Talk:Roark Garnet/@comment-31011166-20170920060806/@comment-454133-20170920151528

Roark's limitation is he only affects combat. A very large portion of Pilot Skill's value is activation turn order, where moving and taking actions later can be a huge advantage. Shooting first can be really nice if you can deny the target's shot (either by killing it or applying etc), but a ship that arc-dodged doesn't take shots in the first place. Nym's bomblets have also made high PS a big deal -- you want to get out of range of that bomb if possible. Higher PS is also really helpful for acquiring locks for muntions ships (you can use tracers but it's tricky).

Might mean a bit more use for "Epsilon Ace" though? Not sure, he too lacks punch.

A-Wings can have a lot of punch if they have Prockets or Cruise Missiles, and low-PS A-Wings are great blockers. If combat PS is most important, you can also have a high-PS ace raising their PS during combat with Swarm Tactics, granting a similar effect to Roark (though Roark can also pack a TLT).

In the PS war nothing quite beats legitimately having high PS, but there are definitely a few ways to cheat the system. They just have varying degrees of usefulness, depending on what you need to accomplish. But I'd say don't focus too hard on covering your weaknesses; you'll get more milage out of playing to your strengths. Lower PS has problems, but it also means you're great at blocking foes and/or dropping mines on them. And the points/effort spent emulating high PS might be better spent on being more deadly whatever your PS.