racer Street Racer PASSIVE: Provides the tank with 20% flat DR at all times.
Level 10 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.
Guts Level 5 Redundant Components Redundant Components PASSIVE: Reduces incoming critical damage chance by 50%.
Level 8 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.
Level 10 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.
Tactics Level 5 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.
Level 8 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.
Level 10 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.

Universal Abilities

These abilities are available to all pilots: Mech (M) Vehicle (V) and Mech/Vehicle (MV) pilots.

Universal Level 1 First aid.png First Aid ACTION: Use this Ability to reduce pilot bleed rate for 3 turns. Costs 15 resolve. Must be activated before moving.

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 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.

Standard Damage Dealer Build (Tactics/Gunnery)

Base Build

Target Prediction.png + Master Tactician.png + Eagle Eye.png + Battlelord.png

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

Target Prediction.png + Knife Fighter.png + Eagle Eye.png + Battlelord.png

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)

Target Prediction.png OR Sensor Lock.png + Knife Fighter.png + Eagle Eye.png + Sure Footing.png OR Bulwark.png

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

Sure Footing.png + Invisible Target.png + Lightfoot.png + 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 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

Sure Footing.png + Invisible Target.png + Lightfoot.png + Target Prediction.png

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

Battlelord.png + Energy Master.png OR Ballistic Master.png OR Missile Master.png + Stone Cold.png + Bulwark.png

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

Battlelord.png + Precision Master.png + Stone Cold.png + Bulwark.png

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

Battlelord.png + Energy Master.png OR Ballistic Master.png OR Missile Master.png + Stone Cold.png + Sure Footing.png

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

Battlelord.png + Energy Master.png OR Ballistic Master.png OR Missile Master.png + Stone Cold.png + Target Prediction.png

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

Bulwark.png + Juggernaut Skill.png OR Brawler.png + Defensive Formation.png + Sensor Lock.png

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

Bulwark.png + Juggernaut Skill.png OR Brawler.png + Defensive Formation.png + Sure Footing.png

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.