Pilot Affinities
The following is a list of quirks and their effects that can be found in BTA. Pilot affinities only come into play when a pilot has been in the same 'mech for 15 battles. Most of them mimic one of the [Mech Quirks|quirks]] which 'mechs come with. Unlike quirks, which we can think of as innate, affinities can be seen as the realised potential of a ride. As such, the time needed to get these affinities (aka the courtship period) is also a factor as to whether the affinities are good.
They are also dependent on the baseline capabilities of the 'mechs; some affinities significantly change the effectiveness of certain 'mechs, while others do very little and can even be a chore to get, as the mechs themselves are pretty bad. They have the ability to save a 'mech from being total rubbish, to complement their strengths, or to make them golden.
Pilot Affinity: Agile
Gains 1 bonus evasion from movement
Pilot Affinity: Brawler
Kicks, punches, and physical weapon attacks deal 15% more damage
Pilot Affinity: Command Unit
Gains +1 initiative
Pilot Affinity: Cool Running
Adds 6 bonus heat sinking, effectively two standard heat sinks
Pilot Affinity: Encouraging
+3 morale whenever morale is gained
Pilot Affinity: Evasive
+2 bonus against being hit
Pilot Affinity: Ice Cold
Adds 9 bonus heat sinking, effectively three standard heat sinks
Pilot Affinity: Keen Eyed
15% boost to sensor and sight range
Pilot Affinity: Nimble
15% more jumping distance
Pilot Affinity: Precise Shot
+1 bonus on weapon attacks
Pilot Affinity: Resistant
50% less chance to suffer critical hits
Pilot Affinity: Sturdy
Gains 2 extra pilot hits
Pilot Affinity: Unlimited Power
Energy, ballistic, and missile weapons do 10% more damage
Pilot Affinity: Zippy
15% boost to sprint speed!