Difference between revisions of "Pilot Affinities"
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− | The following is a list of affinities 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. | + | The following is a list of affinities 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. | 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. | ||
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Revision as of 10:21, 27 February 2021
The following is a list of affinities 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 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
+2 resolve whenever resolve 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!