I just created an account to comment here.
The proposed 1.3 chance (a 20% extra defensive bonus in cover) is by far the best ability in the game. Evasive movement was a highly conditional 10% damage reduction on a single shot that could only be used in fast mechs. I'm not sure why this is nerfed (no longer applies to jump jets) while giving assaults a flat damage reduction.
One of the major problems in the game as it stands is that there's little to no incentive to run light or medium mechs, skills like bulwark that grant percentage damage reduction make this problem worse. The more that the game promotes percentage damage reduction without requiring movement, the less reason we as players have to use faster, mobile mechs.
Making special scenarios that offer reason to use lights is great, but better changes would be that the combat system organically provides justification for medium or light mechs by:
A - not providing massive percentage armor buffs to assaults through the guts line.
B - providing bonuses to side shots, and to make risky flanking moves (that require faster mechs) more rewarding.
Example change to breaching shot: all flanking shots ignore cover/bracing bonuses. Now instead of breaching shot being a buff for heavy/assault it's a buff for light/mediums that are in a good position.
I really hope the devs rethink this bonus and think about how much the skill tree overall acts largely as a buff to immobile assaults and heavies.
Here's the thing...
Light and Medium 'Mechs are not the combat equivalent to Heavy and Assault 'Mechs.
Nor should they be.
Light and Medium 'Mechs need to employ smart strategies,
without error, in order to survive against their larger, more heavily armed and armoured brethren. A good dash of luck doesn't hurt either. There's a reason that the story of David and Goliath is used to refer to a weaker (smaller) opponent
overcoming the odds to defeat a stronger(larger) opponent.
I mean, the M4 Sherman was smaller and faster than Tiger, and the Tigers
ripped them to shreds. The reality is that more armour and bigger guns count for a great deal. The Shermans being smaller and faster made them more well-rounded, and better at supporting infantry across a wider range of environments, so the Tiger wasn't an all-around better tank; however, in straight combat, you never bet on the Sherman.
That said...
If we're providing armour buffs to Lights and Mediums, but not to Heavies and Assaults, then we are taking away one of the defining differences between those weight classes. And there's really no way to justify it in-game. In what situation would Lights and Mediums receive increased damage reduction that Heavies and Assaults don't get? The increased mobility of Lights and Mediums already provides them with increased damage reduction through more evasion pips, and through just straight up moving out of the OpFor's LoS. (I
might see a place for Lights and Mediums receiving a larger DR% in urban environments, as their smaller frames would allow them to hide behind buildings that Heavies and Assaults cannot)
And flanking maneuvers are already incredibly powerful. Firing into someone's side arc is like a Morale free Precision Strike and, if you're keeping one or two 'Mechs to act as an anchor, you can get the OpFor turning in circles, exposing weak points and them blasting them apart with ease. And if you can jump someone into the rear arc with enough firepower (Firestarter or Grasshopper boating SLs and MLs, for instance), then you can one-shot literally any 'Mech in the game. Like, holy crap, do you understand how incredibly powerful that is?
Imagine two lances of Assault 'Mechs, a tough fight no doubt; but, if I field a properly equipped Firestarter, and utilize it well, then that one 'Mech can take down four of those eight without taking a single hit. I can't do that with an Atlas, or a King Crab, not without the help of my lancemates. Not even if I spend every turn Precision Striking at the head with Gauss Rifles, dam+ AC10s, and AC20s.
I make a point of fielding one "backstabber" on nearly every contract I take, even in the late game (the exceptions being 4-5 skull Base Defences or Convoy Ambushes). Battles? Assassinations? I feel like taking a Light or Medium to backstab is practically a requirement,
especially in the late game. They can down the most dangerous OpFor units extremely quickly, without any direct fire support, and they let the rest of my lance focus fire on targets I don't intend to backstab (or can't, like Demolishers and Shreks). Worried about that King Crab coming up the flank and blasting you apart with those AC20s? Don't. Dekker and his Firestarter are going to take him down next turn. Also that Highlander who's been lobbing LRMs at you. And that Zeus who's been sandpapering your armour for the last few turns.
In any event...
1.3 Bulwark is not a must-have for all pilots. I intend to have some pilots (and 'Mechs) specifically spec'd for Lunar and Martian biomes, where there is little to no cover and heat is a serious handicap. Bulwark isn't at all useful if you have no cover to take advantage of, and my pilots will be much better served by Surefooted on such occasions. Even maximum Morale generation doesn't let me use Vigilance on two 'Mechs every turn, so one Bulwark pilot is the most I'll ever take to Lunar and Martian contracts.
Also, 1.3 Bulwark does not encourage immobile gameplay. Quite the opposite, because it procs regardless of whether or not you move. Maximum DR is achieved by moving into and throughout cover, to generate evasion pips alongside your 40% DR, not by standing still in a forest. This actually buffs 4/6 Assaults, who (in most cases, I think) can generate 1 evasion pip by walking in cover, whereas 3/5 Assaults cannot (also, they have lighter JJs).
Evasive movement is at best a 10% reduction in expected damage. Bulwark in 1.3 is a 20% reduction thats far more reliable. There is no case where you should pick Evasive over bulwark even for light mechs.
The greatest strength of evasion pips is that they discourage the OpFor from firing at you entirely (or only firing a single weapon). They reduce damage by giving the OpFor reason to not bother firing in the first place. You've surely done the same yourself, momentarily ignoring the Locust with a bunch of evasion pips for the easier to hit Hunchback that's almost in range with its AC20?