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William Pryde

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Feb 23, 2018
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I have no doubt there are plenty of these threads around (or will be, given time), but I was curious as to what all of your opinions regarding the new skills are.

I feel that Bulwark is still essentially mandatory, and here's my reasoning: in most missions, the OpFor outguns you. It is not rare to have two (or sometimes three) times as many opponents as you. That means overall a lot of incoming fire. There are things you can do to mitigate that through positioning and clever tactics, but there will be scenarios where you have to endure a lot of guns trained on your 'Mechs. A 60% damage reduction really helps there, and even if you are not bracing cover still gives you a 40% damage reduction.

Coolant Flush is a cool concept and might work very well in multiplayer where you are facing a numerically similar OpFor, but in single player I feel its usefulness is not up to par with Bulwark's and Ace Pilot's.

Even though evasion is stripped each time you are shot at, the first piloting skill is nice. A 'Mech with jump jets can get quite a nice stack of evasion bonuses and if you jump into a forest and brace, you are pretty much set to survive whatever is thrown at you that turn, barring incredibly good luck on the OpFor's part. Stack Ace Pilot on top of that and you have a lot more options when maneuvering.

Sensor Lock is very handy if you have a lance that can take advantage of it. Even if your lance is geared toward mid or short range, it can be useful if you want to target a high-evasion enemy. Master Tactician is a good skill and stacks well with the Cyclops bonus, especially if you are running an assault lance (bunch of assaults activating on Phase 3? Yes please).

I feel that Multi Shot is powerful early game but wanes in usefulness as you face heavier opponents. Breaching shot also seems less valuable now that damage reductions have been reduced for the most part.

TLDR: In my opinion, the guts and piloting branches provide the most useful skills in single player, with my recommendation being to take one skill in guts and both skills in piloting. I do not feel that the gunnery and tactics skills offer comparable value. I have not had the chance to experiment with multiplayer yet (my spare time is very limited and somewhat erratic these days, I am looking forward to when my schedule lightens up enough to allow for some more multiplayer enjoyment).
 

mjbroekman

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Interesting. Thanks for posting your view.

Personally, I feel that Bulwark is now far more useful than it used to be and the AI is able to leverage it better. I actually use it now myself where before I didn't.

I find that Coolant Flush makes me more aggressive in my refits as I know that a CV pilot doesn't strictly need a (mostly) heat neutral setup in order to be effective over the long term. This is, in fact, the biggest change how my ability choices have changed.

SureFooted is great, especially paired with Bulwark, but I don't feel a big need to ever take Ace Pilot. I'd rather have Master Tactician.

The accuracy debuff from Sensor Lock is a nice addition, especially in tandem with Coolant Vent, since it gives a pilot something to do when trying to cool down if they aren't in melee range.

My builds have definitely changed since pre-1.3 and I find that all 4 Skill5 abilities have great use with my playstyle now, where pre-1.3 Multi-Shot and SensorLock were really the only useful ones because of their Skill8 abilities.

Right now, my pilots seem to be getting Bulwark and SureFooted a lot because I haven't been able to get a lot of mediums yet, so the DR buff and extra evasion is making the lights more survivable against the OpFor. I have a feeling that will change somewhat as I get heavier (and slower) mechs, but it doesn't worry me because it just means my trainees will get different skills.
 

ArnieDude

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The new skills are really nice so far I think. I especially love the fact that bullwark makes you want to use cover now, where before it would be just as effective when standing in the open. Its actually a bit more useful now since you can combine it with movement to get both the evasive and cover bonus. This makes positioning and thinking ahead about possible location to go in future turns more important. Which is awesome! :)

I haven't gotten far enough yet to really compare the second set of skills, breaching shot might have lost some value, but then it was perhaps too important before to break those mechs sitting there all bulwarked up. :D But since multishot is still one of my favourites as it allows a lot more control in spreading the love I will certainly be taking breaching shot on a pilot or two in the roster. :) Looking forward to testing all the variations out though.