So, I've refrained from posting this topic until now because I wanted to get more experience with the UW expansion to see if this was in fact a case of lack of experience/understanding on my part, or if it really, truly is a case of poor implementation.
Now after a few months, I feel confident in saying that it is the latter: this mechanic is [Mod edit: hyperbolic disrespect/flamebait phrasing] (or perhaps to be more fair, rushed) game design. While I have no problem with the idea behind the mechanic, it needs to be improved because the way it works currently, it is YET ANOTHER means to just ignore Evasion. This game already kind of trivializes dodginess, so I feel like it crosses a line (YMMV). Just for the record, let's list all the ways Evasion can be completely nullified or countered:
--Sensor Lock
--Melee and Support Weapon Attacks
--High Stability Damage
--Any attack that has substantial high ground (see also thread on impact on multi-player)
--Stray Shots (i.e. if you see two enemies close together, line them up so the easy target is in front and the high Evasion target behind, and then aim at the easy target---any misses will most likely hit the nearby high Evasion target).
Obviously, the first 3 options have been in the game since the beginning, and they are fine, legitimate counters, of course. But the last two are probably UNINTENDED, and even if they are not, they should be seriously modified because right now, evasion is becoming TOO EASY (YMMV) to counter.
The way I see it, there are two possible solutions to the current problem with stray shots: 1) just allow stray shots to make a separate attack roll on the nearby targets, thus making their Evasion Pips actually matter. 2) Reduce the size of the 'cone' in which stray shots can occur, because right now it seems very generous (i.e. it can occur even when nearby mechs are not even really along a straight line relative to the attacker and the intended target).
Thanks for reading!
Now after a few months, I feel confident in saying that it is the latter: this mechanic is [Mod edit: hyperbolic disrespect/flamebait phrasing] (or perhaps to be more fair, rushed) game design. While I have no problem with the idea behind the mechanic, it needs to be improved because the way it works currently, it is YET ANOTHER means to just ignore Evasion. This game already kind of trivializes dodginess, so I feel like it crosses a line (YMMV). Just for the record, let's list all the ways Evasion can be completely nullified or countered:
--Sensor Lock
--Melee and Support Weapon Attacks
--High Stability Damage
--Any attack that has substantial high ground (see also thread on impact on multi-player)
--Stray Shots (i.e. if you see two enemies close together, line them up so the easy target is in front and the high Evasion target behind, and then aim at the easy target---any misses will most likely hit the nearby high Evasion target).
Obviously, the first 3 options have been in the game since the beginning, and they are fine, legitimate counters, of course. But the last two are probably UNINTENDED, and even if they are not, they should be seriously modified because right now, evasion is becoming TOO EASY (YMMV) to counter.
The way I see it, there are two possible solutions to the current problem with stray shots: 1) just allow stray shots to make a separate attack roll on the nearby targets, thus making their Evasion Pips actually matter. 2) Reduce the size of the 'cone' in which stray shots can occur, because right now it seems very generous (i.e. it can occur even when nearby mechs are not even really along a straight line relative to the attacker and the intended target).
Thanks for reading!
Upvote
0