Posted May 17, 2018
Master Technician+Sensor Lock is useful on a scout to keep enemies spotted while not getting focused on by lots of lasers. A Wolverine moves like a light mech in initiative phase, but won't get wrecked by a lucky shots the same way that a Spider does.
Ace Pilot+Evasive is great for mechs with lots of weapons and nearby LOS obstructions. Walk into the open, alpha twice, then hide again. Useful to take advantage of the lasers on an LRM carrier.
Breaching shot+Multitarget lets long range support wear down guarded enemies while still focusing down the same mech with the whole team. And sometimes the breaching AC/5 gets a 1-in-100 headshot on that Bulwarked Jagermech, and you've now turned a hatchet fight into a cakewalk.
The benefits of Bulwark cannot be overstated.
Has anyone found a good use of Juggernaut? If you could punch an assault mech with two Juggernaut-skilled pilots so that it loses its turn entirely, that would be useful but the skill doesn't work like that. And I can't think of any really good use to moving an enemy mech back by just one initiative phase. Heck, the fact that the AI doesn't reserve is an absurdly strong advantage in itself - Juggernaut works in a way that mitigates your advantage. Also, it works at cross-purposes with Bulwark - if you're in range to punch them, they're in range to punch you (and remove your mech's guarded status).
Ace Pilot+Evasive is great for mechs with lots of weapons and nearby LOS obstructions. Walk into the open, alpha twice, then hide again. Useful to take advantage of the lasers on an LRM carrier.
Breaching shot+Multitarget lets long range support wear down guarded enemies while still focusing down the same mech with the whole team. And sometimes the breaching AC/5 gets a 1-in-100 headshot on that Bulwarked Jagermech, and you've now turned a hatchet fight into a cakewalk.
The benefits of Bulwark cannot be overstated.
Has anyone found a good use of Juggernaut? If you could punch an assault mech with two Juggernaut-skilled pilots so that it loses its turn entirely, that would be useful but the skill doesn't work like that. And I can't think of any really good use to moving an enemy mech back by just one initiative phase. Heck, the fact that the AI doesn't reserve is an absurdly strong advantage in itself - Juggernaut works in a way that mitigates your advantage. Also, it works at cross-purposes with Bulwark - if you're in range to punch them, they're in range to punch you (and remove your mech's guarded status).