Difference between revisions of "User:Revostae"

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(Replaced content with "<tabs> <tab name="KNG-PRIME"> {{InfoboxVariant |variantname = KNG-PRIME |mechtype = Clan Omnimech |image = Kingfisher.png |class = Assault |weight = 90T |stock role = Fro...")
Tag: Replaced
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<tabs>
+
=Pilot Skill Builds=
<tab name="KNG-PRIME">
 
  
{{InfoboxVariant
+
<div class="mw-collapsible">
|variantname = KNG-PRIME
 
|mechtype = Clan Omnimech
 
|image = Kingfisher.png
 
|class = Assault
 
|weight = 90T
 
|stock role = Front-Line Assault
 
|rarity = 2
 
|omni = 8
 
|speed = 5/7/0
 
|maxdamage = 294
 
|maxstability = 28
 
|armor = 1,295
 
|structure = 691
 
|heatsinking = 102
 
|alphaheat = 142
 
|chargedamage =
 
|kickdamage =
 
|meleeweapondamage = N/A
 
|punchdamage =
 
|enginetype = Standard
 
|coresize = 360
 
|heatsinkkit = Clan DHS
 
|ecooling = +4
 
|gyro = Omni (Fixed)
 
|structuretype = Clan Endo-Steel
 
|armortype = Clan Ferro-Fibrous (Fixed)
 
|headequip1 = None
 
|ctequip1 = Clan LPL
 
|ltequip1 = Clan MPL
 
|ltequip2 = Clan LRM10
 
|ltequip3 = Ammo LRM
 
|rtequip1 = Clan DHS (Fixed)
 
|rtequip2 = Clan MPL
 
|laequip1 = Omnipod Lower Arm
 
|laequip2 = Clan SSRM6
 
|laequip3 = Ammo SSRM
 
|laequip4 = Clan ERSL
 
|raequip1 = Omnipod Lower Arm
 
|raequip2 = Clan LPL
 
|llequip1 = Clan DHS (Fixed)
 
|rlequip1 = Clan DHS (Fixed)
 
}}
 
  
===Description===
 
An early Clan assault OmniMech that may have influenced all subsequent assault OmniMech design, the Kingfisher is rugged and maneuverable.  Debuting in 2887 as an early second-generation OmniMech, the Kingfisher's speed and relative invulnerability have kept it in heavy use. The primary configuration of the Kingfisher is best at medium-short range. An LRM-10 launcher is its only legitimate long-range threat. A pair of Large and Medium Pulse Lasers are very accurate and the Streak SRM-6 cannot fire unless it achieves a target lock. An arm-mounted ER Small Laser seems superfluous.
 
  
  
===Bonuses===
+
==Tactics Primary, Gunnery Secondary==
'''Mech Quirk:''' Clan OmniMech
+
[[File:Target_Prediction.png]] + [[File:Master_Tactician.png]] + [[File:Eagle_Eye.png]] + [[File:Battlelord.png]]
  
+10% walking distance, +10% sprinting distance, +10% jump distance, +2 accuracy with ranged weapons, -30 melee accuracy
+
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.
  
'''Pilot Affinity:''' Resistant
+
===Support Weapon Focused Variation===
 +
[[File:Target_Prediction.png]] + [[File:Knife_Fighter.png]] + [[File:Eagle_Eye.png]] + [[File:Battlelord.png]]
  
50% less chance to suffer critical hits
+
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)===
 +
[[File:Target_Prediction.png]] / [[File:Sensor_Lock.png]] + [[File:Knife_Fighter.png]] + [[File:Eagle_Eye.png]] + [[File:Sure_Footing.png]] / [[File:Bulwark.png]]
  
===Factions===
+
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.
The Kingfisher-PRIME can be found with these forces:
 
  
*Clan Ghost Bear
 
*Clan Jade Falcon
 
*Clan Wolf
 
  
 +
==Piloting Primary, Tactics Secondary==
  
{|style="margin-left: auto; margin-right: auto;"
 
|+ '''Stock Loadout'''
 
| [[File:KNG-PRIME.png|972px|border|Stock Loadout]]
 
|-
 
</tab>
 
<tab name="KNG-A">
 
{| cellpadding="1" border="1" style="float:right; text-align: center; width: 20%"
 
| colspan="2"| '''KNG-A'''
 
|-
 
| colspan="2"| [[File:KNG-A.png|400px|frameless|center]]
 
|-
 
| colspan="2"| '''General Data'''
 
|-
 
| '''Class''' || Assault
 
|-
 
| '''Mass''' || 90T
 
|-
 
| '''Stock Role''' || Front-Line Assault
 
|-
 
| '''Rarity''' || 2
 
|-
 
| '''Hardpoints''' || B8 E8 M8 S8
 
|-
 
| colspan="2"| '''Stock Specifications'''
 
|-
 
| '''Speed''' || 5/7/0
 
|-
 
| '''Firepower''' || Max Damage: 294
 
Max Stability: 28
 
|-
 
| '''Durability''' || Max Armor: 1,295
 
Max Structure: 691
 
|-
 
| '''Heat Efficiency''' || Sinking: 102
 
Alpha: 142
 
|-
 
| '''Melee''' || Charge:
 
Kick:
 
Weapon: N/A
 
Punch:
 
|-
 
| colspan="2"| '''Stock Equipment'''
 
|-
 
| '''Engine''' || Standard
 
|-
 
| '''Core''' || 360
 
|-
 
| '''Heat Sinks''' || Clan DHS
 
|-
 
| '''E-Cooling''' || +4
 
|-
 
| '''Structure''' || Clan Endo-Steel
 
|-
 
| '''Armor''' || Clan Ferro-Fibrous
 
|-
 
| '''Head''' || None
 
|-
 
| '''Center Torso''' || Clan ERPPC
 
|-
 
| '''Left Torso''' ||
 
Clan SRM6<br>
 
Ammo SRM
 
|-
 
| '''Right Torso''' ||
 
Clan DHS (Fixed)<br>
 
Clan ERSL<br>
 
Ammo LBX/10 Cluster<br>
 
Ammo LBX/10 Slug
 
|-
 
| '''Left Arm''' ||
 
Omnipod Lower Arm<br>
 
Clan ERML<br>
 
Ammo MPL
 
|-
 
| '''Right Arm''' ||
 
Omnipod Lower Arm<br>
 
Clan LBX/10
 
|-
 
| '''Left Leg''' || Clan DHS (Fixed)
 
|-
 
| '''Right Leg''' || Clan DHS (Fixed)
 
|}
 
  
An early Clan assault OmniMech that may have influenced all subsequent assault OmniMech design, the Kingfisher is rugged and maneuverable. Debuting in 2887 as an early second-generation OmniMech, the Kingfisher's speed and relative invulnerability have kept it in heavy use. This variant uses an ER PPC and LB-X Autocannon/10 at long-medium range. As an enemy closes, it can make use of a Medium Pulse Laser, an ER Medium Laser, an ER Small Laser, and an SRM-6.
+
3x Piloting, 1x Tactics (Sure Footing, Invisible Target, Sprinter, Sensor Lock) - 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.
  
 +
'''Variation:''' Replace Sensor Lock with Sensor Prediction if you already have a bunch of sensor lockers, generally I don't run more than 2 sensor lockers but YMMV.
  
'''Mech Quirk:''' Clan OmniMech
+
</div>
 
 
+10% walking distance, +10% sprinting distance, +10% jump distance, +2 accuracy with ranged weapons, -30 melee accuracy
 
 
 
'''Pilot Affinity:''' Resistant
 
 
 
50% less chance to suffer critical hits
 
</tab>
 
<tab name="KNG-B">
 
{| cellpadding="1" border="1" style="float:right; text-align: center; width: 20%"
 
| colspan="2"| '''KNG-B'''
 
|-
 
| colspan="2"| [[File:KNG-B.png|400px|frameless|center]]
 
|-
 
| colspan="2"| '''General Data'''
 
|-
 
| '''Class''' || Assault
 
|-
 
| '''Mass''' || 90T
 
|-
 
| '''Stock Role''' || Front-Line Assault
 
|-
 
| '''Rarity''' || 2
 
|-
 
| '''Hardpoints''' || B8 E8 M8 S8
 
|-
 
| colspan="2"| '''Stock Specifications'''
 
|-
 
| '''Speed''' || 5/7/0
 
|-
 
| '''Firepower''' || Max Damage: 294
 
Max Stability: 28
 
|-
 
| '''Durability''' || Max Armor: 1,295
 
Max Structure: 691
 
|-
 
| '''Heat Efficiency''' || Sinking: 102
 
Alpha: 142
 
|-
 
| '''Melee''' || Charge:
 
Kick:
 
Weapon: N/A
 
Punch:
 
|-
 
| colspan="2"| '''Stock Equipment'''
 
|-
 
| '''Engine''' || Standard
 
|-
 
| '''Core''' || 360
 
|-
 
| '''Heat Sinks''' || Clan DHS
 
|-
 
| '''E-Cooling''' || +4
 
|-
 
| '''Structure''' || Clan Endo-Steel
 
|-
 
| '''Armor''' || Clan Ferro-Fibrous
 
|-
 
| '''Head''' || None
 
|-
 
| '''Center Torso''' ||
 
Clan AMS<br>
 
Ammo AMS
 
|-
 
| '''Left Torso''' ||
 
Clan ERML<br>
 
Clan ERML<br>
 
|-
 
| '''Right Torso''' ||
 
Clan DHS (Fixed)<br>
 
Clan ERML<br>
 
Ammo UAC/20<br>
 
Ammo UAC/20
 
|-
 
| '''Left Arm''' ||
 
Omnipod Lower Arm<br>
 
Clan ERML<br>
 
Clan ERML<br>
 
Clan ERSL
 
|-
 
| '''Right Arm''' ||
 
Omnipod Lower Arm<br>
 
Clan UAC/20
 
|-
 
| '''Left Leg''' || Clan DHS (Fixed)
 
|-
 
| '''Right Leg''' || Clan DHS (Fixed)
 
|-
 
|}
 
 
 
An early Clan assault OmniMech that may have influenced all subsequent assault OmniMech design, the Kingfisher is rugged and maneuverable.  Debuting in 2887 as an early second-generation OmniMech, the Kingfisher's speed and relative invulnerability have kept it in heavy use. The Kingfisher B is built around an Ultra Autocannon/20 with a meager two tons of ammunition. A solitary ER Large Laser provides long-range firepower. Four ER Medium Lasers and the ubiquitous ER Small round out the offensive guns. An Anti-Missile System gives the design some protection against missiles.
 
 
 
 
 
'''Mech Quirk:''' Clan OmniMech
 
 
 
+10% walking distance, +10% sprinting distance, +10% jump distance, +2 accuracy with ranged weapons, -30 melee accuracy
 
 
 
'''Pilot Affinity:''' Resistant
 
 
 
50% less chance to suffer critical hits
 
</tab>
 
<tab name="KNG-C">
 
{| cellpadding="1" border="1" style="float:right; text-align: center; width: 20%"
 
| colspan="2"| '''KNG-C'''
 
|-
 
| colspan="2"| [[File:KNG-C.png|400px|frameless|center]]
 
|-
 
| colspan="2"| '''General Data'''
 
|-
 
| '''Class''' || Assault
 
|-
 
| '''Mass''' || 90T
 
|-
 
| '''Stock Role''' || Front-Line Assault
 
|-
 
| '''Rarity''' || 2
 
|-
 
| '''Hardpoints''' || B8 E8 M8 S8
 
|-
 
| colspan="2"| '''Stock Specifications'''
 
|-
 
| '''Speed''' || 5/7/0
 
|-
 
| '''Firepower''' || Max Damage: 294
 
Max Stability: 28
 
|-
 
| '''Durability''' || Max Armor: 1,295
 
Max Structure: 691
 
|-
 
| '''Heat Efficiency''' || Sinking: 102
 
Alpha: 142
 
|-
 
| '''Melee''' || Charge:
 
Kick:
 
Weapon: N/A
 
Punch:
 
|-
 
| colspan="2"| '''Stock Equipment'''
 
|-
 
| '''Engine''' || Standard
 
|-
 
| '''Core''' || 360
 
|-
 
| '''Heat Sinks''' || Clan DHS
 
|-
 
| '''E-Cooling''' || +4
 
|-
 
| '''Structure''' || Clan Endo-Steel
 
|-
 
| '''Armor''' || Clan Ferro-Fibrous
 
|-
 
| '''Head''' || None
 
|-
 
| '''Center Torso''' ||
 
Clan ERML<br>
 
Clan ERML
 
|-
 
| '''Left Torso''' ||
 
Clan DHS<br>
 
Clan DHS
 
|-
 
| '''Right Torso''' ||
 
Clan DHS (Fixed)<br>
 
Clan DHS<br>
 
Clan DHS
 
|-
 
| '''Left Arm''' ||
 
Omnipod Lower Arm<br>
 
Clan ERPPC<br>
 
Clan ERML<br>
 
Clan DHS<br>
 
Clan DHS
 
|-
 
| '''Right Arm''' ||
 
Omnipod Lower Arm<br>
 
Clan ERPPC<br>
 
Clan ERML<br>
 
Clan DHS<br>
 
Clan DHS
 
|-
 
| '''Left Leg''' || Clan DHS (Fixed)
 
|-
 
| '''Right Leg''' || Clan DHS (Fixed)
 
|-
 
|}
 
 
 
An early Clan assault OmniMech that may have influenced all subsequent assault OmniMech design, the Kingfisher is rugged and maneuverable.  Debuting in 2887 as an early second-generation OmniMech, the Kingfisher's speed and relative invulnerability have kept it in heavy use. The third configuration can go without resupply indefinitely thanks to its all-energy armament. A pair of ER PPCs are mounted next to ER Medium Lasers in a fashion eerily reminiscent of the Marauder. Another pair of Mediums are in the torso, while eight extra double heat sinks can counter all the heat the weapons can build.
 
 
 
 
 
'''Mech Quirk:''' Clan OmniMech
 
 
 
+10% walking distance, +10% sprinting distance, +10% jump distance, +2 accuracy with ranged weapons, -30 melee accuracy
 
 
 
'''Pilot Affinity:''' Resistant
 
 
 
50% less chance to suffer critical hits
 
</tab>
 
<tab name="KNG-D">
 
{| cellpadding="1" border="1" style="float:right; text-align: center; width: 20%"
 
| colspan="2"| '''KNG-D'''
 
|-
 
| colspan="2"| [[File:KNG-D.png|400px|frameless|center]]
 
|-
 
| colspan="2"| '''General Data'''
 
|-
 
| '''Class''' || Assault
 
|-
 
| '''Mass''' || 90T
 
|-
 
| '''Stock Role''' || Front-Line Assault
 
|-
 
| '''Rarity''' || 2
 
|-
 
| '''Hardpoints''' || B8 E8 M8 S8
 
|-
 
| colspan="2"| '''Stock Specifications'''
 
|-
 
| '''Speed''' || 5/7/0
 
|-
 
| '''Firepower''' || Max Damage: 294
 
Max Stability: 28
 
|-
 
| '''Durability''' || Max Armor: 1,295
 
Max Structure: 691
 
|-
 
| '''Heat Efficiency''' || Sinking: 102
 
Alpha: 142
 
|-
 
| '''Melee''' || Charge:
 
Kick:
 
Weapon: N/A
 
Punch:
 
|-
 
| colspan="2"| '''Stock Equipment'''
 
|-
 
| '''Engine''' || Standard
 
|-
 
| '''Core''' || 360
 
|-
 
| '''Heat Sinks''' || Clan DHS
 
|-
 
| '''E-Cooling''' || +4
 
|-
 
| '''Structure''' || Clan Endo-Steel
 
|-
 
| '''Armor''' || Clan Ferro-Fibrous
 
|-
 
| '''Head''' || None
 
|-
 
| '''Center Torso''' || Clan ERLL
 
|-
 
| '''Left Torso''' || None
 
|-
 
| '''Right Torso''' ||
 
Clan DHS (Fixed)<br>
 
Ammo UAC/10<br>
 
Ammo UAC/10<br>
 
|-
 
| '''Left Arm''' ||
 
Omnipod Lower Arm<br>
 
Clan ERLL<br>
 
Clan ERLL<br>
 
|-
 
| '''Right Arm''' ||
 
Omnipod Lower Arm<br>
 
Clan UAC/10
 
|-
 
| '''Left Leg''' || Clan DHS (Fixed)
 
|-
 
| '''Right Leg''' || Clan DHS (Fixed)
 
|-
 
|}
 
 
 
An early Clan assault OmniMech that may have influenced all subsequent assault OmniMech design, the Kingfisher is rugged and maneuverable.  Debuting in 2887 as an early second-generation OmniMech, the Kingfisher's speed and relative invulnerability have kept it in heavy use. The D variant mounts three ER Large Lasers, enabling it to become an effective sniper, though MechWarriors must use volley fire to keep heat in check. An Ultra Autocannon/10 provides powerful backup.
 
 
 
 
 
'''Mech Quirk:''' Clan OmniMech
 
 
 
+10% walking distance, +10% sprinting distance, +10% jump distance, +2 accuracy with ranged weapons, -30 melee accuracy
 
 
 
'''Pilot Affinity:''' Resistant
 
 
 
50% less chance to suffer critical hits
 
</tab>
 
<tab name="KNG-E">
 
{| cellpadding="1" border="1" style="float:right; text-align: center; width: 20%"
 
| colspan="2"| '''KNG-E'''
 
|-
 
| colspan="2"| [[File:KNG-E.png|400px|frameless|center]]
 
|-
 
| colspan="2"| '''General Data'''
 
|-
 
| '''Class''' || Assault
 
|-
 
| '''Mass''' || 90T
 
|-
 
| '''Stock Role''' || Front-Line Assault
 
|-
 
| '''Rarity''' || 2
 
|-
 
| '''Hardpoints''' || B8 E8 M8 S8
 
|-
 
| colspan="2"| '''Stock Specifications'''
 
|-
 
| '''Speed''' || 5/7/0
 
|-
 
| '''Firepower''' || Max Damage: 294
 
Max Stability: 28
 
|-
 
| '''Durability''' || Max Armor: 1,295
 
Max Structure: 691
 
|-
 
| '''Heat Efficiency''' || Sinking: 102
 
Alpha: 142
 
|-
 
| '''Melee''' || Charge:
 
Kick:
 
Weapon: N/A
 
Punch:
 
|-
 
| colspan="2"| '''Stock Equipment'''
 
|-
 
| '''Engine''' || Standard
 
|-
 
| '''Core''' || 360
 
|-
 
| '''Heat Sinks''' || Clan DHS
 
|-
 
| '''E-Cooling''' || +4
 
|-
 
| '''Structure''' || Clan Endo-Steel
 
|-
 
| '''Armor''' || Clan Ferro-Fibrous
 
|-
 
| '''Head''' || None
 
|-
 
| '''Center Torso''' ||
 
Clan MPL<br>
 
Clan MPL<br>
 
|-
 
| '''Left Torso''' ||
 
Ammo ATM<br>
 
Ammo ATM HE<br>
 
Clan MPL<br>
 
Ammo ATM ER<br>
 
|-
 
| '''Right Torso''' ||
 
Clan DHS (Fixed)<br>
 
Clan MPL<br>
 
|-
 
| '''Left Arm''' ||
 
Omnipod Lower Arm<br>
 
Clan ATM12<br>
 
|-
 
| '''Right Arm''' ||
 
Omnipod Lower Arm<br>
 
Clan LPL
 
|-
 
| '''Left Leg''' || Clan DHS (Fixed)
 
|-
 
| '''Right Leg''' || Clan DHS (Fixed)
 
|-
 
|}
 
 
 
An early Clan assault OmniMech that may have influenced all subsequent assault OmniMech design, the Kingfisher is rugged and maneuverable.  Debuting in 2887 as an early second-generation OmniMech, the Kingfisher's speed and relative invulnerability have kept it in heavy use. The new Warden variant is built around an ATM 12 with three tons of ammunition. To supplement it, Clan engineers added four Medium Pulse Lasers and a single Large Pulse Laser.
 
 
 
 
 
'''Mech Quirk:''' Clan OmniMech
 
 
 
+10% walking distance, +10% sprinting distance, +10% jump distance, +2 accuracy with ranged weapons, -30 melee accuracy
 
 
 
'''Pilot Affinity:''' Resistant
 
 
 
50% less chance to suffer critical hits
 
</tab>
 
<tab name="KNG-H">
 
{| cellpadding="1" border="1" style="float:right; text-align: center; width: 20%"
 
| colspan="2"| '''KNG-H'''
 
|-
 
| colspan="2"| [[File:KNG-H.png|400px|frameless|center]]
 
|-
 
| colspan="2"| '''General Data'''
 
|-
 
| '''Class''' || Assault
 
|-
 
| '''Mass''' || 90T
 
|-
 
| '''Stock Role''' || Front-Line Assault
 
|-
 
| '''Rarity''' || 2
 
|-
 
| '''Hardpoints''' || B8 E8 M8 S8
 
|-
 
| colspan="2"| '''Stock Specifications'''
 
|-
 
| '''Speed''' || 5/7/0
 
|-
 
| '''Firepower''' || Max Damage: 294
 
Max Stability: 28
 
|-
 
| '''Durability''' || Max Armor: 1,295
 
Max Structure: 691
 
|-
 
| '''Heat Efficiency''' || Sinking: 102
 
Alpha: 142
 
|-
 
| '''Melee''' || Charge:
 
Kick:
 
Weapon: N/A
 
Punch:
 
|-
 
| colspan="2"| '''Stock Equipment'''
 
|-
 
| '''Engine''' || Standard
 
|-
 
| '''Core''' || 360
 
|-
 
| '''Heat Sinks''' || Clan DHS
 
|-
 
| '''E-Cooling''' || +4
 
|-
 
| '''Structure''' || Clan Endo-Steel
 
|-
 
| '''Armor''' || Clan Ferro-Fibrous
 
|-
 
| '''Head''' || FCS ADV TC
 
|-
 
| '''Center Torso''' ||
 
Clan ERML<br>
 
Clan ERML
 
|-
 
| '''Left Torso''' ||
 
Clan ERML<br>
 
Clan DHS<br>
 
Clan DHS<br>
 
Clan DHS
 
|-
 
| '''Right Torso''' ||
 
Clan DHS (Fixed)<br>
 
Clan DHS<br>
 
Clan DHS<br>
 
Clan DHS
 
|-
 
| '''Left Arm''' ||
 
Omnipod Lower Arm<br>
 
Clan HLL<br>
 
Clan DHS<br>
 
Clan DHS
 
|-
 
| '''Right Arm''' ||
 
Omnipod Lower Arm<br>
 
Clan HLL<br>
 
Clan ERML<br>
 
Clan DHS<br>
 
Clan DHS<br>
 
Clan DHS
 
|-
 
| '''Left Leg''' || Clan DHS (Fixed)
 
|-
 
| '''Right Leg''' || Clan DHS (Fixed)
 
|}
 
 
 
An early Clan assault OmniMech that may have influenced all subsequent assault OmniMech design, the Kingfisher is rugged and maneuverable.  Debuting in 2887 as an early second-generation OmniMech, the Kingfisher's speed and relative invulnerability have kept it in heavy use. The Kingfisher H is a close-ranger brawler that needs nine extra heat sinks to keep heat in check. It mounts a pair of Heavy Large Lasers and four ER Medium Lasers, all of which are linked to a Targeting Computer.
 
 
 
 
 
'''Mech Quirk:''' Clan OmniMech
 
 
 
+10% walking distance, +10% sprinting distance, +10% jump distance, +2 accuracy with ranged weapons, -30 melee accuracy
 
 
 
'''Pilot Affinity:''' Resistant
 
 
 
50% less chance to suffer critical hits
 
</tab>
 
</tabs>
 

Revision as of 23:16, 12 April 2021

Pilot Skill Builds


Tactics Primary, Gunnery Secondary

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 / Sensor Lock.png + Knife Fighter.png + Eagle Eye.png + Sure Footing.png / 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.


Piloting Primary, Tactics Secondary

3x Piloting, 1x Tactics (Sure Footing, Invisible Target, Sprinter, Sensor Lock) - 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.

Variation: Replace Sensor Lock with Sensor Prediction if you already have a bunch of sensor lockers, generally I don't run more than 2 sensor lockers but YMMV.