The best perks can depend on the build and movement type.
But -17% mass is a great perk for heavy movement parts like large tracks and legs.
I also think that you can’t go wrong with 15% power reduction. I know a few guys that like traction on their tires, but a prefer all power fused.
At the end of the day you can’t really go wrong with wheel fuses. Sure a few might be better then other but there is nothing that can mess them up like two canons with different fuses.
I’m no pro player and cringe at the term, honestly. However, I’m not an exhibition downloader. I build & play my own rigs, so I have a little experience, here.
For WHEELS, I’d always go for traction… at least in their current state vs. hovers & everything else.
Outside of that, it’d depend on the wheel. Most, though, I’d go for tonnage.
I play Hermits. I have 8 steering fused 4 non steering fused. 8 fusions for power, 3 for traction and 1 for tonnage. I highly value the 3 traction wheels and they appear on every Hermit build. I’m not sure what the optimal mix is. Probably it’s best to fuse your Steering for power and your non steering for traction. This is because non steering has much more traction than steering and steering wheels have twice the power drain of non steering wheels. So the bonuses are bigger if you do it that way.
It definitely depends what cab and movement parts you have. Like if you have a heavier med cab or heavy class cab with a power fusion then tonnage will work pretty great. On the other hand if you have a light cab and sabbath wheels a tonnage fusion is useless on the wheels. Usually the -power cost fusion on wheels is the best option in most build cases. Unless you feel like your struggling with control when driving. Then get traction.
I wouldnt bother refuseing. Its not worth it. The first fusion on a movement part is good enough no matter what you get.
I just fused some fused tonnage wheels into power penalty reduced wheels. The new wheels are -4% cabin power and im probably gonna refuse my hermits but im not sure yet.
I was thinking of refusing my back wheel hermits from traction to power. How important is rear traction on a cockpit mine laying fast build? Would a power fused rear wheel be better here possibly. I have 4 traction fused hermits on it right now.
In my experience, the faster you go, the more traction you want. I would Fuse more hermits before refusing those. At 120, you need all the traction you can get.
I’m under the impression that traction also buffs acceleration to an extent. Always felt that for the same power drain, epic wheels accel faster than special and rare ones. Maybe I’m wrong, tho.
I agree with your statement regarding number of wheels. Tho +25% grip 8 or 10 wheeler might be good at pushing (but honestly just bring Omnis if you’re going to push with a heavy-medium/heavy build)
I’m nearly team power as well. I’m just saying the following:
Hermit steering: Power drain: 12 percent. Traction secret stat. Let’s say its 100.
Hermit non steering: Power drain: 6 percent. Traction secret stat. Its twice that of steering.
For Hermit steering, when you get a power fusion, it takes the drain down to 10 percent, or you get 2 percent off.
For Hermit non-steering, when you get a power fusion, it takes the drain down to 5 percent, or you get one percent off. That’s half the bonus.
For +25 percent traction, fusion, a steering Hermit will give you 125 traction, while a non steering Hermit will give you 250 traction. Its another way of saying you might as well try for traction on non-steering wheels because they don’t take much power anyway and the traction bonus is double.
Other than that, power all the way. Power engines, mostly power cabs, power wheels, power hovers, power Omnis.
For my 8 hermit rigs, I play 2 Non-steering and 6 steering. The non steering wheels are second to rear. For my 10 and 12 Hermit rigs, I use 4 non-steering wheels.