Is There A Pilot Skills Overview?

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Exemplar Voss

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XP cost is also [level^2 x 100]. So 3 is 900, 4 is 1600, 8 is 6400, etc.

Also note that sneaky minimum range reduction in tactics. Rather important for small bore ACs, PPCs and LRMs.
 

TheDarkestStig

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The first MechWarrior abilities become available at skill level 5, not 4.

Thank you VERY much for creating these great images!
Yep, as per the chart, abilities start at skill level 5.

Thank you very much.
De rien.

XP cost is also [level^2 x 100]. So 3 is 900, 4 is 1600, 8 is 6400, etc.

Also note that sneaky minimum range reduction in tactics. Rather important for small bore ACs, PPCs and LRMs.
Also in the chart. Man, those last level skills are going to take a while. It seemed like missions could be 400-800XP at the lower 1/2 and 1 skull difficulties. Fortunately, we have all the time in the world as long as we can maintain our company's expenses.
 

Gorski123

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I wonder if tactics still increases your called shot accuracy at some point.

I was watching Cohh earlier. One of his pilots had +10% to hit a called shot. Another one only had +7% for the same location. I don't think any of his pilots have tactics higher than 5. A called head shot was +1%. Make of this what you will and no guarantees on the accuracy of my observations.

**I think it was a torso location in my example. I also think the added % for a called shot at the leg was less. Standard disclaimer.
 

Panpiper

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The special skills that unlock at levels five and eight (what are they actually called?), I understand we are allowed a maximum of three of them. I also think that we are restricted to two from one skill line and one from another. Is this certain, is it intended that we 'not' be able to take three skills from three different branches of skill tree on the level five branch? Also, will it be possible to take just one level five skill and then take two from level eight?
 

TheDarkestStig

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I was watching Cohh earlier. One of his pilots had +10% to hit a called shot. Another one only had +7% for the same location. I don't think any of his pilots have tactics higher than 5. A called head shot was +1%. Make of this what you will and no guarantees on the accuracy of my observations.

**I think it was a torso location in my example. I also think the added % for a called shot at the leg was less. Standard disclaimer.
I think positioning also matters here, as well as overall gunnery skill. At least, that's my assumption based on watching the videos Cohh's posted.

The special skills that unlock at levels five and eight (what are they actually called?), I understand we are allowed a maximum of three of them. I also think that we are restricted to two from one skill line and one from another. Is this certain, is it intended that we 'not' be able to take three skills from three different branches of skill tree on the level five branch? Also, will it be possible to take just one level five skill and then take two from level eight?
These are the skill abilities:
upload_2018-3-31_18-48-35.png


As per the developer stream, you can only ever have three of these; the level 5 abilities are called Primary, and the level 8s are called Specialist, and you can have two Primary and one Specialist abilities. Once you pick your abilities, the others disappear from your available selections, and there is also a warning when you pick any ability:
upload_2018-3-31_18-51-1.png
 

Exemplar Voss

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Yep, and the specialist ability has to come from the same tree as one of your primary skill.


Also worth noting, picking up the special ability isn't an option. You just get the special abilities of whichever two skills you raise to 5 first. So there is something to be said for raising everything to 4 and thinking about what you want, unless you're already sure about what you want.
 

Prussian Havoc

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Great thread @Rhodium! :bow: And excellent contributions one and all! : )
 

Panpiper

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Well, I suppose it probably won't take very long for someone to mod this somehow. Personally I would want both Evasive Movement and Ace Pilot from the piloting skill, but then breaching shot for a level eight skill, without multishot. I see myself equipping big single weapons as a preference like a gauss rifle, PPC (early game) or the like. Something like a Griffin with max armor, max jump, a PPC and enough heat sinks to maximally jump and fire every turn with little heat buildup, is my idea of a good time.
 
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Prussian Havoc

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Well, I suppose it probably won't take very long for someone to mod this somehow. Personally I would want both Evasive Movement and Ace Pilot from the piloting skill, but then breaching shot for a level eight skill, without multishot. I see myself equipping big single weapons as a preference like a gauss rifle, PPC (early game) or the like. Something like a Griffin with max armor, max jump, a PPC and enough heat sinks to maximally jump every turn with little heat buildup, is my idea of a good time.
I am REALLY impressed how much Armor it is possible to hang on these Mechs.

Has anyone caught some examples of what "MAX Armor" actually weighs for the Mechs we've seen most frequently so far? Blackjack, Shadow Hawk, etc?
 

Panpiper

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Has anyone caught some examples of what "MAX Armor" actually weighs for the Mechs we've seen most frequently so far? Blackjack, Shadow Hawk, etc?
As far as I can tell, it is five times what the old BattleTech rules said is was, and weapons do five times the damage as well. See for example:
http://remlab.sourceforge.net/remlab30/mech.lab
Then multiply what it says there by five.
 

Exemplar Voss

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I am REALLY impressed how much Armor it is possible to hang on these Mechs.

Has anyone caught some examples of what "MAX Armor" actually weighs for the Mechs we've seen most frequently so far? Blackjack, Shadow Hawk, etc?
Sadly no. I've seen people push the strip armor/max armor buttons, but didn't actually pay attention to the tonnage changes. Mathematically, it has to coincide with the tabletop numbers or the mech tonnage wouldn't work. But I did notice it isn't even vaguely restricted to ton or half ton. It seemed closer to .125 tons or some other decimal value that doesn't always show up as round numbers in the tonnage display.


Apart from the back armor aberration, armor scales directly from tabletop exactly the same way weapons do. It's just that the game displays it differently: a medium laser does 25/5 damage and just doesn't reduce the fraction (and hides the /5 bit). Same with armor.
 
Last edited:

Gorski123

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Short answer is mech tonnage/5=max armor tonnage.(short but not exact) With HBS allowing us to add extra armor to the back, you can add 4.5 tons armor to mechs 55? tons or more. They scaled this down a little for smaller mechs. I don't think they have scaled this up for bigger mechs due to our intrepid json sleuths, but we have not seen them in streams yet.
 

Rhodium

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Well, I suppose it probably won't take very long for someone to mod this somehow. Personally I would want both Evasive Movement and Ace Pilot from the piloting skill, but then breaching shot for a level eight skill, without multishot. I see myself equipping big single weapons as a preference like a gauss rifle, PPC (early game) or the like. Something like a Griffin with max armor, max jump, a PPC and enough heat sinks to maximally jump and fire every turn with little heat buildup, is my idea of a good time.

I can sympathize with that. I'd like my primary class to be tactics and my secondary class to be piloting, but I'd really rather substitute sensor lock with multi-shot. So I want Evasive Movement, Multi-Shot, and Master Tactician.
 

rip4ever

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I have something I wonder about breaching shot.

If I have a dual PPC mech would a multi-shot with each PPC at a different target both get breaching shot? Neither?

Not sure how much to value it without knowing.
 

KnightCole

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iirc:
Gunnery: Multitarget (5), Breaching Shot (8)
Piloting: Evasive (5), "fire first, move then" (8, dunno the name)
Guts: Bulwark (5), can't remember the second skill
Tactics: Sensor Lock (5), Master Tactician (8)

There seem to be bonuses in between those skills, not sure what they do exactly
It definitely looks like ill be raising my guy as probably a Guts/Tactics pilot. I modded a guy in the beta with Bulwark and Master Tactician. The tankiness from bulwark and ability to move 1 phase sooner was friggin pretty sweet, since I always put my guy in a Zeus. I might put my guy in a Dragon for the campaign though.