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Have played about 5 skirmishes on the beta now, and I bought the game for another player. I used the public preview to teach another 2 skirmishes with the new player, and he loved the game!

From the PoV of someone that primarily plays the games for skirmish - I love these changes. I see that a lot of people aren't liking coolant flush in campaign, but it's such an interesting choice in skirmish, because you always want to push right to that heat/wound limit to get the most out of Sumo. I really can't stress how much I enjoy the ability as it is now, but it could be too strong.

Sure Footing felt the least impactful to me overall of the new changes, but it's one of those low-key kind of things that it's easy to miss the true impact of. I think it might be cool to get another bonus evasion pip if you Sprint maybe? But that might be too strong, I just wish it had more use when sprinting.

Thanks for hosting this public preview!
 
I decided to do some pv(myself) skirmish testing. As far as feedback qualifications, I have one tournament championship in custom battle. I'm currently undefeated. All my tests were done playing against myself, so I wasn't able to mindgame myself. I think this is a plus, as it made the testing more "pure." All my testing was in Battle (20m)

Before I look at the new abilities I want to look at what we lost:

Evasive Movement: The big loss here is 1 pip of evasion when jumping. I didn't really feel the loss that much in testing. Generally you're saving 5 heat per turn when you only want to jump for the evasion, but the way maps are laid out you generally want the full jump distance anyway.

Bulwark: I'll have a big long rant about this at the end of the post, but in skirmish it's pretty much useless. Evasion provides more defense at the cost of heat, but repositioning constantly is really important in skirmish. Bulwark was hard to use because setting up to use it almost always gave the enemy flanks. I've seen other people make decent use of it, but "decent" is relative and they still lost. I've never run bulwark in a match (though tested it a bit) and I've never seen it significantly contribute to killing my dudes.

Juggernaut: Surprisingly useful in skirmish, especially because Sumo has 6 gunnery. If you want to run all pilots with 6+ gunnery you have to run Sumo, so it could occasionally come into play. Again, "useful" is relative but it can win a mostly even lategame if Sumo happens to still be alive. My closest match to a loss had a knockdown occur due to Sumo's punching (by delaying my turn so I couldn't cleanse the stab pips) so I respect it. It turned a "definitely winning" lategame into a "barely winning" lategame. Pretty scary.


So let's talk about the value of the new abilities. Some of this is skewed because of the pilots available in MP. I could edit their stats but it's not that big a deal.

New Sensor Lock: Holy hell is this ability broken. Evasion is king in PvP. Sensor Lock is often used to save heat, but now I can't see a world where you don't run at least 2 pilots with it in MP (despite not having a lot of good options). Now if you save heat, you also give yourself basically an extra 2 evasive pips for one activation, although you don't get to choose who gets the pips (since your opponent makes the attack). This is unbelievably good. It's hard to say exactly how much damage it stopped, but at least I'm hitting with 1 less SRM per salvo. I didn't screw with AC20 fits (since I wanted more reliable tests) but this would be super awful against them. I cannot endorse this ability making it into the game as-is. It's so freaking busted.

New Bulwark (or whatever it's called): Brace is also a big heat-saving measure. I think bigger than this change is allowing brace to stack with cover. New Bulwark + cover is unbelievable. It does just what you'd expect it to do; make your opponent not want to attack that target ever. I don't think new bulwark is necessary for that though; jump + brace + cover is already so hard to get through now that you're not going to try. This is something I'd really need someone else to test because it is absolutely [Mod edit: language] for anyone to actually fight through jump + brace + cover now. The big thing new bulwark does is make jump + brace "unbreakable" even out of cover. This I did test a little and it does the job. If you have a grey health Sumo jump and brace out of cover, it is very easy for the opponent to blow a lot of potential damage trying to finish him off.

New Evasive: I don't like making knockdowns worse than they already are. I don't really know. This rarely came into play; if I get near a knockdown I brace it off rather than walking. I had only one instance where I wanted the damage bad enough that I was willing to risk having minimal evasion enough to not brace. Notably I try to get advantaged terrain (cover or water) whenever possible so the extra pip when walking doesn't often help. If this were implemented, I'd like to see a larger evasion boost than just +1, but the basic idea isn't bad.

Coolant: Sumo is really good. The new bulwark + this ability actually turns Sumo (and all guts pilots) from this really odd confused identity into characters who really get to control their heat better (which imo is a pretty good change). In general this means Sumo gets at least one extra alpha strike early in the game, which also leads you to being slightly up-tempo. In my testing, the team with Sumo tended to score first blood slightly more often (which usually wins the match). It will probably take a bit of time to see whether having an extra injury really hurts you lategame but for the beta Sumo is probably the best overall non-Sensor Lock pilot. Because he also has the really absurd brace, he can get away with a bit more aggression early (which also helps him manage heat).

I didn't test SP, so you can take this next feedback however you want, but I think it's important to think about if you haven't already.

One odd thing about BTPC is that in the SP game, meat is more valuable than metal. It's just the way you made the game. Losing an entire mech could be a problem, but it can generally be replaced. Meat is much harder and more time-consuming to replace than a lost machine. With that in mind, I'm not sure that Coolant Vent makes a lot of sense. If the design of BTPC was such that pilots could be easily replaced, there'd be a lot more reason to use it. However, I think that as it stands, the only people who will use it are people who can make good valuation calls on how important it is to knock down or slag a particular opponent right this minute. It is fine in MP (more than fine! it's great!) but I don't think it will see a lot of use in SP.

And now I rant about SP Bulwark.

The current game's Bulwark is a crutch. Good players don't need it. I'm sure that most of the people in your office who play the game don't need to rely on Bulwark and can do just fine with any other combination of abilities. It's not particularly overpowered, because the combat engine of BTPC rewards good positioning. Honestly, this is true even of tabletop BT except that positioning in tabletop is a lot harder. I strongly oppose anyone who says Bulwark is overpowered. It's good and worth using, but Evasive is worth using, and Master Tactician + Multi-Target is probably the actual most powerful combination of abilities in SP.

The problem is that the vast majority of people who play BT are bad. They don't know how to control distance, how to use cover and maximize evasion, how to spread damage over their lance or kill enemies faster so that the numbers advantage in SP isn't really a problem. For those players, Bulwark is viewed as an essential pick. Honestly, I don't see what the problem is with keeping it in the game. It allows for players of all skill levels to enjoy the game and not just those with a lot of time to grind up higher mechs or a lot of skill in tactics games. It's not overpowered; it doesn't trivialize the game for experts since experts will be killing faster and moving forward more. It doesn't break MP in any way. I don't see what the problem is that it needs to be changed. People who are bad will see it as a must-pick, and people who aren't bad will see other options as equally viable. I don't know what's wrong with that. On the other hand, if all those bad players can't beat the campaign anymore because Bulwark was nerfed, I can see that as a very bad thing.

Personally, I'd roll back the Bulwark change, the Guarded + cover change and I'd add an extra pip to surefooted. I'd also make Sensor Lock not apply the -10% accuracy penalty in MP (it's probably fine in SP).
 
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I've gone back and reviewed your posts above. As you've continued to play over these last few days, I am very curious if your opinion has evolved with respect to your earlier comments?

It has been continued play over time that has seen the needle for me move in favor and support of the Ability Changes in general. Just curious if you've seen something similar, or perhaps even the reverse?
My reasoning has changed a bit but I stand by my conclusions. The new bulwark is OKish but it works amazingly well with Vigilance. But I think I'll make a new thread about Resolve some time later.
I no longer considered Coolant Vent to be too expensive. It's just insanely powerfull. But my main problem with it has always been the immersion breaking part of it. I mean it makes no sense at all. Why should a Pilot ability have an effect on how the machine can handle the heat? It's not just that ability, it's the Guts-tree itself that apparently can twist the physics of when the machine starts to break apart. If I may shamelessly use this Thread to make a suggestion to @HBS_Kiva it would be to send the heat bar itself back to the drawing board for the upcoming expansion and include engine and gyro crits like I've suggested here: https://community.battletechgame.com/forums/threads/9611
Still don't know what a good high guts ability would be in that system, but I really wanted to bring this back up again.
 
I'm not really a big fan of either of the piloting or guts changes. Bulwark now seems both too powerful (get out of jail free for damaged mech), and simultaneously does not address the "static" playstyle (you end up giving up firing and be a being a damage sponge) or untouchable until you decide its no longer advantageous to do so.

Where I'd like to see brace and bulwark is for bulwark to be an active skill that ends the turn as an alternative to bracing, and instead give 25% guarded and entrenchment (stacking with cover) for *two* turns (where brace is 50% for one turn). This would allow you to dig in and fire for one turn in the face of the enemy. You know, a gutsy move. To discourage just repeat bulwark/fire/bulwark, I'd add a to +1 or +2 to be hit penalty on the *third* turn, essentially an anti-pip for standing still that extra turn - this would encourage you to move out and offset it with evasion pips (thus still encouraging movement)

Coolant vent I find is fairly unrealistic and a bit too powerful. It renders heat management moot, especially with meta-builds, and the pilot injury is risky in the campaign, and doesn't really matter in multiplayer..

To fix it, and tone it down, my suggestion would be to make it a triggered skill available only when a mech starts the turn in the zone between overheat and shutdown (having previously taken structure damage, and allow the pilot to immediately trigger one extra charge of the mech's heatsinks, effectively giving the mech double-heatsinks for a turn. This should be followed by reduced heat sinking ability (half?) on the next turn as a result of the mech losing some of its primary coolant (and inability to use the skill for one turn)

I guess I am biased towards guts skills being a bit like berserker rage - bonus in a risky situation followed by penalty you need to actively mitigate

As for the piloting skills, the new skill surefooted skill encourages only walking instead of mobility, which means giving up evasion in order to use. Honestly I thought the piloting skills were fine, and could have been fixed simply by addressing the pip removal system that gets borked in single player because of 8v4 (or more) combat. Simply allowing only something like one stack of sensor lock, and two pips of getting shot at, preserving the rest (and making improved evasion a bonus above the cap). Maybe also increasing the cap on max allowed pips to higher than 4+bonuses for high mobility, especially for the otherwise fragile fast light mechs. Getting max pips by jumping a 4 or 5 jump jet heavy/medium means there's really no benefit movement in light scout mechs that otherwise give up a lot for that movement (and generate significant heat while doing so due to inadequate tonnage for heat sinks.

Ace pilot is fine as it is, especially since it allows reserving mechs to fire twice. Now if only there were a zero initiative phase to either push back assaults, or to allow lighter mechs out-reserve assault mechs, much like the special 5 initiative phase.
 
These new changes are pretty awful.

Removing the extra evasive pip for a stability bonus is a big downgrade, with good positioning my mechs never really have to worry about falling down and now mobile mechs have even less reason to be used.

Bulwark should just be reduced to 25% damage reduction, allow it to stack with cover and the skill would be perfectly balanced. 75% DR with no ability to shoot just encourages people to plant one mech at the front and turtle up while the others stay behind it and deal damage without fear of being hit.

Coolant vent [Mod edit: Hyperbole, disrespect ] It basically removes heat as an element to the game and encourages crazy alpha strike builds where people take out all the heat sinks and max out weapons. [Mod edit: Snark]

The buff to sensor lock is good, but this really shouldn't even be a skill. It should be built into certain mechs or turned into a piece of equipment that can be added to a chassis. If you want to make sensor lock a skill, allow people to sensor lock+shoot in the same turn. As it is, people only pick this because its on the way to master tactician.

The new resolve mechanic is really bad. It was unbalanced before because you could basically chain together one hit kills with precision strike. Now you don't even have to destroy a mech to refill your resolve meter because the game basically just gives you a full meter every single turn.

-[Mod edit: publicly commenting on moderation ]
[Mod note: Feedback , even negative feedback is fine. However flamebait, bickering, or personal comments at others are not feedback or appropriate content in any part of this forum. Let's all of us avoid it. Thanks. ]
 
Upgraded my early Ironman campaign to 1.3 Beta Preview and played 4 missions and one Story mission: Liberate Smithon.


My thoughts:

- I love the removal of Bulwark as it totally changes how battles play out. Instead of creeping walls of doom, on regular missions my mechs are moving much more dynamically around the battlefield. Jump Jets are much more attractive now.
- Sensor Lock is a fairly useful tool now, but it took me a while to warm to it.
- Coolant Vent: I tried it once and regretted it. I will not be picking it again as I would rather Bulwark Guard and cool off normally.
- The new UI is very helpful. I now actively consider cover for both myself and the enemy.
- The enemy is far more aggressive, which is a good thing. Great job on the AI, as they keep surprising me. Which leads me to...


Story Mission Review:

So I played Liberate Smithon which turned out to be one of my gaming highlights of the year. It was incredibly tense, stressful and rewarding when my Lance clawed its way to narrow victory. (To recap: you are 'saving' crates while facing 8 Mechs, 4 Turrets, 2 Transports).

Previously, you could Bulwark and form a gunline, absorbing firepower. With the new skills I was forced to jink all over the battlefield in a deadly game of cat & mouse. The AI to it's credit was quite determined to focus on my wounded mechs, so much that one enemy Jenner nearly killed itself through Alpha Strike Overheating. The enemy Dragon was very wiley, retreating to nurse it's wounds 'post-crate', only to rip into my Centurion up-close next turn.

I went in with 4 medium mechs, blew up 5 crates and barely made it. Here is the aftermath:

5NEySnl.jpg


It was a blast. Thanks Devs. :D

FUTURE REQUEST: Please add a campaign start option for random mechwarriors and random mechs. <3 (Sacking Glitch & Dekker felt bad.)


I do hope they put in a difficulty switch for this. I for one am an old man who plays casually, and I try to avoid getting stressed out over games. I like a challenge, but if my heart ends up racing too much afterward, or it gets to the point, where I have to restart the mission over and over again just to get through it, chances are I won't be playing it much. A difficulty switch would be good if the AI is coming at you like berserked baboons.
 
Been playing around in skirmish mode and I think the Sure Footing still gives the +1 Pip to Evasion and it is still called for in the files. This is good, I think you should get the extra Pip and the Entrenchment as it keeps me moving my units, even if just enough to earn a Pip yet stay on forests. I have to choose if I want the movement Pips and halve my rate of instability or stand to bleed stability I've already gained. With stock units in 25m skirmish, KDs come more often with leg loss than Instability. Not sure if this is a bit too far combined with the Stability changes from the previous updates.

Coolant Flush seems very exploitable in skirmish mode and I'd assume even more so with custom 'Mechs on PvP. I haven't gotten around to using it in SP missions, but I think I would have certainly used it for some of those 5 skull missions. I play with a deep pool of pilots so putting one out of service for a few days isn't a big deal as it seems to be for other people. I'd rather take a pilot hit than an overheat dmg. Pilots are basically the same and I try to always have a B and C replacements for any A pilot, where I tend to not have complete clones of chassis and +++ weapons on harder mode Ironman.

The PPCs and SL stacking is interesting and I'll probably want to take a few more PPCs than the one I usually bring in SP missions.

New Bulwark, I see using it for Jump/Bracing in SP. In skirmish, I barely use it but see my playstyle needs time to adapt to the new abilities. Everything feels more vulnerable now, player or AI, no more just falling back and bracing to safety. You absolutely need to hug the trees if you plan on tanking or using them to fall back on.

The beta AI has 3 new variables, they are all strait forward and don't need any adjusting for better use by the AI. What I might change is the AI's Bulwark % variable and have the AI hug the trees more now that it's a critical part of Guard/Bulwark.
 
So I'm replying again. I wanted to get all my thoughts in one post but unfortunately something changed my mind.

Surefooted is awful. My post above seems to suggest that it's acceptable, but more and more of my experience seems to say it's not. I never want to use this ability. Evasion is better for stopping stab damage (and all damage) than getting entrenched and throwing away virtually all of your evasive pips. The only times I would ever want to walk (without punching) in a match is if I was not under threat (where entrenched doesn't matter because I'm not getting hit) or I'm going to brace my turn, in which case getting entrenched is superfluous. Please do not add surefooted. It is never a viable tactical option. Evasive is great. I love it, and I don't see why it needed to be changed. Yes, there are times when it doesn't apply because you're at the evade cap, but the times when you benefit from it are far in excess of the times when you will ever want to use surefooted. No good player walks in this game (except to punch), and no bad player cares about entrenched. This ability is a complete lose-lose.

To be clear here: an ability doesn't need to apply every turn to be useful. Multi-target isn't used every round, and neither are bulwark or sensor lock. Evasive provides useful benefits, and those benefits are greater in SP where people have higher evasion caps than their jumpjets can provide. In MP, it can save heat and is therefore valuable.

I also wanted to detail more about Sensor Lock. I reread Kiva's original post and it seems like she is misguided. In MP, heat is always an issue. You have to run a bit hot because first blood is probably the most important factor in a win. Additionally, in MP, evasion is king. Good players sit at 4 evasion constantly, and refresh it as soon as it is significantly broken, often reacting to enemy attacks and Sensor Locks by activating a targeted Mech to refresh its evasion. Skilled use of evasion is frustrating and very hard to break. Multi-target and Sensor Lock are the primary ways in which this is done.

Sensor Lock is especially valuable because it can be used by a Mech that is too hot to fight, allowing that Mech to contribute "effective damage" without expending heat (other than that needed to jump to refresh one's own evasion). If a Mech is too hot to fight, the only other realistic option is to brace, but that may not be a viable choice; the only time Brace is valuable is if the enemy is targeting you.

In single player, the enemy is really dumb. It never holds activations to react to your attacks, and frequently allows its units to sit at 0 evasion. This is fine, the AI shouldn't be as skilled as the player. However, because the enemy walks a lot (it often doesn't have jets at all) and doesn't really mind having 0 evasion with no bracing, Sensor Lock is of less use in SP. Because Master Tactician is so strong however, I don't think many people really complain about Sensor Lock being not good enough. It's certainly not something you want to invest in Tactics for on its own, but as it's the gateway to the game's most powerful ability I don't think that's a huge problem.

warning, more rants about Bulwark:

I want to underline some problems with the design thinking here. These changes, especially the guts changes, are very useful to good players. Good players know how to employ brace or sensor lock as ways to save heat while still gaining some benefit. Unfortunately, I don't think that's a good thing. As an expert player, I feel like the skill expression in BTPC is adequate enough to differentiate between players. Most of my PvP matches end with none of my mechs destroyed, so I don't think there's a need to give me more ways to be better at the game than other people.

According to the Pareto principle, 80% of BT players are awful. I don't think that it is good to make a single player game that is designed for audiences of all skill levels more "hard" than it needs to be. The existing game has a large amount of space for skill expression, especially in custom battle where I play the most. Experts have beaten the game with all Firestarters, all AC5s and all sorts of other interesting challenges. I'm not going to pretend to know the intent of the designers behind these changes, but I don't think making the game better for me would make the game better. If I were on the design team, I'd want to give players that are less skilled a pathway through the game while still allowing for experts to show their stuff. The existing game does this. I'm not sure why there's such an emphasis on nerfing an aspect of the game that quite frankly isn't broken.

to clarify: Keep bulwark, cover, and Evasive as is; Sensor Lock is too good in MP but it's still not as good as shooting

also, I suppose there's some issues with MP pilot balance, but I'd rather not bring that up in a thread that has little to do with them
 
Surefooted is awful. My post above seems to suggest that it's acceptable, but more and more of my experience seems to say it's not. I never want to use this ability. Evasion is better for stopping stab damage (and all damage) than getting entrenched and throwing away virtually all of your evasive pips. The only times I would ever want to walk (without punching) in a match is if I was not under threat (where entrenched doesn't matter because I'm not getting hit) or I'm going to brace my turn, in which case getting entrenched is superfluous. Please do not add surefooted. It is never a viable tactical option. Evasive is great. I love it, and I don't see why it needed to be changed. Yes, there are times when it doesn't apply because you're at the evade cap, but the times when you benefit from it are far in excess of the times when you will ever want to use surefooted. No good player walks in this game (except to punch), and no bad player cares about entrenched. This ability is a complete lose-lose.

Just to clear something up: Walking still gets the extra Pip like classic Evasive Move, just not sprinting or jumping. So either jump or walk for about the same Pips, as jumping also adds one, but jumping will give more options and facings at the cost of heat. It might be more to bring walking in line with jumping, as you said, you are not walking while under threat. Now jumping isn't as clear a winner. I think I need more time to get used to the new abilities, but I didn't think Sure Footed also granted the extra Pip when reading the post, yet it's there if you test it out in game.
 
Hello HBS devs. Have been playing the public test beta over the long weekend (after googling "what is AAR?").

So here is my 5-days-later After Action Report on the skill changes, & how they affect my evasion-based playstyle.
(I didn't jump onto the "Bulwark-Bandwagon", as many others seem to have done. ~ I tried it out & it worked well, but just found it less fun.)

I used a post-campaign save file (full argo, maxed skills); mid-campaign (pre-Liberation: Smithon); & new game (skipped prologue). Played through a whole bunch of different missions on each one, to get a solid feel before posting here.
All opinions here are mine alone, based on my own ingame testing & observations, & are not from any "on paper" theory-crafting.


## Quick summary of my general playstyle (up to this skills beta), for reference:
(Please skip to next ## for the start of the skills analysis, if this section is not relevant to the reader.)

Heavy use of sprinting &/or JJ (installed on every mech), to maintain decent levels of evasion;
Use of cover & LoS-blocking terrain features, to limit / control the damage dealt to each squad member;
Ability to effectively engage targets at any distance in any environment, from melee to long range;
Multi-Target, Evasive Movement, & Breaching Shot are common skills in the squad;
Mechs are heavily armoured (90-95%+), with a few rare exceptions.

I use a variable mix of weapons & mechwarriors to suit the available mechs / pilots & current mission.
But by endgame (in 1.1) it settles into: at least one Skirmisher, usually with 1 Flanker, 1 Lancer (or 2nd Skirmisher), plus a Striker for the LRM boat (if used). For some missions I swap in a Melee-spec'd pilot & mech, or extra Master Tactician.
(& just in case it matters to anyone reading: I have been playing on & off since v1.0 launched, with over 400 hours logged. Love this game.)

Mechs used for these tests:
Post game: King Crabs (5 different versions) / Highlanders (3 ver) / Stalker (LRM60) / "that" Atlas (Melee+DFA).
Mid game: A mix of the "best" available, from 50t (Hunchback) to 75t (Orion). Some customisation.
Early game: Mostly starter mechs, with only a few quick tweaks here & there.


## Sensor Lock (easy one first):
Adding the PPC accuracy debuff is an interesting twist, & gives it a bit more battlefield utility on the player side. Didn't use it much in post-campaign, but in early game it definitely gave my melee Spider something more useful to do while stalking its next victim from the shadows. (It had a nasty bite, now it has a sting too.)

Effect on the AI:
Ohhh boy, when they start spamming sensor lock along with multiple PPC shots from beyond sensor range, you really notice the debuff stacking up! Turned one 5-skull mission into a rather tense & drawn-out battle of attrition (4 vs 8x Assault).
I am sorely tempted to install extra targeting systems (or ammo) in some ammo-based mech loadouts to compensate, for certain missions.

My Verdict:
Overall, I think it fits well. Two thumbs up.


## Sure Footed:
A brief comparison table of Evasion gained per movement type, between 1.1 (Evasive Movement) and 1.2 public test beta (Sure Footed).
Measured using furthest possible distance over open terrain, & with max JJs. *=Entrenched.

Post-game 100t (King Crab), L10 pilot skill:
Ver. ~ Walk ~ JJ ~ Sprint (+road)
1.1 EM ~ 2 ~ 4 ~ 5 (6)
1.2 SF ~ 2* ~ 3 ~ 4 (5)
Mid-game 50t (Hunchback), L10 pilot skill:
1.1 EM ~ 3 ~ 5 ~ 6 (6)
1.2 SF ~ 3* ~ 4 ~ 5 (6)
Light mechs seem barely affected, & were usually capped at 4 anyway (or 5 with a decent Pilot).

This change has me puzzled. It seems a -17% to -25% evasion nerf to high-mobility play, & resulted in noticeably more damage received due to the increased hits taken, as the bonus only applies when walking. Lighter mechs are less affected, with Assault class seemingly hit the hardest.
My repair bills went up, & even Mediums felt the pinch (no +defence gyros available to offset the missing evasion when jumping / sprinting). I had to boost the armour on a few mechs that were not quite at 100% to partially compensate for the extra hits.

Stability damage bleeds off naturally as mechs move anyway ~ the further you move the more is removed ~ so SF is almost working against itself. The piloting tree also gives +2 max evasion in total, but SF actually discourages moving fast enough to make use of them.
Stability damage is slightly more of an issue for me in v1.2 beta than it was in v1.1, as I mostly run or jump to move but now take more hits while doing so. So this change actually made it worse for me (from "not a real issue" to "minor irritation" ~ not a problem, but still worth mentioning).

Walking is the last movement choice for me, usually only done when absolutely necessary / reasonably safe, so SF currently offers almost zero benefit, & therefore very little reason for me to bother taking it (other than for Ace Pilot). Any other tier 1 skill would be a better choice in its place. Even v1.1 Bulwark had a solid niche role in my high-evasion playstyle (as an Anchor to pivot my formation around).
Maybe I'm missing some key thing about SF, but I really couldn't find any useful way to include it in my lineup whatsoever.
Though it would maybe suit slower-paced playstyles more than it suits mine.

Effect on the AI:
They seem to really love it! XD
Plodding along at walking speed firing potshots is their thing anyway, so Assault mechs with this skill become nigh-on immune to all but the most heavy missile (&etc!) de-stability barrages. Some simply refuse to fall (unless kneecapped), & heroically die on their feet.
Bless 'em for trying ~ they shall be noted with full honours in my commanders log.

My Verdict:
Sadly this change gets a big thumbs down. I feel the 1.1 update balanced stability rather nicely, & Sure Footed seems a bit too much when stacked on top in its current form (both for the player & the AI).
Also, I want to "Run and Jump", not "Walk or Die".

Some relevant quotes from the OP, & my direct responses:
~ "We’ve been gradually trying to address the knockdown meta ..." ~ Great, but does it require nerfing evasion-based playstyles to finish that goal?
~ "The problem with Evasive Move is that it was so rarely relevant. <snip> With a slower ‘Mech, you weren’t ever getting enough evasion out of this for it to feel worthwhile." ~ I strongly disagree! Gaining 33% extra bonus evasion per jump is a pretty big deal for an Assault mech (4 vs 3 eva). However, if you really don't think that feels worthwhile enough, then maybe it needed a buff instead. ~ As it is kinda pointless to nerf something (apparently) already considered weak, so just adding "Entrenched when walking" to EM without nerfing the jump & sprint evasion bonus would have been a better change (imho).
~ "Personally, I’m a fan of leaving well enough alone, and for abilities that were essentially working as expected, resisting the urge to tinker with them is a virtue." ~ Me too, it is a good design philosophy. I think Evasive Movement does exactly that & is an ideal fit for my playstyle. ~ But what I personally got from playing this skills beta is a disappointed feeling that it has been nerfed only because somebody else felt it did not suit their playstyle well enough, & who believes that trudging slowly through battles is The Right Way for everybody else to play too. (I do NOT believe that was the intent behind this change, it is simply how I'm feeling as a result. I'd rather give my mechwarriors a mouldy Cabbage than Sure Footed.)

++ THE suggestion ++ (it is the only one in this entire report):
Keep Evasive Movement for tier 1, but ADD the "Entrenched when walking" to Ace Pilot instead:
~ Evasion playstyles would not be needlessly nerfed in the process;
~ AI would still field 2 in 8 of their Master & Elite AI mechs with added Entrenched for extra flavour;
~ Ace Pilot would become a more enticing option for the player (it is good, but a bit lack-lustre vs the other tier 2 skills).


## Bulwark:
I was sceptical going in to the public test, as this appeared at first glance to have been hit awfully hard by a rather large sackful of nerf-hammers.
The pitchfork was at the ready.

However, after testing it out very thoroughly, I'm veering the other way instead. This is why:
~ Firstly, Guarded now stacks with Cover, meaning up to 75% DR total.
Nice buff right here, & this was very helpful to endure the "sensor lock & PPC spamfest" mentioned above (I forgot to add something about the Sure Footed (Ace) & Bulwark'd King Crab with max armour & plenty of buddies blocking the way to those PPC mechs. Well, things sure got messy in that furball).
~ Secondly, you can get the full bonus even if your mech moved / jumped / sprinted this turn.
So no more playing "sitting duck" just to activate it for "free". Aaand it can now stack with Evasion too. Mhmmm, thank you HBS!
~ Downside: Only by using Vigilance can a mech brace and shoot in same turn now.
Well, it did need a bit of a nerf (or moving to tier 2).

Effect on the AI:
Not much of a difference compared to v1.1, to be honest. Some mechs had a DR bonus some of the time, & some did not, the details of "who" & "when" & "how much" just varied a bit.
Breaching Multi Shot resolves that situation equally well, in both v1.1 and v1.2. (Yay!)

My Verdict:
Is it less powerful than old 1.1 Bulwark? ~ Yes.
Is it nerfed into oblivion? ~ Not at all.
This also gets a thumbs up, & the pitchfork is back in the shed.


## Coolant Flush:
Oh my, certainly an interesting idea. Tried it out quite a bit in the mid & post game runs (maybe once per planet).
My "Pew Pew" Hunchback loved it for desert missions (6ML+4MG), & was probably the best use I found for it. Used once (maybe twice) per battle to turn the tide at a critical point.

Potentially OP in skirmish (is there any real downside to it in this mode?).
Unfeasible to use in early-mid campaign, & still not really worth it even with a maxed-out Argo: ~6 days in the medbay per activation, vs 1-2 days to repair some shutdown damage. ~17 days per use with only basic Argo facilities (guts 8).

That being said, there are a few campaign missions where it might actually come in useful, with a very specialised mech build & high-end medbay: the Lunar / Mars / Desert type missions, & the spats with Victoria spring to mind.

Effect on the AI:
Did not notice them using it (they may have), though multiple mechs did overheat themselves repeatedly (& who probably wished their pilot DID know it ~ Awesomes are funny like that).

My Verdict:
Thumbs sideways ~ I'm on the fence with this one. Was pretty fun to play with, I admit. But:
~ An in-battle skill you pay heavily for outside the battle? Probably not for me, thanks.
~ I'd rather just have the mech shutdown for a turn instead, & be able to pick another tier 2 skill to use at the same time. (Besides, the med-techs are already treating flash-blindness, tinnitus, whiplash, & concussion injuries: I see no urgent need to add toxic chemical burns to their workload too.)
~ Also, the "Precision Alpha Strike to enemy CT, & repeat" meta is already pretty strong before including CF into it.
(& I do hope the synergy with hardened cockpit mods is a bug or simple oversight, otherwise it seems an alpha-strikers wet dream to gloriously blamcannon-rampage through the campaign balance.)


## Some final thoughts:
Getting maxed 6 evasion chevrons on a Full lance of King Crabs was not easy in v1.1, & it felt like a flipping Achievement when you managed to use it in a real battle:
I cannot be the only player to Thoroughly Enjoy thundering an entire lance of Assault mechs down a road at breakneck speed, staggered file with the KaliYama 20s up front, right into the heart of the enemy formation; dodging through a hail of enemy fire like Agent Smith / Neo from the Matrix; then jumping into flanking positions before unleashing a Firestorm of Oblivion upon the doomed enemy at close range. Good times... (Sadly nerfed in the beta.)
& Yang thought Princess Crazy's piloting was "rather aggressive" ~ Hah! She doesn't Jump.

Given the increased use of Brace & Vigilance to offset the bonus Evasion mechs no longer gain when travelling via sprint or jump: it appears Bulwark is actually a far better choice for me than Sure Footed is: Evasive Movement > Bulwark (either) > Sensor Lock > a mouldy Cabbage > Sure Footed.
I would still rather jump & brace for 3 eva and 50% DR (75% with cover), or vigilance & sprint for 4-5 eva & 50%(75%) DR, than trudge around at walking speed (2 eva, 25%(50%)DR) while taking more hits but with less stability damage received.
Armour is a critical resource, as damage to it cannot be "walked off" in battle.

I mainlined Skirmishers (& Flankers) in v1.1, but in this public test beta I'm favouring Lancers (& Vanguard) instead.
Which strikes me as a rather curious result, for a gameplay change partially aimed at reducing the (apparent) prevalence of the Bulwark meta among the community, to instead push an Evasion player such as myself towards using it much more often.


Thanks for reading, & keep up the good work! (I'm looking forward to playing Flashpoint.)

P.S. I think this Dev Diary format & public skills beta are both excellent ideas, & would like to see more of them in the future.
 
Just to clear something up: Walking still gets the extra Pip like classic Evasive Move, just not sprinting or jumping. So either jump or walk for about the same Pips, as jumping also adds one, but jumping will give more options and facings at the cost of heat. It might be more to bring walking in line with jumping, as you said, you are not walking while under threat. Now jumping isn't as clear a winner. I think I need more time to get used to the new abilities, but I didn't think Sure Footed also granted the extra Pip when reading the post, yet it's there if you test it out in game.

I implied in my first post that walking still got the extra pip (I did test it), and I made the claim that it would need +2 before it was viable, but the more I look at it the more I realize it's not a very good option.

Jumping is still the very clear winner. There's a huge difference between 4 pips + cover and 2 pips + cover or 3 pips + no cover.
 
I implied in my first post that walking still got the extra pip (I did test it), and I made the claim that it would need +2 before it was viable, but the more I look at it the more I realize it's not a very good option.

Jumping is still the very clear winner. There's a huge difference between 4 pips + cover and 2 pips + cover or 3 pips + no cover.

Ah, my bad. I'm horrible about backtracking to see who posted what.
 
So wait, are you telling me that flamers are now a reliable way to inflict pilot hits on high guts assaults? We've sorta had a meta keep rediscovering doing just that since the Beta. It's slightly more situational now, but this might actually have the *opposite* effect of making high guts enemy pilots more fragile, if somewhat more dangerous.
No, the opposite. Where flamers were an option to make a hot-running mech choose between bracing and shutdown, coolant flush now gives an easy out.
 
As this thread has become quite lone, I haven't read every post, so what I have to say might have already been said someplace else - please excuse that.

I've tested the new skills from the public beta for quite some hours of gameplay, and I have to admit that I'm a bit ambivalent about the changes.

In the game, I usually apply very similar tactics as I do when playing tabletop, which means, I do have at least one full LRM support mech which basically does fire its missiles indirectly from good covered positions, that are high ground if possible.
Bulwark was my major skill in the past, as it provided my not-so-often-moving LRM boat with additional resilience. Now, after the changes, it doesn't really provide the same benefit anymore, so I need to be more careful - and I did pay the price already, as my LRM-Orion was blown almost to pieces. Luckily, my pilot survived and she's now recovering in med-bay and is already exercising in the training pods again.
However, to my big surprise, I do like the new bulwark skill, and a lot more pilots got it now.
Why?
Because you can stack it with the cover damage reduction bonus, and use it to e.g. cool down a turn without paying the price in too much armor. That has saved my pilots and kept them in the battle quite a number of times since the changes.
So i do like the new bulwark - despite the fact that I miss the old bulwark for the LRM pilots.

What I have never used so far is the coolant flush. I mean...seriously - if I were a pilot, I'd never ever do what the skill says happens when the skill is used. I'd never willingly expose myself to that, so I don't use it on my pilots. To me, this makes no sense, as much as the skill's effect on the battlemechs heat makes sense. But I'd rather use the aforementioned bulwark strategy for cooling down, than to bath my pilots in plasma.
So for this skill - may be you can find some other way of balancing - like it's done in other games of the franchise - you have a certain amount of coolant fluid that you can flush, and when it's used up, after, like, three times, you can't use it in that mission anymore. That way, it's still limited in the number it can be used, but it doesn't fry the pilot. Seriously - no one would implement something like that, and it would burn out parts of the cockpit electronics and furniture, too, btw.

Sure footing is a another skill that I do hand out to pilots, and about which I'm kind of ambivalent, too. The old "evasive" was very useful for my scouts, even in the later game when my scout was a Highlander. The number of evasive pips made it harder to hit him (for some reason, my scout pilots at the moment are always male, don't know why, and yes, Dekker is the best scout I have, he never died, and has spent the least amount of time in medbay of all of my pilots).
Now, we only get one additional pip, but the fact that it heavily reduces stability damage does have its charm, too. Since the changes, I didn't have a single mech topple over from stability damage. As I said, I am not really sure about this skill change, yet.

I still have to play around with the new skills a bit more, but at least I can say this: the game is still perfectly playable, still very enjoyable, and a lot of fun. If you take these changes live, I'm sure a lot of people will whine, but that is the nature of every change. Those who say "this kills the game" - they haven't tested the skills, or have not adjusted their tactics, because it doesn't kill anything. Whether to if it has improved something...I don't know. To me, at the moment, it's just different. A change, that does not yet convince me. Yes, a change in the skill-thing is something that would improve the game, but I'm not sure the current change does that. IMHO, it just changes the things from how they were to something similar in a different color. I'd prefer a more profound change, with an actual skill-tree. Not because I'm used to skill-trees, but because it would offer greater possibilities, more specializations - there are a couple threads in the suggestions forum discussing exactly this...
 
As I've continued to play more in this beta, I find myself basically always taking 2 sensor lock pilots on < 3 skull missions where you still have a fair amount of rather fast opponents most of the time. Being able to stack the debuff on an opponent multiple times really does get a little OP, of course the enemy can do that to you as well making taking lights in the late game even less worth your time than before. 2 sensor locks and you have basically completely neutralized a target's evasion and then they are a sitting duck for my other 2 pilots to blast away with everything they've got. Using this tactic, I can drop almost any light in 1 turn better than 60% of the time. Again because the AI can also do this to you, it means that as soon as you have enough mechs with more weight, I absolutely avoid lights now, where as before I might run a single light in a lance, even in mid to late game as a scout.

I never relied too heavily on Bulwark, but now I largely ignore it, only really keeping 1 pilot with it. I used to run Sensor Lock as a single member of my main team, and now run 2 Sensor Lockers in low skull missions against faster opponents and always run at least 1 now. I would usually have a fair amount of Evasive Move pilots before but now my only one is because I wanted to still have an Ace pilot on my team. With multiple Sensor Locks allowed to stack on a target, I almost find myself wanting the stronger Bulwark back more often. Fortunately the AI rarely seems to be smart enough to just completely strip the evasion off of a single one of my mechs and then focus it into oblivion before I ran do anything with that pilot again. When it does, no amount of evasion really does you any good anyway.

Part of me looks at the new skills and just keeps thinking that I should just be running 4 pilots all with Sensor Lock/Coolant Flush on mid to long range high heat builds every mission. That way I can lay on multiple Sensor Locks until my chosen target has no evasion left and then unload with every mech left with attacks that round until it is dead. If I swap around which members of the team are using Sensor Lock turn to turn gives mechs a chance to cool without too many pilot injuries, but if my opponents are mostly Heavies and Assaults with very little evasion to strip away just lay into a target until I melt it and use Coolant Flush to keep going. I just don't find that a very fun or rewarding play style no matter how effective it is.

At the end of the day my opinion basically still boils down to "roll the Permanent Evasion mod into the main game and the only skill needing any change is Juggernaut". 50% bulwark becomes a bigger sacrifice if the evasion you give up lasts all round. Evasive Move and Sensor Lock become more powerful with Evasion lasting longer and being harder to get rid of except through Sensor Lock and stability damage. That one change and Juggernaut becomes the only stock skill that is still needs any work IMHO.
 
So I've been playing and thinking about this a little more and what I think strikes me as an issue is that too many of these level 2 abilities don't synergize well with the level 1 ability they always have to get.

Let's show examples of good synergy:

  • Multi Target -> Breaching Shot: This way you can do full damage to a fortified target while still firing all your guns to other targets. Great!
  • Evasive Move -> Ace Pilot: Again, you've got great synergy as you're move or jump-after-shot ability from Ace Pilot will grant you added evasion. Nice!
Now let's take a look at some of the new changes.

  • Bulwark -> Cooling Vent: These don't synergize at all. You essentially need to choose one or the other. Not good!
  • Sensor Lock -> Master Tactician: I don't think these two skills synergize particularly well, but by adding a chance to hit debuff they do it better than before. I think Juggernaut + M.T. would be a pretty good compliment, but then I don't know where you would squeeze in sensor lock.
  • Sure Footed -> Ace Pilot: Again these skills only partially synergize. extra evasion only when you move after the shot and not if you jump. More importantly, entrenched doesn't synergize at all with evasion.
When designing these abilities they really ought to compliment one another. They should be almost like a level up of the first ability as the pilot chooses to specialize down that path. You can see that working with Gunnery and the old Piloting skills, but the others deviate from that. I'm glad you guys are looking to change up the skills because they need some rethinking, but I don't think the changes are necessarily the right direction.
 
Alright. Played a couple missions with new skills. My style has generally been one LRM boat with Bulwark + 3 front-liners with the evasion skill. Sometimes I swap a front-liner with a Firestarter scout or a Banshee that's basically a nigh indestructible spotter with sLasers when the time comes to take the occasional pot shot or finish a mech off. The front-liners are built with popping heads off in mind and I aim at heads every chance I get.

I keep the LRM boat closer but still behind the rest of the lance now as any surprises and the boat is likely cooked without Bulwark (it's a highlander without jumpjets). On the + side, I gave its pilot master tactician and the initiative boost is nice for a support/knockdown role. I did the same with the Firestarter pilot but wish I'd gone with lock and Ace pilot instead. Being able to lock and jump out is a big win. The lock's new side-effect is nice. Best when combined with PPC fire, assuming these things stack (they seem to having been on the receiving end of locks and PPC hits). Just giving it a role outside of pre-contact was a good idea.

The Banshee with sure-footed and the new Bulwark in cover is even more indestructible but the loss of an evade pip on jumping makes it more vulnerable out of cover. It can still get to 4 pips though which is solid if you're not overly swarmed. It's quite nasty combined with Ace pilot. You can jump into cover near enemies to spot for the lance at evade 4, brace for the 75% DR, hit them with the rest of the lance from outside of visual and then next turn you can take a shot and jump out.

I'm a little more bummed about the impact of losing that pip on my front-liners though who can now only get 3. I haven't run into any heavy numbers yet but 4 is something of a threshold where you can weather a couple attacks without taking serious damage. It makes a big difference when you're outgunned, which happens pretty often in this game.

I thought I was going to hate having to deal with the added stability resistance on some enemies as knockdowns are my antidote to enemies that brace constantly but it hasn't been a problem so far. I can still get most of their bar filled with a dedicated LRM boat. And now that a lot more enemies will only get 25% DR in the open it kind of evens out.

What I'm really excited about is finally being able to put Ace Pilot on a bunch of my pilots after discovering too late how awesome it was in my longest-running game. Respec is a good move.

I run cool mechs so I haven't tried the coolant ability yet. I'm thinking of maybe going back a load and seeing how silly of an alpha striker build I can come up with but I'm not expecting it to be better than my current build approach which is headhunting. Also, I tend to avoid emergency/desperation abilities. I prefer stuff that comes into play a lot more often that helps you avoid the emergency in the first place.

Also, the hatchet-men are coming. Why not a melee skill that's more interesting than juggernaut was? The big problem with melee right now is that that there are too few situations you can safely use it without being overly exposed. I mostly only use it as a closer or to smash light mechs that are putting on evade pip airs. Some ideas:

* Punch 'n Go - initiating a melee attack refunds (max-move - move-that-was-made-to-melee). So you can run out of cover smack somebody and then run back behind it again if the melee didn't move you more than half your max. Or effectively act as a melee Ace Pilot when you start your turn punching somebody. It would make walking/running stats a lot more interesting to look at.

* Charge - Sprint to melee with a cooldown to keep ranged weapons relevant (that last being directed @MechWarrior: Dark Age). Should make it easier to single out more isolated enemy mechs/vehicles.
 
Greetings Mechwarrriors,


Another Reminder;

Let's try to keep this thread here as clean a possible for Dev sifting of After Action reports only. It's difficult for them to do so if we fill the thread with other unsolicited stuff that quickly proliferates.
Pure opinion and theory crafting posts please address in one of the theory crafting focused threads instead.

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^Our friendly Dev Kiva has specifically asked us to test the skills in the game beta and THEN provide detailed AAR feedback here.
Those who have done so as above, Thank You!

Theorycrafting instead of discussing the skills beta functions or uninformed assumptions without having tried it first at this point provide no relevant feedback to the specific question, are counter to OP request, and thus will be considered off-topic for this thread.
It especially makes the Devs job harder to comb through such static in this particular thread for actual beta function feedback.
So please post such elsewhere such as here or here for example so we can keep this thread organized.



TLDR: Beta gameplay testing feedback only here in this thread please, not theory crafting or opinions or conjecture. Those can go in I've of the other threads that are discussing them.

Posts choosing not to take this advice will experience unfortunate Jump Drive malfunctions.





Thank you.
 
My AAR for using the new pilot abilities: I won't bore you with item-by-item comparisons, because in my mind they didn't heavily change gameplay. I found myself paying attention to slightly different bits of data, maybe changed some mech positioning, but it wasn't the OH NO! or OH YES! others have described - not for any of the abilities. There are ways to make them all useful, but I can't do a comparative analysis of the 'game expereince' between original and revised skills because it was essentially the same experience. That's not a complaint, either. I like this game.
 
My AAR for using the new pilot abilities: I won't bore you with item-by-item comparisons, because in my mind they didn't heavily change gameplay. I found myself paying attention to slightly different bits of data, maybe changed some mech positioning, but it wasn't the OH NO! or OH YES! others have described - not for any of the abilities. There are ways to make them all useful, but I can't do a comparative analysis of the 'game expereince' between original and revised skills because it was essentially the same experience. That's not a complaint, either. I like this game.
Maybe add a short bullet point for how each new skill played? That's the feedback the devs were looking for.