Du "quirkst" nun primär selbst. Ein paar mechs haben noch ihre kleinen Quirks behalten (wie z.B. der Huginn seine 5% SRM4 Cooldown) aber der großteil ist in dem neuen Skillsystem:
Waffen, Verteidigung, Mobility, Jumpjets, Operations, Sensors, Auxiliary.
Weapon Range +15%
Weapon Cooldown -12%
Weapon Velocity +10%
Missile Crit Damage +15%
Gauss Held Time +1 sec.
Weapon Heat Gen -10.5%
Missile Spread +5%
LBX Spread -10%
UAC Jam Chance -5%
Laser Duration -15%
Missile Ammo +2
Ballistic Ammo +16
Crit Chance (Received) -8%
Fall Damage -50%
AMS Effectiveness +2.5%
Internal Structure +31%
Armor +16%
Acceleration +24.5%
Max Torso Twist +10%
Deceleration +24.5%
Torso Twist Speed +21%
Turn Speed +25%
Max Torso Inclination +10%
Max Speed +7.5%
Jump Jet Heat Reduction -30%
Jump Jet Burn Time +15%
Jump Jet Forward Thrust +125%
Jump Jet Initial Boost +15%
Startup Speed -35%
Legged Speed +30%
Tastier Gyros -70%
Heat Capacity +15%
Hill Climb +15%
Heat Dissipation +10%
Target Info Speed +35%
Target Lock Decay +3.5 sec.
Sensor Range +35%
Target Retention +400 m.
Zoom Magnifier +1
Radar Deprivation +100%
Seismic Sensor 200 m.
ECM Range +45%
Consumable Slots +1
UAV Duration +10 sec.
Artillery Strike Duration +50%
UAV Sight Range +40%
Coolshot Effectiveness +50%
UAV Capacity +1
Point Capture Speed +10%
Additional Air/Arty Strike +1
NARC Velocity and Duration +20%
Air/Arty Strike Accuracy -20%
Additional Consumable Slot +3
Rate of Capture +10%
Coolant Reserves +1
Coolshot Cooldown -25%
Range sind z.B. 15 "Knotenpunkten" a 1%; Weaponcooldown in 16 "Knotenpunkten" a 0,75%.
Insgesamt hast du aber nur 91 punkte zum Verteilen, weswegen du deinen mech auf entsprechendes auslegen solltest.