Ok guys - questions on accuracy and evasion...
Do people feel it's too hard/easy to hit things? I kind of feel things are pretty good, but I'm always looking to tweak.
Ideas:
Could reduce the class hit penalty by 1
It's currently 1,2,3,4 (assault, heavy, medium, light).... could go to 0,1,2,3
Could knock evasion back to linear scaling per pip (vanilla)
Currently 2,4,6,9,12,15.... could go back to 2,4,6,8,10,12.
or we could go to 2,4,6,8,11,14
or do some scaling at both ends with 1,2,4,7,11,15 or 1,3,6,9,12,15 or 1,3,6,8,10,12, etc
Looking for general feedback..... as a philosophy do we think a light with 6 pips of evasion should ALWAYS be hard to hit? Even with a 10 gunnery pilot with high accuracy weapons? Like what value should we aim for there? (Personally, I think maybe around 50 or 60%?)
I really like where it's at. You need to use different tactics to kill a high evasion target or concentrate fire. Not a bad place for lights /fast mediums to be in.
Multishot has a good place with a pot shot at one target, full volley at another
Sensor lock is super effective at -30% (for 2 pip reduction), even -25% going from 4 to 2.
I have no MW's over 6 gunnery and I'm not having any issues dealing with high evasion targets. Just bring a 'light' killer (high movement, close range weapons) or a couple sensor locks... 2 of those plus 2 other shots = dead target. Bring a high movement melee focused mech, knock pips off create stability issues, punch damage through.
Lots of good options for 'dealing' with high evasion targets, if you just want to have a game where we stand toe to toe and fire guns, probably better to play the vanilla game!