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I'm not sure thats enough to justify its usage for all pilots though.
Bulwark can be overcome with Breaching alone, but Evasion is like Ablative Armor, anything can diminish it in time. Just normal fire, every attack. Additionally, Evasion can be entirely erased if you can put the Target into Unstable, no matter how many evasion points it has.
In my opinion, Master Tactician + Bulwark is the best combination overall.
Reserve until Turn 1, then you get 2 moves before the enemy (of similar mech type) can react (eg: allowing you to knock enemies down or do called shots).
It's true that once you have both Master Tactician + Bulwark with eg: a King Crab - Sensor Lock isn't that useful for that pilot. But it's still the best combination as Master Tactician + Bulwark is so powerful.
Alternatively, Master Tactician + Evasive also works well for a scout.
- Jump (with high evasion) into a forest (and sensor lock) out of visibility, or jump (with high evasion) and brace.
- Next turn, reserve until Turn 1 (enemies might hit you but do very little damage). Note that you have the ability (earlier in the Turn) to jump backwards (out of visibility) and Sensor Lock.
- You then get 2 moves before the enemy moves (similar as above).
And then conceptulaize the application of one or two Mechs using Vigilance on top of that..
Assults going in phase 1 then 3.. Or a Scout with max evasion and Entrenched, going back to back. Tho decision making in a Scout that way can lead to many varied results because you think you have so many options and you're just so covered. But you're still in a Scout role, Mr. Squishy.
Very often.
I typically run with 3 x long ranged mechs and 1 ''Scout''. (Or 1 ''Scout'', one mixed range and 2 long range).
The long ranged mechs would have eg: (AC5 + LRMs), (lots of LRMS), (Gauss + AC5 + LRMS) etc.
The ''Scout'' Mech would jump around and Sensor Lock. The other 3 would typically stand still and hit at long range.
And evasion on assaults with high skill enemy pilots is very questionable defence. It is not very effective even when you jump, and even less so when you have to walk (mostly because of heat constraints)...
As often as you want it to?
The enemy ai comes straight at you, so once you're in weapons range, you can just spin your mech so the front armor is facing enemies while alpha striking them into dust and taking half damage from return fire.
If you need to move, you can still do that and not be worse off than another pilot, especially at max skills.
There are players who make evasion work with timing and positioning, but I'm not one of them. Every single one of my mechwarriors, with the exception of Glitch, is a Vanguard. Sensor Lock, Master Tactician, and Bulwark. Shooting first and taking less damage in return is just too big of an advantage to ignore.
Vanguard lances also offer the ability to rotate out damaged mechs and keep them relatively safe while still fighting tooth and nail against heavy opposition. They're particularly useful when Darius inevitably ****s up the forecast and it turns out that there is a 100% of heavy missile showers, interspersed with artificial lightning and autocannon thunder.
Any Vanguard caught by surprise under such a bombardment can often get to safety before the next salvo proves to be more rapey than Zeus himself.
Assaults and heavies generates too little evasive pips moving and firing... and even when you sprint, each shot removes a pip, the front line guys are likely to be focused by everything they have, and even worse if they have reinforcements LRM barring your ass, bulwark is your best friend.
That would make me consider using it for fun because assault mechs can only get like 3 max pip with move/jump so it is still crap in late game.
Don't pick Evasive unless you want to punish/challenge yourself.