Difference between revisions of "Pilot Affinities"

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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.  
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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.  
  
 
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.

Revision as of 01:34, 16 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 [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!