@TheMechFrog Actually, anything in the new Starter and Core boxes that you haven't covered would be a good idea.
Starter Box
Hammerhead
Kontio
Core box
Hollander
Rakshasha
Solitaire
Uziel
Mad Cat Mk II
Vulture Mk IV
Regent
Eris
@DeltyThe73rd@bignothingman Called shot - first you roll to hit, which increases with gunnery, then you roll to see if the called location was hit which increases with tactics. Also, the Marauder has a special targeting module that allows better called shots.
@DeltyThe73rd Gunnery - increase to hit % for weapons.
Piloting- increase evasion, sprint distance, melee hit %.
Guts - increase pilot health, heat resistance, decrease recoil penalties on autocannons.
Tactics - decrease minimum range penalties, increase called shot %
@DeltyThe73rd Once I have Level 4 in each skill, I usually go for gunnery and tactics over guts and piloting, unless I am specifically going for a light mech piloting build. Everybody ends up with 4 10s eventually though.
@DeltyThe73rd What you pick first only matters for the two basic and specialization bonus each pilot gets. The base stat increases are always available. You need sensor ping to strip evasion and mark out of sight targets once you have Missile boats.
@DeltyThe73rd Your light mech pilots need to go up the piloting tree to ace pilot
Everybody benefits from bulwark, but the second tier specialization in guts is pretty useless
Missile boats need multi target.
Heavies and Assaults benefit from the tactics specialization for better initiative.
@DeltyThe73rd Still even in the end game reserve until the end of turn, jump into an enemy's rear arc and unload, then shoot again at the beginning of the next turn and jump out and you can ruin even an Assault class with light or medium.
@DeltyThe73rd For the early game you can pretty much put on med lasers and srms and armor on anything and be OK. As the game goes look to add a good LRM boat and Sniper and Juggernaut.