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@Camicon Dachass, good point. 5 Black Knights is unfortunately beyond the capacity for me to test in the Solo-Campaign. Though in the Solo-Campaign, I could indeed load and earlier save and gain the four MechWarriors with Coolant Vent. And yes, at the very least I can surely have my Sumo use Cooalnt Vent at the start of the test, thereby gaining a 37th possible PPC Hit. Great catch! :bow:
 
Hey guys. What happens with my saves if I use the Skills Beta? Will I get all spent XP refunded so I can chose new skills? Or do I have to start a new campaign?
 
"Coolant Vent: poor Juggernaut" - indeed, such a strange change. Why do you need to reinvent the bicycle? It was a cool thing that you could have a dedicated melee skill for you warriors and it should remain so. Like many others said I don't like an ability that damages my warriors and it is OP. Thought the idea of a high risk/high reward ability is a solid one. Make it so that you could sprint and melee the enemy in an unstoppable charge (that's like the definition of Juggernaut) and generate a considerable amount of heat on your mech (overdrive). The heavier your mech is the more heat it generates on juggernaut assault.
 
Developer Diary #1: MechWarrior Ability Revision

Hi everyone! It's yr friendly neighborhood design lead, Kiva, with the first of what will be a regular new feature: Developer Diaries! We're asking members of the BATTLETECH team to write about their ideas, upcoming features, and particularly interesting aspects of their work. For our inaugural Diary, we're talking about some previously-teased revisions to MechWarrior abilities, particularly good old Bulwark.

is there any possibility of a return to have Dev Diary?
 
Hey guys. What happens with my saves if I use the Skills Beta? Will I get all spent XP refunded so I can chose new skills? Or do I have to start a new campaign?
I had I think it was 6-saves for my 600+ week Solo Campaign. As I've wanted to try different MechWarrior Ability Combinations I've just gone back an keep picking a different Save to ReSpec my MechWarrios. It's been Fun, especially because it does not force you to start a new campaign. : )
 
is there any possibility of a return to have Dev Diary?
Yes, we'll have additional Dev Diaries. If I recall correctly, Mitch mentioned the periodicity will be roughly monthly.
 
"Coolant Vent: poor Juggernaut" - indeed, such a strange change. Why do you need to reinvent the bicycle? It was a cool thing that you could have a dedicated melee skill for you warriors and it should remain so. Like many others said I don't like an ability that damages my warriors and it is OP. Thought the idea of a high risk/high reward ability is a solid one. Make it so that you could sprint and melee the enemy in an unstoppable charge (that's like the definition of Juggernaut) and generate a considerable amount of heat on your mech (overdrive). The heavier your mech is the more heat it generates on juggernaut assault.
Coolant Vent does need to worry. Angel of Death is there to welcome Juggeranaut to the HBS cutting room floor. : )
(Angel of Death: longer distance Jump, plus only half the self-damage for each DFA.)

We've seen Ability changes before. And truthfully it was time to lose Angel of Death when we did. To me, MechWarrior Abilities in large measure serve to incentivize certain aspects of BATTLETECH Combat. It has been a journey with Team HBS as they zero in on the Abiloties that best shape and breathe Big Stompy Life into BATTLETECH Combat. And they're not done yet. :bow:
 
So I posted this on steam and it was suggested that I re-post it here.

The good: Sensor lock's sensor jamming feature is nice. I like the upgrade. I can see a lot of potential for this.

Evasive movement being replaced with sure footing is a nice upgrade for piloting which also needed something more in that spot.

Both of these changes are improvements which help the early game in the campaign. Sure footing is still useless end game when you are in heavy mechs but it does help pilots in lighter mechs

The Bad: Bulwark is situation at best now and useless in most battles. If I put myself in a position where I have to guard or inspire; I am doing something wrong. I understand the nerf however you did a knee jerk response to this issue. It needs to be fixed.

Suggestion remove the stacking of guard and cover and replace bulwark with this: bulwark passive, Bulwark doubles the defenses when a mechwarrior is either guarding or in cover. This will force people to still use the terrain to their advantage while still leaving some flexibility with bulwark. If they are standing still out in the open, it doesn't work.

Coolant Flush through the cockpit: this is a terrible idea of an ability. One, we already have this. Its called structure damage when fireing while red. All this does is add a bad ability to an already bad situation. Reason why? Because it takes longer to fix a pilot then it does to fix a mech.

Suggestion: replace Coolant Flush with Resilience: Mechwarriors with resilience ignores x number of pilot injuries. Meaning that a random cockpit hit or damage from a side torso lost; doesn't hurt the pilot the first x times they take damage. This will make people seriously consider taking Guts to the second special.
 
So I have put my suggestions here yesterday, or one before:
I LOVE MY PROPOSALS AND would like to play them, even though I know I did only partially (but in parts very good) define accurately the direction a approach for high demands and professional mechwarrior would need.

Sensor Lock
the worst thing was having an atlas for example and no mech of sensor lock-> you never get into fire range to target something, so you need at least 1 sensor mech,
and then...
all players skip all their initiative while YOU have NO working tactic to USE your initiative advantage, because getting nearer fast was suicide, so the initiative->anti-gambling, so trying to go last and then twice was a CHEATING tactic in my opinion, and is both annoying to DO and annoying to defend. I think it shall be possible, but for beginners, its very unfair. make it easier to play this strategy, not a 'hidden must have' one-wayer that controls ALL the following gameplay.

my suggestion: sensor lock shall even remove 3 evasion because you sacrifice one mech turn to give another of your only 4 mechs a chance to hit, which can still miss. its a very deciding, but very hard to figure out ability, that I find good, but is badly introduced.

MY suggestion:
1.Add a 3. level of abilities to pilots who have 3 abilities now, and move sensor lock AND evasion movement AND juggernaut to those 3. priority abilities, so many pilots have it and its not that much of an Either/or, but not all pilots have it and you must share your pool of abilities.
2. if Evasion is removed, INCREASE the accuracy of hitting that target even more, incalculate the over-'sensoring' so if one mech has 1 evasion and you lock it, you increase the hit chances by another 2 (imaginal) evasion-steps of Accuracy, that a non-locked mach would not have, because you SACRIFICE ONE WHOLE MECH NOT TO SHOOT one turn, so it shall increase the accuracy the amount of 3 evasion steps SURPLUS to the 'normal' accuracy, in the case when enemy mechs have no evasion anymore. this can be stacked and gives maximum accuracy up to the maximum.
BUT: you must balance this with indirect fire. if you sacrifice 3 mechs for sensor lock to make 1 mech fire 4 LRM20 for example, its good balance, because you just sacrificed 3 mechs!('s turn without shooting).
but if LRMS are too strong, the mech that does sensor lock must be vulnerable to catch (at least locking him with light mechs himself), which is usually the case, as he has no entrenched only evasion because you need to move him back to maximum range of sensor lock. I think with counter-locking the sensor-locking mechs themselves, you can lrm the locking mech, that has only evasion, which balances well I think.

The Way you changed Sensor lock: if PPC fire can ruin shot accuracy for one turn, you have a genious 'counter' to sensor lock, because a mech that gets ppced cannot aim anymore, so you ppc the mech that does NOT sensor lock, but which is supposed to shoot. Your Idea to impair to reduce target accuracy is similar to my suggestion. Just reverse. I still think 2 steps are not enough for SACRIFICING A WHOLE MECHS TURN. for a light mech, that sensor lock is not powerful enough, because lights ARE you scouts with good sensors! For a heavy mech, you sacrifice ALL HIS WEAPONS! that should not happen! you shall lock 1 stripe AND fire! everything else makes no fun! at least you have this ABILITY! so mechs who dont have sensor lock, CANNOT lock and shoot! but instead something else powerful.
-> make it 3 stripes, it seems more justified, and makes a more active game; but take care, that 1 turn doesnt insta-kill any mech if I just miss-managed 1 turn with 1 mech. -> raise general mech total HP globally AND increase damage potencial by focused hits would do the game something good (so a mech can just neutralize the hp change with high damage, but only if the mech team did a good focus, why the hp increase? because a mech, not even a light should be destroyed instantly, just because you did a slight miss-turn before (maybe forgot to entrench or something).

Bulwark
It was TOO dominant in play, and at the same time, a fire-jump-lance (many flamers + all jumping mechs) did make your whole lance unable to defend itself, because you HAD to move your mechs to not get backstepped by all of the jumpers.
Jumping was (even more) overpowered (because you get evasion full + attack...) than bulkwark which was also dominant, making me raging often. Its a dominant feature that is not very good introduced to players in the DECIDING must-play manner that it happened to be played out.
I find bulkwark a bit non-realistic, because a mech CANNOT hide or save from receiving fire, how can he 'tank' the impact? it can only reduce knock down by crouching (in Mechwarriors you mech could crouch that made it immobile but lower profile)
fast mechs can dodge, or make aiming more difficult. heavy mechs ARE easy to hit, but their heavy armor makes it hard to pierce them. and the pilot cannot change the receiving of fire, only the commander can change their position angle.

Mechs are MOVING while in battle, and not static, also heavy mechs are moving and this makes them harder to hit actually. (experience from mechwarrior online), because they could go in/out of cover and shoot and hide again. or go in circles around an enemy
I would give heavy mechs WAY more default armor, +50% or + 100% or + 200% to make them survive sustained fire a lot longer, so they can shoot back a few turns before they get wiped off their feet like a TITAN.

INSTEAD I would lower the damage of weapons (lasers) on increasing range, like in mechwarrior, and the heavy skirmish is carried out by intelligent positioning, using ground, heat management and POSSIBILITIES to move your lance a few turns WHILE in battle, WITHOUT getting insta-killed if one mech gets focused by 4 full-hitting other mechs. Those titans tend to be more sturdy by default, compared to weapons. Mechs are no glass tanks!

This is my judgement to the current AND the old implementation of 'bulkwark'. only considering gameplay, its way better, but its more toy-game, not professional mechwarrior, which has way more deault armor, and abilities go to other directions, much more into dodging if the pilot is good or worse aiming with electronic warfare(e.g. sensor locking impairing).

Suggestion: A good pilot can shatter a target mech by targeting critical weak points, shaking the mech which gets less accuracy a bit when you hit, depending on how many weapons hit, and hit critical. way less than PPC, but more continuous.

FAZIT: I dont like the feature. its for 3 years old 'pokempn' children. not professional (sophisticated) mechwarrior.

Coolant Vent

EVERY MECH should have a coolant flush (better 2 loads of) ready like in mechwarrior 3! as a trade off, the general heat generation of weapons should kick in more! 4 medium lasers did hurt a MW3-mech into yellow, a second shot wide into red, a 3. shot shut down.
on the other hand, heat dissipators did DECREASE the heat much faster, with more influence, so a high tonnage on heat components did justify AND encapable a heavy mech to sustainly use 3 or 4 large lasers every turn OR also PPCs, or even 6 when going down with armor to 50%. This would work with general default armor increased., and those mechs have still armor to fight, not one shotted, but thin, and PPC assaults get viable. (not un-accessable and not-counterable, instead strong but counterable easily with lrms or counter ppc, or even long-tom, because they must cool down some turns(making them static), you can arty them.

Judging your new proposal:
cooling a mech, how shall that influence health of the pilot? what a destroyed idea! The ability should INCREASE the already-available feature to do this and increase the amount of cooling AND the charges, but this cannot be done by a pilot, because a pilot cannot influence that, its a technical configuration of the MECH. you should get coolant tank components that you can add, eventually, and a pilot can do more chain-fire to shedule the weapon usage with the heat dissipation better, so a PILOT can decrease the heat amount that a weapon generates per turn by using them in a better control order. I know you have this already as pilot skill in a number. but that doesnt seem to have too much effect if you are not using APEX so you can increase it with an ability; that should fit if correctly done.

Maybe I give a more exact advice if you ask again.

Sure Footing

THIS is what BULKWARK does as a pilot skill, and DOES NOT remove evasion movement. And EVASION MOVEMENT shall be more effective, give them 5-6 or even 8 stripes, and the 8 stripes decrease the accuracy by 60%, and not above.
Weapons shall not get a hard hit or miss, but lasers, fired with less accuracy, hit for some instances of seconds on a target, while their 1 second, in mechwarrior online, with beginning pilots, and autocannons, too and LRMS, too.
but they dont miss totally. PPCs are more sensitive to that.

so EVASION movement does decrease the HIT DAMAGE by % which is what bulkwark does in your game, but evasion move is the factor that actually bases the feature. or high range.
And Sure FOOTING makes a more agile movement (like pilot skill) of your mech, also heavy mech, making it more difficult to hit on low ranges, because its movement is tricky. AND also harder to knock down. It removes 20% accuracy on low range, less than evasion movement, but therefore on low range, and for heavy mechs. the influence of the ability is more accuracy remover on light mechs and more knock down counter for heavy mechs, so the ability, does change the ratio, depending on whether its applied to a light or heavy mech, because a light mech MUST be more easy to knock down, this is OBVIOUS!

But a light mech is fiddely ANNOYING to hit even on low distance. Now what if we have 2 abilities that lower the hit chances?
Evasion movement has high impact on light mechs, (and raise the maximum, + more granular, to distinguish it from normal pilots), while a heavy mech gets a bit, like 3 stripes instead of 1 or 2, and sure footing increases the knock down resistance heavily on heavy mechs, AND reduces receiving accuracy by 20% while in the most important full-skirmish phase, while a light mech can move on high speed and low range through the enemy lance with not so much knock down (low, but finally high, because a melee almost cannot hit that mech, on high speed and Sure footing), so that light mechs FINALLY can fire and survive the close up with other (heavier) mechs.
Light mechs then get trackable with sensor locks (1 for medium accuracy and 2 sensor locks for pretty sure hits, and 3 sensor locks for 100% hits).

I LOVE MY PROPOSAL AND WANT IT TO BE DONE ALIKE (similar).

Judging your new proposal:
its a VERY UNIMPORTANT influence, on a very kindergarden approach, that does not affect the play value, even though it influences thet stats and the knock downs severely. it SEEMS to be an influence, and it CHANGES its part of the game into a GOOD direction, but it only has a MINOR + influence on the global gameplay, even if it fully cuts the resistance through the lines. (impacts the game a very large amount).

FAZIT:

Your Abilities could be done a LOT better, VERY EASY and you make very silly approaches. the approaches on their levels are a step, but only make + 1% to general gameplay. bulkwark as you improved it will make the game 40% more fun for me (much better when you can stack - as its there YOU MUST give it to the player!), but unrealistic. the people will like it, but that does not make the game sophisticated. In 5 years I dont want to see that anymore.
You coolant idea is just a critical mistake. Gameplaywise it will be interesting, but the concept is just NEVER do it. IF you want to implement this approach, DONT call it coolant vent, but (give it a different name and implement it just like this) something pilot-based, he needs to CONCENTRATE a lot, gets hurt by the concentration, an over-doze (or overheat) of (pilot room) something, gets a very powerful result and then gets hurt because of too much heat for example. (very accurate alpha strike, for much heat + hurt, as a charge-based ability additional to called shots maybe... think it on, I know its chaotic)

For the players, your changes as they are will globally improve the game a good step. everything is better than the current game. even if its just different. so dont scrap it. but HERE are the concepts that put your approach into the right mindset.
Fullfil what we have given to you!

I know its a bit long, but I have done it with conscience to give a detailed view. What I say feels pretty central to discuss that context. It would be nice to have some thrustworthy comment on that. Too bad if nobody notices it. Especially when you discuss the bulkwark with 34 ppc shots...

I did get the point, that the coolant ability is in this way not very nice to play, as what others said. And I said that its not done by a pilot. reinvent it so its a credible action.
The sensor lock I said, that I prefer it, when the sensor increases own accuracy instead of lowering foreign. (impair). This is better, because it must be possible to take out targets on long range, or give players a way to counter all the defensives they get.

You dont need to raise the armor, but while its a fun feature, its not realistic that a mech can e.g. repell 34 PPC shots. hence I ask you warmly to re-read or respect my proposal, because it puts the 4 aspects in a right context.
the 4 components are working together, and in the 4. component sure footing I re-organize the bulkward ability to be based on competent pilot movement, and not that affectful, as how shall a mech prevent to get hit, or prepare his armor for the impact?

you can do it but its unrealistic, so much that I would care for a concept change, where you make heavy mechs more sturdy by itself, because they should move in a battle, its not realistic that they stand still except for better cooling (not using engines) or aiming (small buffs, ok), but you define the defensive capabilities over the armor, the cooling abilities over components (heat sink or coolant flush), not over pilots, maybe a bit for effectiveness, and the sensor abilities should be widely accesible.

you need it often and it makes that you can only use few other abilities. on the other hand, sensor is secondary, when in battle, still, because you sacrifice a mech attack turn for that. so maybe make it a 3. ability, together with juggernaut (and evasive movement, so you have 3 tertiary abilities mixing up each other, because we like it, but not more than primary ability like breaching-> 1./2. proposal first post) thank you.

I disliked the most, when you use sensor on a heavy mech, but that one needs to attack if possible. -> heavy mech only gives 1 stripe of sensor lock remover, but can fire 2 weapons, medium removes 2 sensor, but can fire 1 weapon, lights have 3 sensor power, and assaults can impair -1 accuracy but fire 3 weapons simultanously when using sensor ( I did a begin with that in 1. post)

And I disliked that small mechs are so vulnerable when in range of stronger mechs. that is not the case, because they walk fast and are difficult to shoot, and thats the same with melee - how shall one hit them if they walk faster?
Thats why I said reorganize the abilities to that roughly concept I spelled, because it puts many things into a far better spot.

I also read the other posts. they show just the consequences of not caring for my proposal, and I give a good solution. Because it solves really many problems, I would like you to consider some of that, its really advanced to that discussion.
You will see that I solved, what you were about to discuss afterwards. the 34 PPC shots shall be 6 or 8 per mech component. Coolant vent must be done different way. Stacking is good, bulkwark ability is good gameplaywise but unrealistic.
Dont remove evasive movement, but refine the granularity, and make non-evasive pilots use half of the evasive stack. Raise the maximum of levels, but lower the total effect to keep the constraint roughly at a similar level.

And less important: light mechs are not capable to prevent knock down that well, they can do a bit, but not as good as heavies, just same as bad as heavies can deny enemy fire, what the lights do by speed and electronic defenses. hence my 4. proposal in first post.
I know its a bit long, but keep cool. What I say can be important.
 
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Just ran a second one. I remembered that last one was on all Normal enemy difficulty and moved this one to hard. This next mission was more in line with what I was expecting. It really turned out far worse, but then I haven't really bothered to tune the 'Mechs beyond "Make sure to toss some PPCs on there" and then pilots skills to the 'Mechs. I certainly paid for it.

Full Stock
Katinka
Hard Difficulty
Retribution - Lowlands
Argo Morale 50
uHBikYA.jpg

Cleric - 9-8-10-9 Gladiator (C.Vent/Multi) AS7-D-HT
Dekker - 9-9-9-9 Recon (Breach/Lock) STK-3F
Don - 9-9-9-10 Skirmisher (Breach/Foot) HGN-732B
Medusa - 8-9-9-10 Scout (M.Tac/Foot) KGC-0000
jhaosoP.jpg

Enemy Lance 1
DRG-1N E. Skirmisher
BNC-3M E. Brawler
ZEU-6S E. Sharpshooter
HGN-733P E. Outrider

Enemy Lance 2
AWS-8Q E. Skirmisher
AWS-8T E. Brawler
BNC-3M E. Scout
BNC-3M E. Vanguard

Pre-mission Setup: Same 'Mechs as previous, ALBUM LINK. Pilots mosltly the same as initial No-Brace skillset, Dekker swapped Ace for Breach. This time I set the AI to "Hard" to compare to the "Normal" mission I had earlier.
9nKVld8.jpg

A lot of early positioning, heavy woods everywhere but there is a gap I don't want to cross as it also crests the hill splitting our Lances. I want to lure them over.
uPVZMBC.jpg

Round 8 first Lance crests the ridge as the reinforcments start opening fire from very long range. Takes until turn 12 to finish off the first Lance, the ZEU was last to go down to a lucky headshot. My KGC is basically out of armor, the attrition from the second Lances IDF+Sensor Lock and focus from the first has forced me to pull it back. Sprinting my AS7 and HGN up, through the open pulls fire off the Locked KGC, but a series of very lucky PPC strikes takes the entire RT from the AS7 from nearly full armor. I've lost 2 DHS from those locations.

The second Lance is also given total tree cover, making finishing them very hard. It's basically a slugging match and I'm forced to throw in my STK missile boat and even the KGC back in to service as the AS7's CT was too close to destruction. We hammer at each other and I lose the LT of my KGC in the very last enemy move, but it was worth a flanking dual AC/20 to the rear on the last fresh BNC. I had setup to take a pointless P.Strike on the Cover+Bulwark fresh BNC, just to push it back a Phase as it was a Master Tac. Then sprinted my M.Tac KGC next to it to setup the rear shot in the next round before it could act. It turned to punch my KGC after, allowing my Lance to finish it off from behind.

Total Remaining Armor: 2,393/5,520 43.3%
PxiFDZp.jpg


Post Match Thoughts:

This was a hard one, total forest coverage on all sides put both forces on par for damage reduction where normally I can lead them in to a large clearing and maybe have to handle one or two units in cover. It was just a brutal slug fest, no easy first round P.Strikes to the head that accelerate the enemy losses. Being unable to use Brace or Bulwark meant I was unable to push through the small no-man's-lands of clear terrain you can see in the screenshots and get inside the first Lance. Sprinting the others to save the KGC when moving to the second Lance cost me some irreplaceable DHS (I wound't normally deploy these anyway and that build is just for this testing save tree) but keeping the dual AC/20 operating until the very end was worth the cost. The enemy being able to use Bulwark in the tree cover also greatly extended the time to kill. Really, the only way this could have gone worse was for it to be on a lunar or desert biome. I feel like the 25% damage mitigation I was limited to forced my slower units to hug the treeline and prevented a more aggressive push. If I had equipped more units with JJ that could have been possible. I also felt the Lance was running sub-optimally from using the PPC testing builds and basically the same pilot abilities as before for consistency, except with Dekker swapping the Ace for Breach, which did come in handy for a few turns. I'd rather throw a Breacher in the KGC to maintain max damage output and then rebuild the PPC/AC10 AS7 for a more lethal shorter ranged build. Overall, 25% coverage just doesn't feel like enough when facing that kind of force with my slower Lance.

Anyway, as for the abilities, Sure Footed served very well with this mostly ground-bound Lance, only the AS7 was knocked over once when it had sprinted and not been under Sure Footed's protection. Sensor Lock was used a lot on both sides, the AI using it more to keep my KGC open to IDF. The AI also made use of covered Bulwark, but then basically anywhere it went had forest cover.
 
The Bad: Bulwark is situation at best now and useless in most battles. If I put myself in a position where I have to guard or inspire; I am doing something wrong. I understand the nerf however you did a knee jerk response to this issue. It needs to be fixed.

Suggestion remove the stacking of guard and cover and replace bulwark with this: bulwark passive, Bulwark doubles the defenses when a mechwarrior is either guarding or in cover. This will force people to still use the terrain to their advantage while still leaving some flexibility with bulwark. If they are standing still out in the open, it doesn't work.

Suggestion: replace Coolant Flush with Resilience: Mechwarriors with resilience ignores x number of pilot injuries. Meaning that a random cockpit hit or damage from a side torso lost; doesn't hurt the pilot the first x times they take damage. This will make people seriously consider taking Guts to the second special.

While I disagree with your assessment that you're doing something "wrong" if you need to brace or inspire, I absolutely LOVE your suggestions. Making the high-level Guts ability into a pilot-based cockpit mod equivalent is a clever thing.
 
I'm now part-way though a new campaign using the new abilities. I'll post a full assessment of the ability changes later, but for now just this:

The trouble with Sensor Lock (both new and old) is that sensor range is too short compared to the movement range of mechs.
Detected an enemy at the edge of sensor range? Next time it moves it will most likely be in Medium Laser range, so sensor lock doesn't really get a chance to be useful.
 
I'm now part-way though a new campaign using the new abilities. I'll post a full assessment of the ability changes later, but for now just this:

The trouble with Sensor Lock (both new and old) is that sensor range is too short compared to the movement range of mechs.
Detected an enemy at the edge of sensor range? Next time it moves it will most likely be in Medium Laser range, so sensor lock doesn't really get a chance to be useful.

I hope hbs is not new to this... maybe they tell us that its harder done than said the next devblog. otherwise I laugh its not hard to find out.
 
Greetings Mechwarriors,

Another Reminder;

This is not a discussion thread. Not a theory crafting thread.
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.

index.php


^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 AARs regarding 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 that is in response to their specific requests.
So please post other content elsewhere, such as here orhere for example so we can keep this thread organized and focused.



TLDR: Beta gameplay testing feedback only here in this thread please, not theory crafting or opinions or conjecture or back end firth discussion. Those can go in one of the other threads that are discussing them.

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


Thank you.
 
Hello,

I started a new campaign with the public beta to test the new abilities and I've gotten to day 1890, although in the campaign I've only gotten to Grave Robbing because I've been hunting for Heavy/Assault mechs since the beginning. I have about a total 500 hours of gameplay and I didn't use any mods during this campaign. Here are my impressions regarding the new abilities.

1) Sensor Lock - for Scout/Recon the changes to the ability were useful since it allows them to counter enemy scouts or other mechs when contact is made. It was also useful a number of times when the mech was too damaged to get in the frontline, allowing the scout to jam King Crabs to try to avoid massive damage. For turrets, both friendly and enemy, this new version of Sensor Lock is also very useful since it allows them to nearly jam the entire enemy lance, which can be troublesome when you're also facing a mech lance. And if you're facing two lances of light mechs or vehicles, then Sensor Lock can be a real pain when used against you.

However, for the other mechwarrior builds based on Tactics it had zero utility for Strikers/Sharpshooters, and marginal for Vanguard/Sentinel (these last two builds I basically only use in defense type missions, where they replace Scout/Recon in the lance).

2) Coolant Vest - while at the beginning the ability was powerful but limited because of the injuries, once I started getting Cockpit Mods I started overusing it a lot, specially when I got a Stalker as my first Assault mech. A Cockpit Mod++ allows a mechwarrior to use the ability 3 times without any injuries, and this basically meant that I gave the Stalker 4 SRM6++, 4 ML++s and 2 LL++s, which meant an alpha strike of nearly 400 damage points that I could use several times in a row and turned the Stalker into a mechkiller. This ability basically encourages the player to dismiss heat levels when modifying mechs when Cockpit Mods are available. But when they aren't available then it is a nice option to have when things get dicey and you absolutely need to get that enemy mech killed before it kills one of yours, at the trade-off of injury time.

3) Bulwark - until I adapted to the changes some mechs took quite a beating. I like how it turns cover (trees, sandstorms, etc.) more effective due to the 75% damage reduction, making the terrain more important during fights. The main issue with it though is that when you use Bulwark + Cover and spend resolve to get Guarded, then you have a perfect stationary firing platform, which was the problem identified in the original post that led to the change. And while you still need to spend resolve to be able to get guarded and fire, you get a 75% reduction in damage received.

And if the mechwarrior also has Coolant Vest + Cockpit Mod, then you can easily have an Assault mech capable of 400 damage per turn, while using Resolve to reduce incoming damage by 75%.

4) Sure Footing - sometimes I preferred to have Evasion for the extra evasion pip, other times Sure Footing worked nicely. It really depends on the mech class that you're using it with.
 
I just finished the Escape after Grave Robbing last night in the skills preview beta. While it doesn't affect all that much of the campaign, I did find it fun that the Black Knight pilot, Kanaloa, now has Coolant Vent. Because you don't have to really care about the meat or the metal on that particular mech, you could run it at full alpha the entire mission without worry. Between that and the LosTech heat changes (in 1.1?), the mission felt way more like "yay, fancy new toys to play with" than it did at launch.
 
Lancer ("Marauder 3R") ((Orion)) (TT Armor w/ Heat Bank ++, 2 DHS, ++ weapons in stock config))
Brawler ("Warhammer 6R") (Grasshopper) (SRM 4 in Head instead of SRM 6, extra ton of armor, otherwise stock TT with ++/+++ weapons)
Striker (HGN-732 B) (Dropped 2 DHS & excess ammo for full frontal armor)
Vanguard (Atlas II) (AC20+++/LRM15+++/SRM6++/2x Large Laser+++, JJ, full frontal armor)

All pilots full 10s.

Screenshot (1).png

OPFOR:
Highlander (probably Ballistic) (Ace Pilot) (CT R)
Cat 2K (CT)
Energy Banshee (CT)
Zeus (CT)

PPC Awesome (CT)
Missile Awesome (Pilot Damage)
Banshee (+ Initiative) (CT R)
Energy Highlander (Probably, should have taken more screenshots, might have been a normal HGN or a Zeus) (CT R)

OPFOR had at least one, probably two pilots with Sensor Lock.

Terrain: Snow + Mountains + Trees
The fight area was basically a "Y" shape with a ridge separating the leg (drop zone) of the Y into two paths leading to the central area of the Y (which had ice patches and geothermal congesting the junction to the east branch). One branch went uphill towards the enemy lance (parked on the peak of the mountain), the other branch went east and downhill towards the reinforcements lance (several turns away). The right hand leg and the left part of the junction were forested.

I got on a "mostly TT" kick after finishing the campaign, so I took two optimized jumping Assault monstrosities and two of the most fragile and iconic stock-ish Heavy mechs in existence. Used typical pilots after reskilling them (changed my commander to Brawler from Lancer to try out the skills). After launching I realized that this is a terrible (or really good, depending on how you think about it) crew to test out a mission not using Brace and the defensive morale ability. Also, I should have put the Brawler in the Marauder because the Warhammer doesn't actually run that hot on cold maps.

A 5 Star lance is 325 tons, mine is 335.

Thoughts:
1: The Warhammer was shielding with its good side but enemy fire just kept finding the weak side. I was expecting to lose at least one side torso, just because the armor on those mechs is so light.
2: Will not be continuing this save in this state since this isn't ironman and I want that Heat Bank++ back.
3: The Ace Pilot AI needs some help. The Highlander in the first group fired some stuff at the Atlas II, then walked PAST it (granted, towards the heavy mechs standing far off in the trees firing off PPCs) and presented its rear arc like a Christmas present.
4: Jumping is still a great way to get the AI to sensor lock you instead of shooting at you. However, between the Sensor Lock penalty and PPC fire, I did notice a couple significant misses on my end (including an AC20 shot into rear armor).
5: Had to sprint the heavies out of LOS when they took too much stability damage, since I couldn't Brace etc.
6: The group is set up for Morale abuse (2X Comms ++) but I actually only used precision shot once (trying to score some extra head damage to finish off the Catapult after an early head hit) and didn't land anything.
7: I never needed to use Coolant Flush since that mech doesn't really heat up when only firing PPCs on Arctic and then it lost half its weapons.

Other Thoughts (Having run a different mission to test Bulwark and actually use Coolant Flush):

1: I liked how original Bulwark played, even if it was too dominant compared to the other tier 1 skills. I would rather have the original ability at half strength (and possibly half stability damage reduction), and have Brace give the full 50% again. Bulwark+Vigilance+cover on the other hand is insanely good with everything stacking. An AC/20 hits like a medium laser. I jumped the Atlas II into a stand of trees in front of a full assault lance with vigilance and came away with the paint scratched. I did it again and I think one arm was below 50% by the time all the reinforcements died. I'd rather have the stronger brace be available to all pilots, the two abilities not stack with cover, and Bulwark pilots have the additional "tactical turtle" option at a lower strength. This isn't nearly as bad on the AI, since if the AI has 75% DR at least it's not firing back at you.

2: I have always felt that your mech should retain Brace regardless of presence/absence of mechwarrior skill as long as you neither move nor change facing. You sacrifice a turn of fire to set it up, I don't see why it should go away if you don't move at all.

3: Coolant Flush seems better suited to either the commander character or multiplayer. Multiplayer doesn't have the long-term consequences of using the ability and your commander character can't actually die, so you won't permanently lose a mechwarrior if you coolant flush a couple times and then take an extra SRM to the head. Having actually used it now though... holy crap. Maybe it IS worth it. Fear the AI-controlled Stalker with a Coolant Flush Pilot (if the AI understands how to use the button). Get yourself into the red zone, then unload everything anyways and zero your heat in one go!

4: Steady footed still doesn't seem that great. Maybe it could also make the mech ignore/significantly reduce terrain penalties to movement (Ignore forest and rubble, reduce water maybe?)? The extra mobility might help jump jets feel like less of a necessity on slow units, and help keep fast units going fast. Not getting entrenched when the unit stands still also seems a bit weird, but it does keep the unit moving that way. Additionally/alternatively the ability could make the last evasion arrow not disappear from weapons fire.

5: Sensor lock still needs a bit of help on its own, because most of my pilots only pick up sensor lock because they are on their way to improved initiative. My suggestion would be to make sensor lock pilots immune to the hit reduction from sensor lock and possibly take reduced accuracy penalties from PPC fire (say, normal penalty/2, rounded up so you're still affected by a single PPC hit). My main thought here is to give "Sharpshooter" pilots a reason to exist. If you've got Breaching Shot normally that pilot is loaded up with at least one big gun and you want someone else doing the sensor locking so the Breaching/Multi pilot can do their thing. Picking Sensor Lock instead of Bulwark (durability) or Steady Footed (movement) would make a sharpshooter pilot the only heavy weapons specialist that can't be screwed up by other units sensor locking them, and therefore the sharpest shooter. This would also make Coolant Flush/Sensor Lock better, since you don't want pesky to-hit debuffs wrecking your glorious alpha strike before you make your traditional trip to the medbay. Ace Pilot/Sensor lock I've thought is a natural combination, but if you're using lighter units for scouting in the endgame you already need all the help you can get, so I don't think some extra bonus here is unwarranted.

Edit: Coolant Flush self damage should bypass Cockpit Mod.
 
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I played 160hrs in the weeks after release and haven't played since till very recently again for 10hrs.

I've played 4, two to three skull missions with the ability revision and I've enjoyed the changes I've played with. I preferred SLock/Multi target/Master Tac on two mechs for spotting for the two tanks and shooting off evasion pips. The additional dbuff on SLock worked well to improve it's play ability for me in campaign. I struggled to justify two SLock by the end of middle game and definitely late game due to the sheer strength of Bulwark/Multi target/Breaching. The additional debuff also made SLock more relevant after the mechs enter short range, which is often, and especially when the mech has damaged weapons. I really like a debuff to the target's accuracy, instead of increase to hit for the team against the target, when most campaign maps are fighting 8-10 mechs vs 4.

I found the Bulwark change to make moving to cover on the map much more important as well as situational. I still use it often at the beginning of engagements, and through vigilance to be able to trigger while shooting. I almost exclusively used called shot pre v1.1 and the bulwark change along with SMG/LMG called shot nerf has made me use vigilance at least once a battle and considered much more often. I like the Bulwark nerf for the op-for that are more aggressive and deadly now that LL are better. I like that the op-for has to take a turn off shooting to trigger the bonus. My standard loadout Breaching shot and jumpjet mech mobility nullify a turtle Bulwark op-for so the dmg reduction change to cover didn't ever approach a long-winded low dmg shootout. The Bulwark nerf plays towards my aggressive playstyle instincts to look to fire first.

I couldn't justify making a specific build and in triplicate pilots before late game wealth to make wounding the pilot for heat reduction worth the cost. I found juggernaut worthless late game and marginal/bad mid game. There is definitely a niche build around coolant flush and incredible DPS output.

I didn't prefer Evasive Movement but gave it some use through midgame. Steady Footed didn't play at all as I have heavy jumpjet play to take advantage/survive the mostly very hilly maps. My standard Tank and DPS builds prefer the other 3 skill trees.