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BattleTech Guide to Mechwarrior Skills - What are the best skill builds for Mechwarrior pilots 

Syken Plays
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BATTLETECH GUIDES
This is a series of short guides regarding burning questions like
- What is the best Mech Equipment
- How to manage and optimize the heat of you Mechs
- What are the best skills for Mechwarriors
- What is the best Lance composition in each of the Brackets (Assault, Heavy, Medium, Light)

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19 май 2022

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Комментарии : 54   
@RadishAcceptable
@RadishAcceptable Год назад
Your LRM boat would benefit from piercing a lot of the time, instead of heating vent. There's lots of situations in the game where there are multiple enemies with bulwark in the trees. Being able to ignore evasion as well as the damage reduction from bulwark makes one of your LRM weapons act the same when hitting one such unit as if you were using about two and 1/4 of them, since rounding down will not happen to your individual missiles, and the damage will be less spread out with a much lower chance to miss assuming they had been moving. You can still focus on one unit just the same when you need to and it isn't an issue. Sure, you're not gaining the benefit from piercing when you do that, but you also aren't using the benefit from heating vent most of the time that you're shooting. Heating vent at best will allow you to from two additional LRM 20 weapons as the heat reduction is 30 and the heat cost of each LRM 20 is a little more than half that. While piercing shot, on the other hand, allows you to make plays that simply don't work well without the ability, but yes, only in situations where it's appropriate. Highly recommend giving it another shot. If you pay attention to when it is useful, you will probably find it outperforming heating vent, specifically on a missile boat.
@SykenPlays
@SykenPlays Год назад
Great comment and thanks for sharing your thoughts on the subject.
@cobrazax
@cobrazax 4 месяца назад
yes breaching shot devastating for missile boats. coolant vent is still useful, but if u build your mechs correctly it wont often be critical. maybe on heavily loaded close range mechs with lots of meds and SRMs. for LRMs are ONLY use breaching shot pilots as its so devastating, and useless without it. its also awesome on heavy weapon mechs like AC20 or other heavy ballistic/missile/energy weapons.
@nikcatanzaro9899
@nikcatanzaro9899 Год назад
I will note the Very specific edge case that when using the very broken Gauss rifle marauder build to called shot the head breaching shot allows you to shoot through cover to get the head shot. But otherwise is extremely niche and hard to use. Over all I think that bulwark takes the cake for being the best option, because it’s effective in every situation even in the early game.
@SykenPlays
@SykenPlays Год назад
Yes, that is a very fair comment. The Marauder Builds is kind-of an exception to everything else, due to its instant kill nature. However, it gets a bit too much credit. Do not get me wrong, it is very strong, but if you do the math and actually play it out, you will see that there are droughts of no being able to instant kill the enemies and the retaliation typically comes promptly. I liked how they nerfed the ability in almost any of the overhaul mods.
@t.k.1448
@t.k.1448 2 месяца назад
New to BT, but breaching shot using a single hard hitting long range weapon like an AC20 seems like something worth trying.
@SykenPlays
@SykenPlays 2 месяца назад
It is not bad, the problem is simply the range of the AC20.
@Lazoraz
@Lazoraz 2 года назад
Loved hearing your perspective! I think what makes this game so interesting is how many different opinions I've heard when it comes to pilot builds. If anything I think that goes to show how viable everything is! I myself find my default to go with 2-3 "Brawlers" combining Sure Footing and Bulwark for maximum defense, then Violent Vent it make sure damage is going out every turn. Makes for a simple and bashy style of play, as I don't find myself using "fancy" skills like Multi-Shot or Master Tactician. I will usually have a single Breaching Shot pilot though as I do like to use the Panther with a single PPC for fun!
@SykenPlays
@SykenPlays Год назад
Hi Lazoroaz, first of all, great to have you on the channel and thanks for the detailed comment. The game indeed has multiple ways of playing it, which makes it so much fun. There is no strict „best way“ of doing it and I had a lot of comments even suggesting other lance formations. I like your 2-3 brawlers plus 1-2 ranged combination, that is a stable classic.
2 года назад
So I only played one campaign on normal, so all missions were like 2-4 skulls except the final 4.5. So maybe it's different on super hard, slow levelling, with 5 skull missions. I tried all skills just to check them out, and my impressions: * bulwark was always really good * multishot was a star - especially on defend base missions, they don't seem very doable without at least two multishotters; it also strips evasion blips, is good against turrets / vehicles, creates cover in urban settings etc. * sensor lock - it's nice to have one in case AI pathing glitches, as long as I remember not to accidentally put them on lrm mech; much less value having second one * sure footing - felt pointless, stab damage was never a big deal, at most I'd press vigilance button For second level: * master tactician - I couldn't get the right cyclops variant, so I mostly went after the enemy even with +1, but it was still pretty decent * coolant vent - I can see it being good in principle, somehow I never remembered to use it * breaching shot - really difficult to take much advantage of, the idea is probably to use it with multishot, and I could only take advantage of it a few times; maybe there's some build with just a few big weapons that could use it better, most mechs have a lot of small weapons * ace pilot - I found zero good opportunities to use it in the entire campaign, if it does something, that's probably some much fancier play than I've been doing; for mid (ML/SRM) - long (LRM/UAC/LL) range mechs I had, I'm not really seeing many opportunities That is after just one campaign.
@SykenPlays
@SykenPlays 2 года назад
Hey Tomasz, thanks for your input. Bulwalk indeed is really good, I like it a lot!
@mksee66
@mksee66 Год назад
"ace pilot - I found zero good opportunities to use it in the entire campaign" This is kinda sad. Ace pilots enables advance tactics and aggressive flanking maneuvers.
@cobrazax
@cobrazax 4 месяца назад
advance tactics and aggressive flanking maneuvers?? how? with what? lights? meds? some JJ heavies? it can work in those situations, but often u will get heavy and assault mechs by the time u have ace pilot, and they will almost never be able to use that ability well, MAYBE unless u use the command cyclops... i dont really need it even when i do flank with my grasshopper for example, as if i REALLY need to take down a mech, i just precision shot it in the back anyway so ace pilot isnt even needed. coolant vent and breaching shot are MUCH more useful. sure for SRMs and mlasers, breaching shot isnt that amazing...but it works WONDERS for LRMs, ACs (especially UACs), gauss and heavy energy weapons. can also do ok for improved SRM6. coolant vent is great for these hot mlasers and SRM mechs, and u definitely SHOULD use it when u see that u r going to overheat. its a great addition to hot mechs that have to deal with long fights, especially in hot weather. they are also the ones who benefit the least from breaching shot, so they are ideal for that anyway! yes multishot is amazing and i use it in most of my attacks, unless i use precision shot...
@christopherwyatt9754
@christopherwyatt9754 9 дней назад
@@cobrazax *Hint for ace pilot* you fight mid to long right? you can move your mech after you fire your weapons as long as you have not moved the mech that round. *its really good for jump jet mechs that take lose their chevrons, fire your weapons then jump jet away to higher ground or into cover.*
@cobrazax
@cobrazax 9 дней назад
@@christopherwyatt9754 No I usually go for short range, with 1-2 longer range sometimes. So u use it only for defensive shoot and scoot?? U dont need to with LRMs as u got the range and u dont care about line of sight anyway. I never ever found it to be useful, especially compared to the alternatives
@1973Louis
@1973Louis Год назад
The breaching shot absolutely work with multi shot. It works better with high damage weapon and some mech benefit more of breaching shot than others. The awesome with its 3 PPC's benefit a lot of breaching shot. My Atlas with its ultracannon 20++ firing 2 shots, doing 120 of damage each. Yep! works like a charm. Now of course it is not the best skill but I think it is a matter of taste and experience. For me I do not use master tactician because I don't find the +1 initiative to be that great especially because you also need sensor lock to have access to master tactician and honestly when I reach mid-game I don't really use sensor lock anymore. I prefer using multi shot, firing a secondary weapon at the target I want to reduce the blips and still fire my main weapons to attack another target instead of "wasting" a turn to just remove 2 blips.
@SykenPlays
@SykenPlays Год назад
Thanks for the clarification Louis, appreciate that.
@dallassukerkin6878
@dallassukerkin6878 Год назад
Good insights, Louis. I have say that I agree. I played through thinking that Initiative was key and so built up a lot of Gunnery Minor/Tactics Major pilots and now, on my fourth pass, I am thinking that maybe Breaching Shot is not that bad an idea after all given that I move my Lance as a unit so they all pretty much have the same targets in range at the same time.
@cobrazax
@cobrazax 4 месяца назад
yes i dont think initiative is that important much, especially late game. breaching shot is utterly devastating with heavy weapons, and u can still shoot your other weapons at less/un defended targets so u waste nothing and lose none of your firepower, no matter what the enemy does!
@biggamoonpye1497
@biggamoonpye1497 Год назад
Breaching shot combined with multi-shot I think is the best combo so it's funny that you have it at the bottom of your list. Say you have an archer with two LRM 20s. He could shoot them both at an enemy and cover and lose 40% of the damage. If he splits them and shoots them at two max he's doing 100% damage to both. So you could either do 96 damage to one mech, or 80 damage on Two separate mechs = 160 total for the same 40 missiles.
@SykenPlays
@SykenPlays Год назад
Not sure what you are referring to, but if you shoot at two different enemies the values of bracing and forest would still apply. Generally speaking, not to focus fire is a bad idea in this game, because enemies will still be able to use their Mechs
@biggamoonpye1497
@biggamoonpye1497 Год назад
@@SykenPlays I think you might be wrong especially about for us I'm not really sure about bracing but breaching shot definitely ignores cover. And if just the displayed numbers are true a mech that would normally show one point of damage for each long-range missile from both if you just shoot one launcher at it will hit it for 2-4 damage depending on other reductions but that's still But two doing one damage is the same as one doing two damage so you might as well do two damage to two separate max You still do the same amount of damage to the guy in cover. But I'm not really disagreeing with you honestly I love your content I was just giving my opinion.
@biggamoonpye1497
@biggamoonpye1497 Год назад
Sorry using voice to text and I can't edit it.
@crumbledor3
@crumbledor3 Год назад
​@@SykenPlays you're wrong. A quick Google search would show that Breaching Shot synergises with Multi-Target. In other words, using multi-target to fire one weapon at multiple targets would apply breaching shot to each, therefore removing their cover.
@cobrazax
@cobrazax 4 месяца назад
Exactly. u can even see it in the game when enemies do that to u. they can breaching shot multiple targets and shoot the rest of the weapons at an undefended target. its truly devastating and allows u to maximize damage no matter what the enemy does! ideal for heavy ballistics and heavy LRMs. can also do well on heavy energy weapons and even SRM6 (especially better versions that can do 72 damage each). sure breaching shot wont finish ANY mech for sure with a single shot...especially for LRMs...but u can significantly weaken multiple mechs with it instead of doing limited damage to a single mech. this removes any wasted firepower or reduced damage. i loved using it on my stalker with 2 LRM20 and 2 LRM15. it was smashing 2 defended targets while utterly destroying another undefended target LOL. i especially love it using better LRM versions that do 6 damage each...so i could do 120 damage to a defended target, with a single LRM20...
@bombolo74
@bombolo74 2 месяца назад
Great content as always
@SykenPlays
@SykenPlays 2 месяца назад
Glad that you like it Bombolo
@cobrazax
@cobrazax 4 месяца назад
as seen in the piloting skill, hit defense is when shot at as its separate from melee defense. the hit defense Gyro is awesome and probably should be used by most mechs. btw i personally go for guts for the overheat bonus and not the HP. i never really found myself needing extra HP. the overheat bonus is really nice to have though. usually i go for 6 and then not worry about anything else there much...later can get a 9 for a double bonus. also the coolant vent is not coming to a similar amount. u net gain 26 heat reduction even including the heat addition of 24 over the next 3 rounds.
@cobrazax
@cobrazax 4 месяца назад
i love breaching shot. its great for most ballistic weapons (especially UACs and AC20) as well as large LRM weapons. can also be nice on boosted SRM6 or heavy energy weapons like PPCs and large lasers. i tend to have heavy cannons on my mechs so i use those pilots for those, as well as LRM boats, while u can put the coolant vent pilots mostly on mechs with mlasers and SRMs. think of an annihilator with 4 gauss cannons for example...or mechs with UACs or AC20 (maybe 2). this can make them unstoppable and utterly devastating no matter what. i basically try to have several lancer pilots (breaching with bulwark) and several gladiator pilots (multi with coolant). they can work well together in a lance of the heaviest mechs to make them very tough and very deadly. either for heavy weapons or for lots of smaller but hot weapons. also, multishot works very well with breaching shot, as u can engage most of your weapons on a mech with no defense (or little defense without bulwark) and shoot a single weapon at a well defended mech (or 2). this way u do heavy damage to everything without losing much firepower. u can devastate multiple targets and nothing can stop u. doing this with 2-3 mechs will devastate multiple mechs. sure its NOT useful at all during most precision shots (unless u use a mech focused on a single weapon, maybe a coil for example), but as most of my shots are not that usually, its often useful. maybe with your strategy of maximizing resolve to precision strike all the time almost...its less useful.
@SykenPlays
@SykenPlays 4 месяца назад
Breaching shot is okay, not bad, but it is a question of opportunity cost and some of the other skills are more suitable to my playstyle.
@cobrazax
@cobrazax 4 месяца назад
ace pilot can work well for a fast flanking mech. but i dont see much point with it if u dont use those in your lance. i guess earlier it can do VERY well as u tend to use more flanking light and meds. later u can use some heavies like the laser grasshopper i love using even a bit later, but its usefulness is probably significantly reduced. also it would work perfectly well with master tactician...which cant be together :/
@SykenPlays
@SykenPlays 4 месяца назад
Ace pilot is always a good skill, as it allows repositioning after shooting, that allows for more tactical options. Hence, my preference for it.
@mrdvcapj
@mrdvcapj 2 года назад
Tactics 9 with a Marauder gives 35% headshot chance…shit is nuts.
@SykenPlays
@SykenPlays 2 года назад
That is a good catch, it is a really strong break-point for the game.
@tennoskoom2233
@tennoskoom2233 Год назад
and if you don't mind micromanaging, you can also fit in 3xUAC2 on the Marauder specifically for that
@cobrazax
@cobrazax 4 месяца назад
​@@tennoskoom2233 i usually prefer an AC20 on it, with med and small lasers, but it can work... i can consider UAC5 as its pretty strong as well. i used it on many of my med mechs for 90 damage devastation, especially with breaching shot!
@mksee66
@mksee66 Год назад
Ace pilot is nice early to mid game, when you're using light to medium mechs. It allows aggressive hit and run/jump tactics but I prefer the master tactician towards end game. why? You'll be using and fighting assault and heavy mechs which are not agile enough for aggressive hit and run. I'd prefer high initiative + call shot to quickly eliminate mechs. With master tactician + reserve + call shot + high level pilot you can quickly destroy center torso or even do head shots without getting scratched. High initiative also gives you a chance to get out of sticky situations. I agree with your breaching shot assessment. It's a bit lacking since you can only use 1 weapon however this is good with pure LRM boats. Personally I like bulwark + master tactician. Bulwark is the best level 1 ability by a mile.
@SykenPlays
@SykenPlays Год назад
Hi MC and welcome to the channel. Good points on Ace Pilot, it is indeed a very good skill.
@cobrazax
@cobrazax 4 месяца назад
initiative can be nice in those situations sure, but i dont want to waste a lvl 1 skill for that and i do like multi shot AND breaching shot, which MASSIVELY help dealing with evasion AND any defensive bonuses. i often use heavy weapons on my mechs so breaching shot is often useful. i also use gladiators for the cooling and being extra loaded with smaller weapons.
@vincefeld6442
@vincefeld6442 2 года назад
Cant agree more on Ace pilot being best skill in game. My fav lance is 4 light-meds, Ace-pilots, 6JJs for max evasion to take focus fire better. I can take out assaults/heavies with 4 firestarters, but gotta be careful of melee, spread damage across lance and focusfire them quickly 1 by 1. Multishot vs Bulwark: Multishot is better earlier on when fighting light mechs. Bulwark better in late game attrition wars.
@SykenPlays
@SykenPlays 2 года назад
Yes, as long as you are staying out of the reach of melee attacks, you are going to be fine. It is a fun way of playing the game, specifically since it always feels like punching up a weight class.
@wedgeantilles8575
@wedgeantilles8575 Год назад
I just started again with a second campaign run. My first one was a few years ago and quite "unoptimized" Since atm there is 0 to do in the office I just thought: Hey, why not use the time to improve my new run? Ace Pilot: I definitly see your logic behind it. But IIRC from my last run: At the beginning of the campagin you do not have enough XP for "acing" one pilot. Lvl 7 in one category takes some time. (especially since it becomes more and more expensive I tended to go for the passive boni on lvl 5 or 6 first) But later, why should I field light mechs? Maybe I just played "stupid", but IMO the heavier mechs were always just better than the ligher ones. A medium mech beats a light one. A heavy mech beats a medium one and a light one. And assault beats all the others. Since I do not have a weight limit I just went with the bigger mechs later on and always replaced the lighter ones asap. And with medium (or even heavy) mechs the "getting behind the enemy" was not really working out. In other words: When I was able to go behind the enemy, I had not unlocked ace pilot. And when I had ace pilot I did not use mechs that could get behind the enemy any longer.
@SykenPlays
@SykenPlays Год назад
Ace Pilot is a super good skill if you can use the action economy well in your advantage.
@cobrazax
@cobrazax 4 месяца назад
totally agree. its useful usually in the early game when u can flank and thus devastate an enemy with 1 rear strikes. later its usually not possible (unless u use JJ heavy mechs like grasshopper and black knight with i like) to do it. even then...i usually precision strike the rear a single time if i really want to take a mech down fast, instead of needing ace pilot. in most cases, lancers and gladiators are awesome. i do see why sure footing is nice, but i cant have everything...and as bulwark and multishot are both super useful at almost all times, i need those. multishot allows u to be much more efficient with your weapons, as well as strip evasion efficiently, especially without sensor lock. bulwark is a must for armor efficiency and survivability, especially when facing long missions vs heavy turrets or 12 mechs/vehicles.
@cobrazax
@cobrazax 4 месяца назад
@@SykenPlays u mean if u reserve to initiative 1? but his point is that usually ALL of his mechs are at initiative 1 anyway! it would make no sense to have ace pilot in that situation as u cannot use it efficiently at all anyway!! it MIGHT work with the command cyclops, but thats it as u cannot get ace pilot AND master tactician.
@2bridgesproductions392
@2bridgesproductions392 2 месяца назад
the breaching shot with 2 AC20++ on a mech with multi shot... RIP
@SykenPlays
@SykenPlays 2 месяца назад
It also requires you to get really close, at which point there are other ways of more effectively destroying enemies.
@yosharian
@yosharian Год назад
"Technician" -_-
@SykenPlays
@SykenPlays Год назад
I am not sure if I get your point
@HeadHunterSix
@HeadHunterSix Год назад
@yosharian I'd bet money that Syken's English is better than your German. 😉
@cobrazax
@cobrazax 4 месяца назад
@@SykenPlays u keep saying technician instead of tactician.
@acetraker1988
@acetraker1988 Год назад
Gladiators and Vanguards for everything in the game. All other options are trash and you should feel bad for using them.
@SykenPlays
@SykenPlays Год назад
Thanks for sharing your perspective.
@cobrazax
@cobrazax 4 месяца назад
lancers and gladiators for my heavy/assault lance and everything else is a joke. they eat everything no matter what defense they have
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