Has anyone seen/found an overview of which skills the starting pilots (Behemoth, Glitch, etc.) start the campaign with ?
I.e their levels of Gunnery, Piloting, Guts and Tactics.
I.e their levels of Gunnery, Piloting, Guts and Tactics.
Thanks alot!Behemoth 3.4.5.2
Dekker 3.4.3.4
Glitch 5.2.3.4
Medusa 3.4.3.3
Thanks alot!
So it would kind of make sense to make them into the following:
Behemoth: Piloting + Guts
Dekker: Piloting + Tactics
Glitch: Gunner+Tactics,
Medusa: Piloting + Guts / backup....
Yourself: Gunnery + Guts or maybe Gunnery + Tactics, since your own character seems to be immortal...
That is if you want to try and have a balanced squad ?
I think my big stumbling block is I really like the passive bonuses for Tactics and Guts, but not the named abilities (except Master Tactician).
There is a lot of weird anti-synergy built into the system. A melee pilot wants high piloting (for the bonus to melee) and high guts (for jugger). But evasive and bulwark are opposite approaches to reducing damage.
Similarly, Tactics is anti-synergistic with itself, which is annoying. Reducing minimum ranges and indirect fire bonuses don't quite gel, and neither does being the sensor tech- you want someone else doing that so you can indirect fire on the target's head. That suggests holding off on tactics until you unlock the skills from two other trees, but that locks off master tactician altogether.
It's an odd system, I like parts of it, but others pieces are puzzling
One thing to keep in mind is that you may change the roles these guys play over the course of the campaign. If bulwark gets the job done in the early game, it’s fine that you take over with other skills later. Perhaps the tactician will handle missiles until you swap them for the one you were building up in gunnery. I’m an X-COM EU/EW/LW player, and it just natural to imagine role changes when you hit power spikes in those games from new abilities. Having both bulwark and evasion may not be ideal, but you do get the flexibility of a defensive boost in both cases. I’m more excited about ace pilot for melee mechs to be honest, but I suppose bulwark/jug could be useful on heavier mechs.
Also, the skill cost increases encourage you to spread out your points to some degree.
I think my big stumbling block is I really like the passive bonuses for Tactics and Guts, but not the named abilities (except Master Tactician).
There is a lot of weird anti-synergy built into the system. A melee pilot wants high piloting (for the bonus to melee) and high guts (for jugger). But evasive and bulwark are opposite approaches to reducing damage.
Similarly, Tactics is anti-synergistic with itself, which is annoying. Reducing minimum ranges and indirect fire bonuses don't quite gel, and neither does being the sensor tech- you want someone else doing that so you can indirect fire on the target's head. That suggests holding off on tactics until you unlock the skills from two other trees, but that locks off master tactician altogether.
It's an odd system, I like parts of it, but others pieces are puzzling
But mostly it does do that. Just not for specific skill combinations, or maybe specific weapon sets need to penalized in some fashion. I'm not sure which direction the logic is coming from.@Exemplar Voss
I tihnk what you are seeing is the attempt at "balancing" the skill tree. It seems counter intuitive however they are trying to implement a system that does not just create a min/max combination set that you simply apply to each mechwarrior.
The biggest tactical consideration for the main character is that they are immortal.
On the one hand, this might make them the best suited for the most dangerous role: melee. By that logic, a Juggernaut/bulwark/evasion build seems best. But on the other hand, pushing guts to 8 quickly on the immortal pilot seems foolish, so maybe someone else should be the the juggernaut pilot.
Clearly a role like long range sniper would take minimal damage so immortality would be wasted there.
That really leaves the scouting role or the short range gunboat role. Anybody can be a gunboat, whereas scouts tend to be smaller and more vulnerable, especially with the reduced evasion cap since the beta. So, as unglamorous a role as the scout may seem, it seems like the most logical fit.
So, as a scout, you definitely need sensor lock from the tactics skill to satisfy the spotter role, and evasion from the piloting skill to keep your scout in one piece as long as possible. The 8-tactics skill, Master Tactician’s initiative perk would combine with reserving to be a powerful way to move in and out without getting shot at too much. However i think the new 8-piloting ace pilot skill may be more practical in the late game when your scout may need to contribute more damage. I.e you’d still do the reserve tactic to only move forward into danger at the last possible second after enemies have moved, but you’d be able to fire both that turn and again on the next turn when you run back behind cover.
Do light mechs stiil give a bonus to sensor range and a negative to signature? If so, your light mech could be scouting the periphery (hah, punintentional) and sensor lock opponents outside of return fire range. Unless the opponents are doing the same thing with their light mechs, of course.<znip>
The close range roles will be delicate, but if I put anyone skilled into a light Mech I'm going to be ridiculously paranoid about using them. And even then, we have definitely seen the AI use target lock, so breaking line of sight and trying to play it safe isn't without risk, especially for something like a Jenner or a Firestarter.
<znip>
True, but that will be vastly preferable to having an experienced pilot out forever! It certainly does make sense to have your one effectively immortal pilot in the seat of the mech most likely to get killed. Otherwise that mech (likely the scout) will effectively always be piloted by a low skilled pilot. Maybe that's not such a loss if all that pilot does is sensor lock, but finding replacement pilots when you need them that start with sensor lock could be difficult. Having a backup pilot for when the main is hospitalized is a valid strategy, but you'd still gain a lot from having one that doesn't lose their accumulated skill.I don't really see myself leaning on the immortal mechanic with Medbay time stretching into the 60 day range. I mean, yes, it's nice and all, but if you're actually putting it to use with any regularity, you're incurring a substantial opportunity cost by having an experienced pilot out for so long.