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Deimos-D 18.12.19 08:21 am

The skill of the pilots (BattleTech)

Skill Points:
https://forum.paradoxplaza.com/forum/index.php?threads/lesser-known-effects-of-skill-points-i-e-other-than-the-big-8-abilities.1086290/

Gunnery
All ranks: +2.5% base ranged weapon hit chance per point
Rank 5: Multi-Target - Action: weapons Fire at up to three targets.
Rank 8: Breaching Shot - Passive: Attacks with a single weapon ignore Cover and Guarded on the target.

Piloting
All ranks: +2.5% base melee hit chance per point
Rank 4: +1 Unsteady Threshold
Rank 5: Evasive Movement - Passive: The unit generates an extra charge from Evasive movement actions.
Rank 6: +1 max Evasion
Rank 7: +20% sprint distance
Rank 8: Ace Pilot - Passive: This unit can move after shooting if it has not moved yet.
Rank 9: +1 Unsteady Threshold (+2 total)
Rank 10: +1 max Evasion (+2 total). -25% DFA damage.

Guts
All ranks: +5% bonus on survival rolls. Incapacitated Death Chance (90% - 5%*Guts), Lethal Death Chance (140% - 5% * Guts).
Rank 4: +1 Health
Rank 5: -1 Recoil Penalty, Bulwark - Passive: Gain Guarded when remaining stationary. (you can still shoot)
Rank 6: +15 Overheat Threshold (redesigned, used to be 5 for every guts skill point)
Rank 7: +1 more Health (+2 total)
Rank 8: -1 Recoil Penalty, for a total of -2, Juggernaut - Passive: Successful Melee attacks knock your target back one Initiative Phase
Rank 9: +15 Overheat Threshold, for a total of +30
Rank 10: +1 more Health (+3 total)

Tactics
Rank 4: -1 Indirect Fire Penalty
Rank 5: -45 Minimum Range of Sensor Lock - Action: Select a target within sensor range to reveal it until the end of the current round and remove two evasive charges. Consumes your firing action.
Rank 6: Called Shot Bonus
Rank 7: -1 more Indirect Fire Penalty (-2 total)
Rank 8: -45 Minimum Range (-90 total), Master Tactician - Passive: Mechs piloted by MechWarrior this gain +1 Initiative, and remove one bar of Damage Stability when Reserving
Rank 9: Called Shot Mastery
10 Rank: Eliminates Indirect Fire Penalty
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Deimos-D 18.12.19

Gunnery - increases the chance of getting weapons and negates all effects of evasion of the enemy.
Each point of rank gives +2.5% to the base chance of hitting long-range weapons.
5 Grade: Multi-Target Active ability. Gives you the opportunity to aim and shoot three targets.
8 Grade: Breaching Shot is a Passive skill. Attack with one weapon ignores the defense boost from a Shelter (Cover) and safety Stand (Guarded).

Piloting: increases the chance to hit in melee, increases resistance and evasion, as well the distance of the sprint.
Each point of rank gives +2.5% to the base chance to hit in melee.
Rank 4: +1 Unsteady Threshold. Sustainability Fur to fall.
Tier 5: Evasive Movement is an Active ability. Fur increases the bonuses to Evasion move (Evasive charge).
Rank 6: +1 max Evasion. Increase the maximum bonus of Evasion(Evasion).
7 Rank: +20% sprint distance. Increase maximum range run (Sprint).
8 Rank: Ace Pilot - Passive skill. Gives opportunity Fur after the shot will move, if it hasn't moved this turn.
Rank 9: +1 Unsteady Threshold. Increase of stability of Fur for the fall,a total bonus of +2.
Rank 10: +1 max Evasion. Increase the maximum bonus of Evasion(Evasion) total bonus +2. -25% damage DFA - Fur less damage the feet when hitting the top jump(DFA).

Guts - increases the maximum health of the pilot. It also reduces the penalty from the recoil of the weapon and increases the threshold of heat, which causes overheating.
Each point of rank gives +5% to Roll for Survival (bonus on survival rolls), reducing the chance of injury with Coma - Death Incapacitated Chance Chance (90% - 5%*Guts), reducing the chance of Death - Lethal Death Chance (140% - 5% * Guts).

Rank 4: +1 Health. An increase in the maximum possible number of wounds.
5 Rank: -1 Recoil Penalty. Reduction of penalty on the dispersion of weapons.
Bulwark - Passive skill. Increases the defense boost from a shield Rack (Guarded) when the Fur remains stationary, except for the shooting.
Rank 6: +15 Overheat Threshold. Increase the maximum level of heat to obtain a Overheating (Overheat).
Rank 7: +1 Health. An increase in the maximum possible number of wounds, only +2.
8 Grade: -1 Recoil Penalty. Reduction of penalty on the dispersion of weapons. Only -2.
Juggernaut - Passive skill. A successful attack in melee roll back your goal for one phase of the Initiative (Initiative Phase).
Rank 9: +15 Overheat Threshold. Increase the maximum level of heat to obtain a Overheating (Overheat). Only +30.
Rank 10: +1 Health. An increase in the maximum possible number of wounds, +3.

Tactics - increases the effectiveness of opportunities Aimed Shot Called Shot (aim shot parts of the body). Reduces the penalty for indirect fire and improving the minimum range distance firing weapons.

4 Grade: -1 Indirect Fire Penalty. Reduce the penalty for hitting an indirect shot on sight (Indirect Fire).
5 Grade: -45 Minimum Range. Decreasing the minimum firing range of the weapon.
Sensor Lock - Active ability. Instead of Phase, you can Fire until the end of the Round, to reduce by TWO points the Evasion move (Evasive charge) from one mech to the enemy, only in the radius of capture of the radar.
6 Grade: Called Shot Bonus. Bonus to accuracy when Aiming shooting (Called Shot).
7th Grade: -1 more Indirect Fire Penalty. Reduce the penalty for hitting an indirect shot on sight (Indirect Fire), only -2.
8 Grade: -45 Minimum Range. Decreasing the minimum firing range of the weapon, only -90.
Master Tactician - Passive skill. When booking a course (Reserving) receive a +1 bonus to Initiative (Initiative), and decreases by ONE point scale Sustainability of Fur (Stability).
9 Grade: Called Shot Mastery. Bonus to accuracy when Aiming shooting (Called Shot).
10 Grade: Eliminates Indirect Fire Penalty. Removes the penalty for getting an indirect shot on sight (Indirect Fire).

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Deimos-D 18.12.19

Thoughts on the skills of the rafts:

Gunnery: the bonus to hit ranged weapons useful to all.
Multi-Target will give you a chance to distribute in order to different types of weapon in range and power.
Breaching Shot is more suited to heavy weapons, like Gause, RRS and АС20.

Piloting: the main bonus damage in melee is only useful miles wineskins.
Evasive Movement is the increased bonus of Evasion, increased maximum number of stacks of Evasion and distance of the sprint is ideal for everyone.
Ace Pilot - allows the Fur after the shot will move, if it hasn't moved this turn to shoot and go to the Dodging move or hide from the answer....

Guts: additional health and chances of survival are useful to all.
Overheat Threshold - good for everyone, but especially for energy weapons and fans of the jump engines. Recoil Penalty, as I understand ballistics gets a penalty for the next round after firing.
Bulwark - for gunmen with heavy weapons on the middle distance, just stand and shoot from good positions, while target is seen. Evasive Movement is useful for everyone to protect and to raise mobility.
Juggernaut is only used in the melee attack can hit to shoot down the initiative of the enemy, and thereby giving the opportunity to inflict on him more damage.

Tactics: Indirect Fire Penalty: increases the chances of getting an indirect attack on a tip from another fur. Called Shot Bonus - good for shooters.
Minus Minimum Range for the weapon with minimum range: PPC - 90, AC2 - 120, AC5 - 90, LRM - 180. E. in addition to make life easier for LRM builds, this bonus turns a PPC and AC5 into a full-fledged melee weapon?
Sensor Lock - removes 2 stacks evasion, but consumes the action. It seems to be useful, but should be given only for easy fur scout-gunner for long range mechs.
Master Tactician - plus Initiative and treatment stability when you Reserve stroke (Reserving). +1 initiative is not in the reservation and it in General +1 on any mech where you put this pilot. Put on Medium long fur, he begins to walk always in combat as a light, put on heavy, it automatically goes to medium, etc.

Download beneficial to all evenly, price in XP follow-UPS is significantly higher than the previous one. But the emphasis, IMHO, should be on Piloting and Courage. Flying gives you more evasion, even to their heavy fur can be 6, i.e. enemies will not be so often to get 20% move speed is also very important. I think each of the 4 mechs should be able to fumble the armor and tank and avoiding damage if you sniper is not bleed your speed, it will lag the game has story missions at the time and a lot of them. But you can specialize a few pilots under one kind of mechs for specific tasks and missions-tanks, milesnick, sniper, LRM boats and light mechs leads and support...


Called Shot - can specify what location to shoot, shoot only in shopping centers and fur is killed, no Called Shot'and it will peck smearing damage on all components, havika 70-75 tone to kill you so worn out, they should be taken down it is the focus of TTS. Missiles again splatter damage all over the mech, so Cox dot push - AC5, АС10, PPP, Gauss, well, LL can be placed. I hunchback with 2АС5+LL called shot, very well cut. Jagerman with 4 AC5 is generally the killer of all living things.

Guts is good for lasers (overheating), Tactics for rockets (a-a fine of not direct flame, reducing the minimum distance), and Gunnery obviously for the guns (there return). Well, Piloting for close.

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Deimos-D 18.12.19

Skills
https://battletech.gamepedia.com/Skills

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Deimos-D 18.12.19

Multi-Target

Fire several (not более3) purposes weenie Multi-Target work Include the ability to Multi-Target ,choose multiple targets, asking them different letters-A,B and C, then choose the desired weapon and allocate them to groups A,B,C. the first target shoots group And, second, on the third C.
I use fire for different targets when there is a near and far target, and you have a gun mainly in the middle and one or two weapons and long-range. And it turns out that if you only shoot near goal, it will give the drawdown of long-range weapons of precision, then I choose to fire at several targets and work out long-range weapons at distant targets.

Another Multi-Target is good for knocking down multiple targets with bonuses for Uchenie in motion and for a bunch with a knack for Breaching Shot and long-range heavy weapons.

Multi-Target does not allows you to select where to beat a recumbent. If one of your goals are, you'll shoot at it as standing without the sight.

Multi-Target is very good to take with Breaching shot for furs with several heavy guns such as PPC, AC20, and LRM20

When administered multi-target window with the targets appear as icons (A), (B) (C), etc. (right under the left part of the window). Through them you can see what's the status of all targets.And, you can left click to stick to order and they will stand out and you will see their status (without multitarget right, and with it the left mouse button).

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Deimos-D 18.12.19

I shake my sniper tactics and shooting, the rest of the tactics and piloting.
as a variant - to download 2 skills in shooting and 1 in the guts

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Deimos-D 18.12.19

Aimed shot(Called Shot)

Called shots you can aim at individual parts of the enemy mech, but you need to spend 25 points of Morality, if mejoin have a bonus to Morale, and less (up to 10)

The best use for aimed shot:
Suppose you have a Lance of medium mechs. And the enemy has medium fur that you really don't like.
Reserve your furs to give to the victim to move away.
Then hang the victim by aimed shot and drops her next move on the initiative. That is, until she next has time to say kwa ALL your mechs can shoot 2 times...

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Deimos-D 18.12.19

the choice is between Evasion and Bulwark, the very branch of piloting swing something no one denies. I don't so much use Jumpgate, so I could be wrong, but it seems to be easier bellows Evasion't even need to get max stacks of evasion.
With storm troopers - yeah, it definitely gives Evasion +1, but again, taking Bulwark, we get 1 stack less than (4), but will be more flexible in choice of tactics/mechs.

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Deimos-D 18.12.19

The General idea floating in the forums, is that Bulwark is a victory. I don't agree with it, because half damage is still damage, and if you stand still to get are all.
The solution - Piloting and jump jets for all but artillery.Five chevrons on the attack easily.
Well, I bulvaram tankou, Yes. Quickdraw doing that. Almost every battle ends with the fact that Quickdraw stripped of ALL armor (except the head), and the structure took ~5%. Evasion, however, is also good, but... But the infection, even with 4 stripes of evasion, they manage to get in my head x)
Ie I make a move, run up, say, to the edge of the cliff, standing in the woods and having a cover of 25%, look down... And out flies a splash in the face. And you stand and don't understand.)

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Deimos-D 18.12.19

In fact, the Sensor lock is useful if you have a heated fur often, it can instead of shooting to use to cool off and do something else useful. On the other hand, to get it you have to sacrifice either multitargeted (which is not an option, especially in a larger bottle, where guns very much), or bulvaram (which is not so critical, perhaps a scout, but bulwark, because of its features still better out of the sensor Loka).

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Deimos-D 18.12.19

version 1.3 changed some skill branches mehmonov, in particular Bulwark :
Guts 5 (Bulwark) was substantially redesigned.
A MechWarrior with Bulwark increases the value of Cover or Guarded by 20%. If both Cover and Guarded are in effect, Bulwark only increases the total damage resistance by 20%. Additionally, both Cover and Guarded are each worth only 20% Damage Resistance, and they stack. The possible states a Mech can be in are thus:•No Bulwark, in the open: 0% DR
•No Bulwark, in cover: 20% DR
•No Bulwark, guarded: 20% DR
•No Bulwark, in cover, guarded: 40% DR
•Bulwark, in the open: 0% DR
•Bulwark, in cover: 40% DR
•Bulwark, guarded: 40% DR
•Bulwark, in cover, guarded: 60% DR
PASSIVE: GUARDED COVER and states both provide 40% damage reduction rather than a 20% damage reduction. COVER and GUARDED together provide 60% damage reduction.

In my opinion a great change in the Bulwark, it was supposed to be originally!

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petr12we 18.12.19

And Juggernaut even replaced?
Started to play with the beta translation is Juggernaut - the Emission of the coolant (removes 50 heat) - and as I understand it, end turn. Now it is pointless to waste skill?