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"Not to worry... I'm about to Coolant Flush!"

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Nearest I can figure, my Coolant Flush eliminated 112-points of Existing Heat, a 204-Heat Alpha Strike (HS only accounted for 39-points of Heat Dissipation) for a total of 277-points of Coolant Flushed Heat. Leaving me at ZERO Heat for the next turn.

Oh... and I am still rocking the 75% Damage Reduction (thank you Vigilance :bow: ).



And what do I have to thank for this?

The three hardest working Heat Sinks (external to my Engine's Heat Sinks) in existence! : )

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(*How much coolant do these guys have anyway...?")

Cockpit Mod FTW!

Coolant Vent is an ability that I would use a lot, as long as the Cockpit Mods continue to soak up the pilot injuries. If the skill was changed to ignore the Cockpit Mod, I don't think I'd bother unlocking it as a skill.

I have a feeling that the Cockpit Mod thing was an oversight though.
 
Interesting - my original post about this got 16 disagrees and 12 agrees. That's a lot of total votes, too, compared to some of the other posts. I'm guessing I hit on something that people already feel pretty strongly about (on both sides)?

For those who disagree - how are you using the upgrades, for mech bays, and pilot quarters? Don't you think there'd be more tactical depth, and more roles for lighter mechs, if you could eventually field 2 or 3 lances?
We are going a bit far afield, but I do see what you are saying and here's my answer ~ everything else about BATTLETECH being equal, I'd only take 2 or 3 Lance's worth of Assault Mechs... and I've got them, all racked and stacked across my Mechbays and Deep Storage Bays of the ARGO.

Just having extra Deployment Slots for a fifth through twelve BattleMech, doesn't mean to me that there will be roles for lighter Mechs.

I takes something more nuanced, robust and purpose-built along the order of the new Mission Type ("Sector Control") that HBS has mentioned will be in the FLASHPOINT expansion. : )
 
A dozen or so missions in on public_preview...

The core issue I had with the original implementation of Bulwark was that it encouraged me to stand still, in the open no less, camp, and fire away at the approaching enemy. Fire-and-maneuver became the exception rather than the rule. Cover was only minimally useful and I only took it into consideration in the rare situations where I was moving, usually either to gain line-of-sight on a distant enemy or for a angled shot to finish of an already damaged opponent. When in doubt, standing still with a bulwark pilot was invariably the best thing to do and eventually the first skill every MechWarrior took was Bulwark. In fact, that was the bar to actually get deployed on a mission. If the pilot didn't yet have Bulwark, they were relegated to the Training Pods until they did, only then were they considered combat ready.

The new Bulwark has, in the least, addressed this issue. Now, standing still with a Bulwark pilot gives you no advantages. This, by itself, encourages a greater reliance and fire-and-maneuver and makes cover/terrain relevant again. The increased reliance on maneuver, in turn, has made Sure Footing a nice addition. Granting Entrenched and +1 Evasion as part of any standard Walk move serves as additional incentive to actually maneuver your BattleMechs around the field rather than turtling up in a convenient spot for majority of the mission.

In short, the revised Bulwark has changed how I play the game. It has gone from encouraging static set-piece engagements to a much more mobile style of play. More later :)
 
Coolant vent should only flush like 50pts of heat paired with limited use (2 shots) or something of diminishing return (50pt, 25pt, 15pt etc). Using pilot health as a counter is also feels both clunky in SP and open to abuse in MP.

My view is skill tree should be more like a tree or have separate branches according to weight class so a pilot can be a generalist or focus on a specific weight class. Depending how skills are implemented, it can make matching pilots to specific mech more nuanced (fits lore too) and make light/medium mech more viable through pilot abilities that unique to that weight class.

I know the main goal of BT is mech combat and not RPG but because of the other design choices, 1/2 of the mech chassis becomes obsolete by mid campaign and only a handful of assaults are worth keeping by the end. Right now we have neither the unique feel and personality of a small elite merc unit nor the scale of fighting large regimental combined arms combat using faceless soldiers. :(
 
@SQW, it has been my experience that Coolant Flush eliminates much, much more that 100-points of Heat.

Have you found any instance of where AFTER the Coolant Flush you had ANY Heat remaining? ...even if just a very small piece of the Red Bar?


Every time, even when I really MAXED out Existing Heat and New HEAT from a Max-Weapon/Min-Heat Sink Assault Mech, a SINGLE Coolant Flush eliminated ALL Heat (MAX was over 200-points by my recollection). I am just curious if your expeience is different, or if I may be on to a bug here?
 
@Prussian Havoc I think you are on to a bug. I haven't tested directly with that type of build yet, but I have fired off a full grasshopper alpha when I was near my heat cap and went to 0 with coolant vent. But that grasshopper was built for normal play and has quite a few heatsinks.

Speaking of the grasshopper, I acquired one in my test campaign yesterday. It is one of the mechs that fits super well with the new guts tree. Since i'm running the max laser spam loadout, it is short ranged, and usually has to just move up for a turn or so to get into position. Those turns just end up being a move/jump into bulwark in cover. After that, it's laser spam alphas for days and a coolant vent if I need it.
 
@SQW, it has been my experience that Coolant Flush eliminates much, much more that 100-points of Heat.

Have you found any instance of where AFTER the Coolant Flush you had ANY Heat remaining? ...even if just a very small piece of the Red Bar?


Every time, even when I really MAXED out Existing Heat and New HEAT from a Max-Weapon/Min-Heat Sink Assault Mech, a SINGLE Coolant Flush eliminated ALL Heat (MAX was over 200-points by my recollection). I am just curious if your expeience is different, or if I may be on to a bug here?

This is how it works for me as well. Not only do I vent all previously built up heat but I also get a turn of entirely heat free actions (including jumping alpha firing etc), ending my turn with zero heat.
 
This is how it works for me as well. Not only do I vent all previously built up heat but I also get a turn of entirely heat free actions (including jumping alpha firing etc), ending my turn with zero heat.
Thank you for this independent confirmation.

I'll go ahead and submit a Bug Report now.

The shame of it is that this bug appears so significant that I feel it may be skewing not just our experiences with @HBS_Kiva's Beta but fueling a good bit of the angst here on the forums... at least a good bit of my angst at any rate. : (
 
Played with these changes quite a bit more—maybe a dozen drops, including a priority mission.

Overall, it makes combat a little more mobile, but also "messier" and less structured. And I think that there's a lack of cohesion to skill tree design overall, which I'll talk about at the bottom with a proposal for a reworked Guts, if you're curious. (You know your design intentions and systems better than me.)

Sensor Lock is still fine, whatever. On balance it's kinda a buff to the AI because they simply have more units (and more slocks) to throw at you. Sure, I can sensor lock nasty turrets or other units out of visual range and rain sniper fire on them, but those are largely fringe cases. Meanwhile, I only have four units, so 4v8 fights are frequent—which means any turn when I am not eliminating threats is a turn where I am losing in attrition terms. Past the early game, Sensor Lock just isn't that useful except on "off-turns" where I need to cool down or back off. And in those cases, I'm still going to prefer bracing in cover much of the time. I imagine it's powerful in MP. But in campaign contexts, it favors the side that has more actions and turns, which is almost always the OpFor.

Sure Footing is a mixed bag. The Entrenched is nice, fine, and the knockdown meta feels well and truly dead now: I'm still mostly seeing lights and mediums in my campaign, but knockdowns are already rare unless I'm purposefully hammering something to go down. My own mechs have only fallen over as a result of freak leg losses (because I, like most human players, am much better at tracking and mitigating stability than the AI). Losing the evasion pip on jumping is a real irritant, though; a lot of the most interesting tactical decisions in Battletech, for me, revolve around jumping cavalry or "assassin" mechs, and this is a minor nerf to them in many cases; I'm a little sad that they're frequently being robbed of a pip.

(Crucially, Evasion is still weaker than it should be be because overall pilot accuracy is too damn high, especially in the endgame. I'll talk about that a little more below.)

Fortify is fine, I think. It was never a great idea to simply Bulwark in the face of overwhelming enemy numbers (it always felt better to avoid damage and mitigate it, so I'd typically prefer to evade into trees than just sit still and fire, especially because it offers better heat management), but it was a nice passive for missile boats and snipers, which is actually somewhat counterintuitive. I like what this change does to encourage movement, and it also makes you feel that much more secure when you couple it with a move to Cover. (Guarded "overriding" Cover always felt strange to me, and this change addresses that.) It does encourage more aggressive movement and actions, which tends to lead to more flanking, more awkward firing arcs, and more close engagements; I've noticed I'm ending up in more chaotic fights where a handful of smaller AI mechs are bunched up in a small area making clumsy moves to try and get behind me, and I end up taking a lot of strange, suboptimal paths to swat at them. This is partly just a factor of my current game state and difficulty, where my all-medium lance is still occasionally running into swarms of Locusts during 4v8 encounters, but it's also a consequence of not being able to set up a Bulwark front line that your other mechs flank around. With the change to Fortify, that front line has to stay moving to mitigate incoming fire, and that leads to messier encounters overall.

Coolant Vent is powerful, but the Guts tree is still, just ... incoherent. I will say I really dislike the idea of Coolant Vent conceptually. And I really dislike how obscene it could be in multiplayer (I could see a "Sumo" meta arising, where it's all about setting up back to back Super-Alpha strikes). And I don't see myself taking it often because it feels ... off. It's also, on balance, a mistake to use and abuse in the early- to mid-game on harder difficulty settings, where sustaining any kind of an injury can have costly knock-on effects, even with careful roster rotation. Coolant Vent just feels out of place; it will be used less frequently that other Level 8 abilities; it's the only one with a "tradeoff"; it seems inconsistent with the lore; it's a bizarre order to give your pilots, etc. It's also odd that the AI doesn't have to concern itself with the strategic-layer penalty. And it also doesn't synergize with Fortify—which I'll talk about more now.

- - - - -

I want to start by talking about why the coherence of the Gunnery tree—why it's so good and needed no tweaks—and the lesser coherence of the other trees, especially Guts. This is all with an eye to replacing Coolant Vent with something that makes more sense, in every respect.

So, Gunnery.

Every step of this tree makes you better at shooting, and everything you gain from it is complementary and coherent:

1. Your overall hit chance gets better and better as you progress. (In fact, it gets too good, especially in the endgame).
2. You gain the ability to shoot at more things, which empowers you to take better and more efficient shots.
3. Eventually, you gain the ability to shoot through Cover and Guarded in combination with the first ability you unlocked, which empowers you take even better and even more efficient shots.

It's the "shoot things better" tree! Everything synergizes! Consistent investment in this tree yields compounding gains in accuracy and firing efficiency. Those gains are intuitive, and they're useful in almost every single turn of the game. You will Multi-Shot, and Breaching Shot, often! By the endgame, you will avail of one or both of these abilities almost every turn. That feels good, because you have earned those abilities, and you are being rewarded for using them—often.

Okay, now let's look at Guts.

Every step of the Guts tree makes you ... better at surviving? I guess? But these things are not complementary or coherent:

1. You can take more injuries, which is sort of useful? But in practical terms it's not, because it doesn't mitigate the effect of injuries; MedBay upgrades do that. I've played Battletech for over 100 hours, and I have never had a pilot die from taking too many wounds; they've always been headshot or had their mech cored. I guess more injuries would have delayed the, oh, four or five wound-related ejections I've been forced into across those 100+ hours, but again, those are fringe cases; compare with Gunnery's accuracy boosts being felt almost every turn. So being able to take more injuries is not that interesting or useful, tactically, because there is no benefit or reward from it if you are playing well, and any penalties are overwhelmingly felt in the strategic layer. The introduction of Coolant Vent means there's at least some sort of synergy here (more injuries means more potential uses of Coolant Vent, albeit with increasing penalty), but for the reasons I outlined above, this feels bad and weird! And judging by this thread, I'm not alone in that feeling.
2. You reduce recoil and gain overheat thresholds. These are sort of good? They're fairly invisible gains to the player, and an increasing overheat threshold actually ... reduces the need for the Level 8 ability you earn in many cases, which is counterintuitive. Also, the weapons that can benefit from the recoil mitigation are also ones that generate less heat! That's kind of weird, too.
3. Less chance to die when incapacitated is a buff to a random roll good players will rarely see—and it's also nuked by the Lethality difficulty setting, which I have turned on. It does synergize with increasing wounds, I guess, but on the whole it feels kind of tacked on. A "what else can we add?" bonus.
4. Bulwark helps reduce incoming damage when you use it. That fits the tree thematically, but it doesn't help you use the recoil benefits or overheat thresholds (the original Bulwark did, because it let you maintain fire while also getting a defensive boost, which was a nice synergy!). It also, again, reduces the need for the other stuff.
5. Coolant Vent helps you fire more aggressively (at a cost), but it doesn't complement Bulwark at all, and in fact they compete as heat mitigation strategies. Also, most of the other elements of the tree don't support Coolant Vent—or make it any less punishing in the strategic layer.

What might a synergistic Guts tree look like? Let's take the idea that the trees are reducible to internally consistent and coherent concepts. Gunnery: helps you shoot better and more efficiently. Piloting: helps you dodge, outmaneuver the enemy, and stay on your feet. Tactics: helps you manipulate the battlefield and flow of battle (this one is kind of incoherent, too, but less so than Guts).

With that in mind, let's say Guts helps you do reckless, high-risk things and survive!

1. Move the recoil benefits to the Gunnery tree, where they make more sense. To compensate—and also because it's sorely needed—nerf Gunnery accuracy buffs: make it +1.5% each level rather than 2.5%. I assume there's a fear about making early-game play frustrating for beginners if pilots miss all the time, but it will be good for the game as a whole ... especially in the late game. The differences actually curve appropriately, so it's a -1% accuracy nerf at level 1, but a -10% nerf at level 10! This will help make firing decisions in the late game non-trivial.
2. Keep the increasing wounds and overheat threshold increases. Then maybe make MedBay stays proportional to health lost from maximum! E.g., a pilot who finishes a mission with 5/6 health will have a shorter MedBay stay than one with 3/4 health, even though they have both suffered "one injury."
3. Keep the less chance to die when incapped buff, even though players on higher difficulty have effectively opted out of this passive.
4. Move the DFA damage reduction from the Piloting tree to the Guts tree. It's a damage mitigation buff for crazy pilots who do crazy things, so Guts is its true home! Also add a -10% DFA damage bonus earlier in the tree. I have some other ideas for Piloting, but this post is already too long.
5. Keep the new Fortify as is. It's a damage mitigation tool for pilots who want to dive into the thick of things and occasionally opt to spend a turn eating incoming fire. That works with our concept!
6. New level 8 ability: Heavyweight. Mech gains Guarded when they make a melee or DFA attack. Yeah, you heard me. Here's an ability that synergizes with everything else in the tree, including the level 5 ability. In the spirit of the old Bulwak, a a Mech within melee range of an enemy can now opt to (physically) attack and brace (minus the Entrenched bonus), more or less. They can throw themselves into more dangerous situations, mitigate lots of damage, worry less about exposing themselves to fire at the end of their turn, avail of the Fortify bonus more often, and even DFA more often. But the melee "requirement" means they have to be in the middle of things, being demonstrably "gutsy"; it's wasted on backline glass cannons.

And the other passive benefits of the tree are all complementary.

And
it's an interesting tactical decision, because a counter melee may strip that Guarded and leave you exposed. Plus Breaching Shot is still a counter. Plus you still have to worry about Stability damage (less so if you take Sure Footing/Fortify/Heavyweight, which would be a fun, cohesive build!). But also you have to make choices each turn about where you want to be standing, what defensive buffs you want to have, what your heat level will be, and which weapons you will or won't have fired. And you're making those choices many times a battle. And there's no strategic-layer tradeoff or downside. Oh, and it's equally useful in singleplayer and multiplayer.

- - - - -

With these changes, Guts would be the tree for MechWarriors who like to charge into battle, fight on the front lines, shake off damage, make high-risk, high-reward physical attacks, and scare the living daylights out of less gutsy MechWarriors. Everything in the tree supports this, and the gains from the tree compound in ways that are intuitive: you continue to get better and better at doing all those things as you progress.
 
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AAR
Prelude

New to this forum but not new to the game. Played TT a long time ago, the Mechwarrior and Mechcommander games and finally play and love this turn-based incarnation of Battletech. Thanks HBS for this (and Shadowrun btw). I'm about 100hours in and play mostly PvE. I'm not a native speaker so please excuse me if my use of the language is a bit awkward...

General thoughts

In general i feel like the proposed changes are a bit rushed, at least in comparison to the time taken to develop the initial abilities.
I'd prefer a bit more cautious finetuning to an essentially well rounded and diverse set of abilites which offers a lot to many different playstyles.
If anything, the changes should be configurable via constants or at least be reversible via mods as for me they reach too far.

I played the vanilla 1.2.1 with the new abilities "parallel" to the latest official release, which has a few of the changes i'll propose later, incorporated via mods.
In short...


Bulwark 1.2.1:
  • Too much changed, too many icons(!). Removes the "guts"-Part of the abilty (just standing in the open taking the hits). PLEASE don't.
Proposal:
Bulwark gives only 25% DR when used in the open, but stacks with cover, leading to the following scenarios:
  • Bulwark in the open: 25%DR, probably Shield-Icon outline only
  • Bracing in the open: 50% DR (unchanged)
  • Cover: 25% (unchanged)
  • Bulwark + Cover: 50% DR, turning the icon to fully guarded state
  • Bracing in Cover: 50% DR "only" (DR is capped at 50% in any case)
(Icons unchanged, eventually adding one "state" of DR.)
In my opinion this would give enough incentive to seek cover even with Bulwark without the icon overkill and without overpowering jump-bracing in cover with bulwark.



Juggernaut/Cooling Vent:
  • Interesting idea gameplay-wise *but* overpowered in late game/skirmish, ridiculous lore-wise. PLEASE don't.
Proposal:
Buff Juggernaut by
  • apply guarded state on melee and/or
  • enable juggernauts to engage in melee within sprint range
  • allow juggernauts to "charge" (engage in melee within sprint range, firing weapons at +4 to hit while on the way)
If at all, enable Cooling Vent for all mechwarriors as a resolve-based ability (and probably change the fictional "logic" behind it)
With this i believe Juggernaut could deserve its place.



Sure footing:
  • Irrelevant in most cases, helps the AI a bit. Probably don't replace but *add* the effect to the ability. [Edit: It *is* added i just noticed so ok. But keep +1 pip at all times is better]
Proposal:
  • Address the knockdown meta via mech-attributes/stab-dmg of weapons/Piloting skill in general
  • Make evasive movement enable some "permanent" pips (depending on class/speed/movement)
(Semi)-permanent evasion which is only removable via sensor lock gives fast movers/lights the durability they need. The fact that only skilled pilots can make use of it would make perfectly sense to me.


Sensor lock 1.2.1
  • Sensors impaired for +1 to hit is a nice flavor. Helps the AI so fine with me, but there are better options. Meh.
Proposal:
  • Make Sensor lock the *only* possibility to remove the (proposed) permanent evasion pips


I believe the proposed changes would be a bit more "in line" with the initial mindset while addressing some shortcomings of some the skills.
At least a bit more careful than releasing radioactive steam through a cockpit.. :)
To summarize: If the new abilites remain unchanged, I'd rather keep the "old" ones (and buff/nerf them *carefully* by modding.)

Best regards
 
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I played through a bunch of contracts. Some notes below.


Basic parameters:
- ~10000 days post-campaign completion
- defense gyro++ in all mechs
- reinforced cockpit++ in all frontliners, comms system++ in lurmboats
- jump jets on all frontliners
- 10/10/10/10 pilots, ++/+++ weapons
- +42 morale/turn
- Difficulty EASY to get a wider spread of skull ratings (still plenty of 5-skull contracts to be had)

Escort
- 5 skull, desert
- opfor: 2 separate assault lances (3x assault, 1x heavy, then 4x assault)
- Highlander B (Vanguard), Shadowhawk D (Recon), Orion V (Sentinel), Orion V LRM50 (Gladiator)
- no casualties/internal dmg
- heavy use of Vigilance to proc Bulwark
- KD on Surefooted assaults hard, got a number of kills with Precision Shot
- Coolant Vent useful to ensure kill

Assassination
- 5 skull, highlands
- opfor: assault target (Awesome), heavy/assault lance (3x assault, 1x heavy)
- A-team: Atlas II (Vanguard), King Crab (Vanguard), King Crab AC/SRM (Vanguard), Highlander LRM70 (Vanguard)
- no casualties/internal dmg
- easier fight because terrain forced enemies to trickle in one at a time
- flanking more important than before due to harder KD
- sheer volume of firepower allows quick kills even without KD

Battle
- 5 skull, lowlands
- opfor: 2x assault lance (7x assault, 1x heavy)
- A-team as above
- no casualties/internal dmg
- heavy use of Vigilance, but no Precision Shots required
- enemies generally targeted 75% DR tank in front, but went after alternative targets when given the opportunity

Destroy base
- 4 skull, lowlands
- opfor: weak (1x assault, 2x heavy, 4 turrets which never got a shot off)
- Black Knight MLboat (Scout), Orion K (Flanker), Jagermech SRMboat (Lancer), Stalker LRM60 (Vanguard)
- no casualties/internal dmg
- short battle, no heat problems
- flanked the Surefooted Highlander and killed it without a KD

Capture base
- 3.5 skull, polar
- opfor: moderate (4 turrets initial, then 1x assault, 3x heavy)
- Highlander B (Vanguard), Kintaro (Scout), Centurion LRM40 (Outrider), Stalker LRM60 (Vanguard)
- internal damage on Kintaro from AC/10 + punch from Victor
- Kintaro got focus fired for 1 turn, took heavier than expected damage

Battle
- 3 skull, tundra
- opfor: "extremely heavy mech" (Shreck, 75% armour), weak lance (4x medium, 50% armour)
- D-team: Shadowhawk D (Brawler), Kintaro (Recon), Wolverine (Scout), Centurion LRM40 (Flanker)
- Sure Footing was essentially useless since enemy cannot KD worth a damn, and jumping gives more evasion pips than moving
- However, Surefooted enemy mech was able to withstand an LRM + SRM barrage from 2 mechs, despite being on rough ground
- otherwise trivial fight

Battle
- 3 skull, tundra
- opfor: mech lance (2x heavy, 1x medium), vehicle lance trapped outside the map border and unable to shoot back
- D-team as above
- trivial fight

Recovery
- 3 skull, highlands
- opfor: 2 lances (1x heavy, 5x medium, 2x vehicles)
- tweaked D-team: Shadowhawk D (Brawler), Wolverine (Scout), Griffin N (Scout), Centurion LRM40 (Flanker)
- fighting mostly in a lake, heat not a problem
- replacement of Evasive Move with Sure Footing made things slightly more risky than before (no +1 evasive pip after jumping)
 
Overall, survivability takes a bit of a hit in this patch. Sure Footing was essentially useless for me, since the AI's knockdown capability is tiny compared to the player's. I got punched a couple of times, but I was never in any real danger of being KD'ed.

Using Bulwark was hard, since manually bracing means giving up a quarter of your firepower. Vigilance got a heavy workout particularly in that Escort mission where the opfor was 2 assault lances and I didn't bring my A-team. When I did bring my A-team, I never braced all 3 frontliners simultaneously, relying instead on positioning to rotate my guys in and out of the hotseat. This worked for the most part, but there were a couple of times where the opfor decided to shoot up a withdrawn mech.

That said, I was also never really at any risk of losing a mech, although a few of my guys did take a pounding. But this is deep into the endgame, with OP mechs and +++gear out the wazoo. Things might be trickier while you're still building up to that.

It might be worth reducing the cost of morale abilities slightly, maybe from 30 points to 25. They're definitely going to see much more frequent use post-patch.
 
Have to add one thought regarding the main ability changes in combination with the Resolve-Mechanic. As far as i'm concerned i feel that the (SP) game gets far too easy late-game/post-campaign. You'll get around 30-40 Resolve each turn (depending on how fast you kill enemies) and can spam vigilance with your Bulwark-Tanks in Cover, alphaing straight through with Cooland Vent and Cockpit Mods. This is trivial and non-rewarding in my opinion.
Unfortunately the AI cannot compensate at all as it stands now.
 
Have to add one thought regarding the main ability changes in combination with the Resolve-Mechanic. As far as i'm concerned i feel that the (SP) game gets far too easy late-game/post-campaign. You'll get around 30-40 Resolve each turn (depending on how fast you kill enemies) and can spam vigilance with your Bulwark-Tanks in Cover, alphaing straight through with Cooland Vent and Cockpit Mods. This is trivial and non-rewarding in my opinion.
Unfortunately the AI cannot compensate at all as it stands now.

Getting into the weeds about exactly this (resolve / vigilance spam) is part of why I pulled my thoughts off to its own thread as it was more about the resolve system than about the preview abilities.
 
We really need a respec ability. Or, do like other games have done in the past, give the npc 3 slots to slot in abilities and let us choose which ones to use. (It's not like all skills deeper into the skill line are actually better)

That being said, I still think sensor lock is almost useless. Sure, let me spend 25% of my force scanning a single enemy unit from a lance that greatly outnumbers me. Scanning would be useful if instead of eating an attack it instead prohibited you from moving.
 
I have probably completed about half a dozen missions, the only campaign setting that really could affect my iniitial response is that I have it set to harder opponents. Converted my game where I had just got the Argo so fairly early on still. No second level skills on my crew as yet.

Sensor Lock - really like this change, makes the skill far more useful and gives it validity against slow moving opposition.

Sure Footed - great change here too, very useful and a strong competitor as far as skil choices go now given the change to bulwark.

Fortify - While bulwark was the must have I personally think you have gone a little too far the other way on this one - in a nutshell it feels like it will only be of use on a brawler perhaps.

On a general note now that movement is far more important in regards to damage reduction (and a good thing it is too!) - I would urge you to consider revisiting movement pips. They are next to pointless against a skilled pilot and or massed AI firing. There has been lots of suggestions on changes to this and I am sure you have plenty yourselves!

Generally I prefer these skills to the old ones, indeed I would go as far as to say you have made a great step in the right direction but I don't think you have quite got there in making all the 1st level skills comparable in effectiveness or desirability.
 
I've played 5-6 missions on the beta build, and have to say, I really dislike the change. You said that you dont want there to be 1 right way to play the game, but thats exactly how it feels to me, its just different than the one before. The game now revolves around finding cover, and then jumping/moving around that patch of cover, to keep evasion high.

I found that missions were taking me longer to complete, because I was able to bring less weapons online due to the heat from jumping. This may be countered by cooling vent, but I'd never use a skill that purposely damages pilots.That's assuming the cockpit mod part is unintended, if its intended, I'd probably use it, but not on my initial 4, as you dont have reliable access to cockpit mods until fairly deep in the game ( from my experience) and spreading out XP early on is a bad idea.

I also found myself sometimes making what felt like pointless or subpar moves, simply for some DR in the form of evasion if no cover was around. They werent moves to flank, because I couldnt, and they werent moves to change the engagement distance, they were simply for evasion to regain what I felt I should of had from bulwark, and that made them feel "bad".

Fortify- A dead skill, I got rid of behemoth after my second or third mission because it was never used. If I want a tank, moving in cover for the 25% DR from guarded and then the 25% from cover seems plenty plus the few pips of evasion just from a move seems much better than investing into a skill that rarely is used. for an extra 25% DR, but no evasion. Even if there is no cover available 25% DR plus evasion seems " good enough" that taking Fortify feels like a bad value.

Sure footing- makes jumping around in cover a bit less attractive thanks to the extra evasion pip but the stability bonus is really a non-issue. Seems like a subpar value for a skill.

Sensor lock- Still have not found a use for it, because you get at most 1-2 turns of effect from it before becomes a bad option. The penalty to hit for the OpFor seems mostly pointless, given that sensor lock is used at extreme range, when basically the only thing that may hit you is LRM's , if they have LoS on you, or if they have somebody sensor lock for them.

My standard build turned out to be multi shot and sure footing, even if I think sure footing is nice, but not super valuable, ace pilot sure is.

tl:dr- I'm not a huge fan of the skill change, its basically just created a new way to optimally play, rather than making several ways equally(roughly) viable.
 
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So, I've played a couple missions and think I've come to a conclusion how I feel about the changes. Loadad a save before Liberation: Smithon and played up to that point. My playstyle involves always bringing a Skirmisher, preferably a Firestarter, but a Jenner is fine. That carried me wll to the end of the campaign.
So, here's what I think:

Guarded down to 25%, stacks with cover.
Best change ever! I used to play mechs as immobile turrets using bulwark and encountering an all guarded OpFor was pretty annoying. Now it's a game about movement again. Liberation: Smithon was a helluva ride thanks to that. Havn't had that much fun in a single mission since the beta scenarios last year.

Bulwark: Nerfd hard, but still useful. Putting a Bulwark pilot with lots of armor into a forrest as a spotter feels pretty good. Still a good brawler skill.

Sure Footing: Meh, it's OK. Entrenchment is nice, but I'd rather avoid getting hit in the first place when I spec intpo piloting. The extra evasion chevron is the more interesting part of this skill.
POSSIBLE BUG: I know it works just as described, only activating with standard movement and neither sprinting nor jumping. But not getting entrenched when standing still is counter intuitive.

Cooling vent: Great Kerensky, please don't! I just hate that skill and ended up never using it. It's too expensive when I don't have equipment taking the hit for the pilot and ridiculously OP when I do. Also, it's immersion breaking. How is this supposed to work? I mean, I don't like the gut's skill having en effect on my mechs ability to take heat in the first place, but this skill takes this up to eleven.