Difference between revisions of "User:Revostae"

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===Close Range/Brawling Variation (More Defense Focused)===
 
===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]]
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[[File:Target_Prediction.png]] OR [[File:Sensor_Lock.png]] + [[File:Knife_Fighter.png]] + [[File:Eagle_Eye.png]] + [[File:Sure_Footing.png]] OR [[File: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.
 
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.

Revision as of 23:17, 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 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.


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.