Hey all.
I have come of the opinion that a system in which evasion pips generated in a turn are less easily removed makes for a better game. A number of mods do so and my hands on time with them has really shown that shifting the evasion system is for the better.
Evasion being stripped by any gunfire in any quantity limits tactical decisions, weakens faster mechs, and is wonky in balancing a player's few units to an AI's many. It makes sensor lock relatively weaker than multishot (strip up to 3 dispersed vs 2 and no damage). It also lessens inter-weapon balancing options like potentially less efficient damage per heat ton weapons theoretically having value in evasion stripping or bypassing.
Essentially I feel the current vanilla implementation of evasion isn't offering as many tactical options as it should and easily could. It has frustrating and exploitable aspects as is. Letting evasion be countered with skills (sensor lock), morale (precision shot accuracy boost), stability damage system, and a bit of a weapon rebalance to offer less efficient weapons a new clear niche has proven itself to me as a deeper and more enjoyable system to interact with evasion as a means of mitigation than chaining multishots.
I am curious as to the communities thoughts on the current implementation of evasion and especially thoughts regarding the ability of even a single mlas shot to remove a pip. That last part really bothers me, but maybe I have a poor perspective or am missing something here.
Thanks for sharing your thoughts.
I have come of the opinion that a system in which evasion pips generated in a turn are less easily removed makes for a better game. A number of mods do so and my hands on time with them has really shown that shifting the evasion system is for the better.
Evasion being stripped by any gunfire in any quantity limits tactical decisions, weakens faster mechs, and is wonky in balancing a player's few units to an AI's many. It makes sensor lock relatively weaker than multishot (strip up to 3 dispersed vs 2 and no damage). It also lessens inter-weapon balancing options like potentially less efficient damage per heat ton weapons theoretically having value in evasion stripping or bypassing.
Essentially I feel the current vanilla implementation of evasion isn't offering as many tactical options as it should and easily could. It has frustrating and exploitable aspects as is. Letting evasion be countered with skills (sensor lock), morale (precision shot accuracy boost), stability damage system, and a bit of a weapon rebalance to offer less efficient weapons a new clear niche has proven itself to me as a deeper and more enjoyable system to interact with evasion as a means of mitigation than chaining multishots.
I am curious as to the communities thoughts on the current implementation of evasion and especially thoughts regarding the ability of even a single mlas shot to remove a pip. That last part really bothers me, but maybe I have a poor perspective or am missing something here.
Thanks for sharing your thoughts.