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Повідомити про проблему з перекладом
Sure Footing is okay-ish but Ace Pilot is the best level 8 ability by far, including the endgame and including heavies and assaults, allowing to cheese most max diff missions with a single good mech. Essentially it can be used to extend the range of your weapons, often negating the opfor the ability to attack you. Ace Pilot makes your survivability to skyrocket if you have jump jets. A long range sniper with a rangefinder, jump jets Ace Pilot and Bulwark is almost unkillable.
For assaults Master Tactician is comparable to AP but still worse. For medium/heavies it is not on the same league.
Ace Pilot is not that good for light mechs because it requires jump jets to be really good and most light mechs cannot cope well with the extra heat from very long jumps. It is excellent above that.
Master Tactician is the best level 8 ability by far, but sensor lock is the worst level 5 ability. The way they set up the Tactics skill is just an error. Scouts should have sensor lock, support mechs should have the bonus to indirect fire and reduced min range, gunners should have the called shot bonus, and everyone should have Master Tactician.
This game just doesn't reward you enough for specializing your pilots. I'm giving every pilot Surefooting, Bulwark, Coolant Vents, and leaving Gunnery and Tactics way behind Piloting and Guts.
Yea, I can definitely see Vanguard being an excellent substitute for a Scout. Especially late game when your "scout mech" is a Marauder or Grasshopper.
No plans for an update at the moment, but that is a good note on tactics. Personally I like high tactics for all the other benefits it already provides, so I'm used to getting a lot of info on the radar pips.
That is a fine point on sharpshooter. Personally I prefer to start building my endgame team in mind from the start.