Skill Trees

Here’s the MetaMechs Skill Tree “Guide”. This is sort of a tutorial for the Skill Tree, but mainly it’s intended as reference material. What I’ve done is put together “Optimal” paths for each of the Skill Trees, and then basically broken them down by the number of nodes you’re investing in that particular tree.

This is a brand new system, and so I’m sure I’ve missed something in some of these paths, but I tried to make them as optimal as possible. Furthermore, lots of the specific paths will require customization based on the intricacies of your own build (this is most relevant when discussing the Weapons and Auxiliary trees) and the number of nodes you even have available in the first place. So, think of these as examples.

Skill Trees

Methodology & Terminology

When building out a path, there is a basic process I used, and I’ll illustrate them using the example of investing in the Weapons Tree for a Laser Boat.

  • Identify the “Goal” nodes, the reason you’re investing in the tree at all. In this situation, your Goal would be Laser Duration, but sometimes you won’t even have a Goal node.
  • Identify any High-Priority nodes that are very useful for the build, even if not vital. For Laser Boats, you’re looking at Range and Heat Gen
  • Identify any Low-Priority nodes that might still add to the build, but aren’t worth focusing on. For that, all Laser Boats have is Cooldown.
  • Everything else is a “Junk” node, nodes that are entirely irrelevant to your build. So your Laser Boat will gain nothing from Magazine Capacity, or Velocity.

After this, I put together a few paths based on those priorities

  • A “Budget Path” that grabs all Goal nodes with 0 Junk nodes, with the goal being lowest total investment into the tree.
  • A “Middling Path” that grabs all Goal nodes with 0 Junk nodes, with the goal being maximizing High-Priority nodes without significantly increasing the number of Low-Priority nodes.
  • An “All-In Path” that grabs all Goal nodes and High-Priority nodes, with the goal being to minimize Low-Priority nodes and grab 0 Junk nodes.

This strategy is useful for many Skill Trees (and even for those it’s reliant on flexibility), but not all of them. For those, the paths will be more customized with specific goals in mind. It’s also important to remember that these paths are made to be modified. Ideally, that means that the path you end up with falls somewhere between the Budget and All-In Paths, but sometimes you’ll end up coming short of even the Budget Path. It’s up to your own judgment.

The Easy Way In

This one’s for all you folks out there that don’t want to even think about the skill tree, and/or using a different one for each mech. I put together a tree where every node is useful for every mech, with none wasted. This is an optimal set-up for pretty much no mechs out there, but it will give you time to get acclimatized to the system without having to put any thought in at all (though you’ll need at least 91 clicks, sorry).

All-Purpose Skill Tree

Enjoy your supreme durability, agility, sensors, and extra consumable!