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WoundedRonin Aug 14, 2018 @ 7:34pm
So is Ace Pilot any good?
Is Ace Pilot any good? I don't think I've read many people mention it in the threads. Thinking about it, it seems less useful than the other abilities you might pick. Does anyone use Ace Pilot in their game?
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Showing 1-15 of 26 comments
SertanDoom Aug 14, 2018 @ 8:11pm 
Great for firing then moving out of line of sight or out of range (if your mech was on the edge of enemy range). I tend to find situations to use it...when I don't have a pilot with it. :(
Pherdnut Aug 14, 2018 @ 8:25pm 
It's an excellent ability. Fire and then leap behind cover. Attack as you retreat. Lots of tactical goodness.
Wantoomany Aug 14, 2018 @ 8:44pm 
It works well if you have superior initiative to your enemy. Reserve down until you move last, then move in an attack. Next round attack again then move to cover, before they can respond.

It is more situational and you have to really build for it, by generally going lighter then your opponent, to make the most use of it. It's why is not as popular as Bulwark or Master tactician, skills that work in a much wider variaty of situations.
Mistfox Aug 14, 2018 @ 10:30pm 
The use of Ace is something like this.
1- You reserve until you move last in a turn.
2- Dash out after everyone has moved.
3- Pour fire into the enemy mech of your choice.
4- End turn.
5- Shoot the enemy again before his turn comes around.
6- Run back behind cover leaving him nothing to shoot at.

It can be very lethal.
Ryujin Aug 15, 2018 @ 1:44am 
Originally posted by Mistfox:
The use of Ace is something like this.
1- You reserve until you move last in a turn.
2- Dash out after everyone has moved.
3- Pour fire into the enemy mech of your choice.
4- End turn.
5- Shoot the enemy again before his turn comes around.
6- Run back behind cover leaving him nothing to shoot at.

It can be very lethal.

I love doing this with Jenners, Commandos and Firestarters.
KDubya Aug 15, 2018 @ 7:30am 
You don't need to be lighter for it to work either, it works just as well when you are in an Atlas.

My favorite pilot is Outrider which has Ace Pilot, Evasion and Bulwark. If I move I get evasion, if I stay still I get bulwark and I have the option to move out of LoS for total protection from Ace Pilot.

Ser_Chonks Aug 15, 2018 @ 1:24pm 
Ace Pilot + High alpha mech VS lower initiative opponent = easiest backstab ever.

Reserve>MoveIn>Backstab>Backstab>MoveOut


Ace Pilot + Flamer mech VS lower initiative opponent = easiest barbecue ever.

Reserve>MoveIn>Toasty!>Toasty!>MoveOut
Last edited by Ser_Chonks; Aug 15, 2018 @ 1:25pm
Old Chieftain Aug 15, 2018 @ 1:46pm 
the way the maps are designed, No.
Second Batch Aug 15, 2018 @ 4:40pm 
It's very useful if you use a long range sniping/kiting strategy (lots of autocannons, lots of lrms).
WoundedRonin Aug 15, 2018 @ 6:10pm 
Thanks for the input. Maybe I'll level up one character to have it.
danko9696 Aug 15, 2018 @ 6:59pm 
With LRM boats + JJs it's an OP skill. You can do the double-turn reserving thing, but is not needed. You need a bit of space in the beginning of the mission, but if have it then put all of them behind rocks, one of the mech (rotating) sensor lock and the others shoot. When some mech closes a bit of distance then do the same AND jump away afterwards, behind a rock if you can. You have extreme range, you can shoot every turn, you don't need LoS and you can keep distances with ease thanks to JJs. And each turn one mech cools down (the one who sensor lock the target).
Kexin Aug 16, 2018 @ 2:40am 
Originally posted by danko9696:
With LRM boats + JJs it's an OP skill. You can do the double-turn reserving thing, but is not needed. You need a bit of space in the beginning of the mission, but if have it then put all of them behind rocks, one of the mech (rotating) sensor lock and the others shoot. When some mech closes a bit of distance then do the same AND jump away afterwards, behind a rock if you can. You have extreme range, you can shoot every turn, you don't need LoS and you can keep distances with ease thanks to JJs. And each turn one mech cools down (the one who sensor lock the target).

Completely unncessary. Master Tactician murders all, and unlike Ace Pilot, works in every terrain. If you're in a situation where you actually need Ace Pilot for LRM boats then you're doing it wrong. LRM boats are simply better off with Breaching Shot or Master Tactician.
your.sheepy Aug 16, 2018 @ 3:32am 
I pick master tactician over ace pilot, if only because master tac is very useful in assault tier. Ace pilot gives you more flexible movement, which is useful, but master tac gives you more flexible action order. Pretty deadly when your whole team can move first.
Last edited by your.sheepy; Aug 16, 2018 @ 4:52am
danko9696 Aug 16, 2018 @ 5:29am 
Originally posted by Kexin:
Originally posted by danko9696:
With LRM boats + JJs it's an OP skill. You can do the double-turn reserving thing, but is not needed. You need a bit of space in the beginning of the mission, but if have it then put all of them behind rocks, one of the mech (rotating) sensor lock and the others shoot. When some mech closes a bit of distance then do the same AND jump away afterwards, behind a rock if you can. You have extreme range, you can shoot every turn, you don't need LoS and you can keep distances with ease thanks to JJs. And each turn one mech cools down (the one who sensor lock the target).

Completely unncessary. Master Tactician murders all, and unlike Ace Pilot, works in every terrain. If you're in a situation where you actually need Ace Pilot for LRM boats then you're doing it wrong. LRM boats are simply better off with Breaching Shot or Master Tactician.
I didn't say it was necessary, I said it is OP. Actually Master Tactician is what I usually (and currently) have with all my main lance pilots. But I've tested a full lance of LRM boats +2dmg tubes with Ace Pilot, and Ace Pilot is better for that scenario, because you want them to move first to close distance and get into range, you shoot first then jump away out of sensor range and LoS.
Ryncage Nov 24, 2019 @ 6:28am 
Honestly its the best T2 perk, at the very least tied with master tac.

1- Light and medium mechs gain the ability to hit and run. Reserving to the last turn and attacking, then getting your turn next phase before anyone else, allowing you to shoot and then fall back / maximize your evasion. Without ace pilot, taking that 2nd attack becomes either impossible or leaving you with very bad positioning.


2- Part of staying alive is keeping your defenses up. Evasion is the best you can do if you also want to attack in the same round, so naturally the game is about moving into the best position you can then take the shot. Problem is, as you close in during an engagement, your movement options become limited because maximizing your evasion often means being out of position to attack. Ace pilot allows you to shoot first, and move to the best defensive position regardless of your firing arc.

You can always take advantage of this perk, unlike breaching shot or coolant vent which are far more situational.

But all of that said, its only best by a slight amount. The perks are all pretty balanced, aside from some poor synergies with sensor lock.
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Date Posted: Aug 14, 2018 @ 7:34pm
Posts: 26