10 hours ago, thespaceinvader said:This is actually one of the biggest problems with the design of the game. It was identified in 1e and only sporadically fixed, and hasn't really been touched in 2e - that the highest init pilots should NOT have the best abilities.
Good abilities should go with LOW PS, so that you have a choice between arc dodging and perfect information, OR good abilities. Pilots where everything's concentrated on the top pilot are super difficult to balance because they're so all or nothing.
If, for instance, boba had say, koshka's ability, and vice versa, you'd have a solid listbuilding choice between lower init and double mods, or higher init and a less useful power.
With it the way it is there's almost no incentive to ever use a lot of low-init pilots, because their abilities are terrible too.
It would have been pretty good if Soontir and Turr switched abilities.