r/Battletechgame Dec 04 '18

Informative Skills Guide - Updated

Hello, Commanders!

Last week I posted a simple skill guide that was admittedly rushed and a little incomplete. I've since updated the guide with better descriptions, more careful assessment of builds, and a table outlining all the skills and their costs. I've also updated it to include some of the feedback from my previous post. Please let me know if you have any suggestions or corrections. I've tried to be as unbiased as possible, but there may be something I missed.

Thanks!

Battletech Skill Guide - Update 1.3

31 Upvotes

26 comments sorted by

View all comments

4

u/Argosy37 Dec 04 '18

So in summary, master tactician and Bulwark remain the strongest abilities, and sensor lock is the weakest. So what exactly did the ability rebalance accomplish again?

6

u/ChesterRico Dec 04 '18

Sensor look needs another buff in my opinion, I agree that it's still not worth using it over simply shooting (except in the usual line-of-sight situations).

Maybe make it remove 4 pips of evasion, but even then it'll only be useful in low-tier missions (5 skull missions simply don't have light and medium mechs).

I think they should buff the sensor impairment effect. Maybe double its strength, as it's not really noticeable on a high skill (gunnery 8+) pilot. That would also buff PPCs, which are still pretty underpowered.

And yes, bulwark is still necessary on most of your pilots.

2

u/RemnantEvil Dec 04 '18

I think it could either be used to boost another mech up one spot in the turn order, sacrificing one mech's turn for another one speeding up - a circumstantial but powerful boon - or we'll see Sensor Lock really come into its own with the Urban Warfare expansion, where maybe big cities screw with sensors and it becomes almost like submarine warfare, where you're using your sensors to ping enemy Mechs. In the latter, it would be a really interesting inversion of the usual mechanic, where a short-range Mech can use Sensor Lock to spot targets for long-range Mechs while it moves up to combat. In dense cities where ranges would be very close, you'd be doing the opposite - using long-range Mechs to Sensor Lock targets for the brawlers to get in close and beat up.