Posted 18 February 2018 - 03:49 PM

Common Cfgs and Pathing

Firepower Tree

This is one of the ways to get max heat gen (14/14) without taking too many shortcuts. Notice on the left I get missile spread as a throwaway point but it saves me 1 skill point for something else in another tree.

Common Cfgs for OPS tree

You can also just as easily go down the other side to get the last 2 coolruns.

Mobility Tree

Mobility tree is simple, it's basically this or nothing. It's only really worth it on mechs 97kph or faster imo, but you could also just as easily only use it on mechs 120kph or faster. These are wasted points on anything slower unless you have some rule that you refuse to go slower than 60kph or something for solo queue purposes. It probably wont save you from a endless nascar in the slowest of slow mechs but it could help your 'mech feel a little less like driving a bus.

You can also go down the other side instead to pick up hardbrake and burst instead of yaw.

Survival Tree

This is what a maxed out surival tree looks like. If you go with a partial survival tree, it should have some left side bias because that gets more armor over structure.

Its possible to sneak a few points back by trimming if you really need the points elsewhere (while still getting 14/14 heat gen)This one is another setup which gets 11/14 heat gen. I may not use it exactly like this but sometimes I use part of the pathing to save points.This is another tree I use which is light on investment with max burntime, especially for my shadowcat to free up points for ECM and Mobility, 7/14 heat gen5/5 coolrun4/5 coolrun (this one is best bang for buck when you dont have enough points to have everything)3/5 coolrun: I use this one far LESS often because forRemember, a partial surival tree should have a left sided bias to grab armor over structure.

Edited by Kin3ticX, 22 February 2018 - 12:01 AM.