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Should Clam Mechs Have A Quirk Pass As Well?


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#1 The Mechromancer

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Posted 23 October 2014 - 10:53 AM



Obviously the Timbys, and Whales don't need any love. But when mechs like the "suckoner" "badder" "Peace Dove" and "No.. Va" are pretty much labeled as directly inferior to their counterparts, I think they might need some attention.

I have not tried most of them so I can't really speak to how accurate their reputations are.

So, in your opinion, should some clam mechs receive quirks?



#2 Joseph Mallan

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Posted 23 October 2014 - 10:53 AM

Absolutely.

#3 N a p e s

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Posted 23 October 2014 - 11:00 AM

Yup

#4 Mcgral18

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Posted 23 October 2014 - 11:00 AM

Some could certainly use a bit of help.

#5 Macksheen

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Posted 23 October 2014 - 11:01 AM

It need not be quirks though; you could do a lot with a few additional omnipods and/or some other options.

#6 TercieI

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Posted 23 October 2014 - 11:01 AM

Of course, except I'd challenge the idea of "pass." That's a place to start, but this is another tool that should be used for balance on an ongoing basis.

#7 Greenjulius

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Posted 23 October 2014 - 11:04 AM

With the new hit reg fix, the Kit Fox needs to be on that list. It can't survive an encounter now.

Buffs to armor would help the poor thing immensely. I lose an arm or leg the moment anything bigger than a light sees me.

Edited by Greenjulius, 23 October 2014 - 11:05 AM.


#8 Deathlike

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Posted 23 October 2014 - 11:05 AM

I assume they will get their turn after the IS quirks are added... there's probably more tweaking to be done for the IS mechs to begin with.

#9 AlmightyAeng

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Posted 23 October 2014 - 11:05 AM

Yeah, and they will.

They're getting a pass after the IS mechs do.

#10 Pendraco

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Posted 23 October 2014 - 11:06 AM

CLAM Mechs should recieve 150% Shell thickness quirks!


Posted Image

Edited by Pendraco, 23 October 2014 - 11:09 AM.


#11 Macksheen

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Posted 23 October 2014 - 11:08 AM

Imagine an Adder with maybe the B pods, giving it an additional ballistics for a MG + lasers option.

Imagine Summoner F pods ... ballistics in each arm, lasers in the torsos.

#12 Mothykins

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Posted 23 October 2014 - 11:10 AM

Clam mechs need a buff, King Crabs gonna break them open.

#13 Wine O

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Posted 23 October 2014 - 11:16 AM

Adders and Summoners are the lemons for the clans, the others are much stronger. Meaningful quirks via omnipods would be a good way to fix them.

#14 LordKnightFandragon

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Posted 23 October 2014 - 11:16 AM

Yes they should.

Clan Universal quirk: Locked DHS get 10% Increased heat dissipation. Bringing those from 0.14 to 0.154. small little buff to help them make better use of all those weapons. Nova has 4, Warhawk as 7.

Nova: Increased top speed 10%...cuz seriously, its a medium, whys it moving like a heavy? +15% to JJ Juice regeneration

Warhawk Prime 8/8 Pod bonus: -10% to C ERPPC Heat generation(total of 10%) bringing the PPC Heat to 13.5
Warhawk 3E Arm: -10% to Energy weapon cooldown, not +15....wth?

Summoner: 25% more JJ Juice, +5% to JJ Thrust per JJ(+20%), JJ Juice regenerates 15% faster.

Badder: Whats this mech even about? I know the Prime packs 2 CERPPC......massive fyah powah for a light.

Kit Fox: 10% to top speed, +10 to LL and RL armor, +5 internal structure(But lets get real here, lights dont stand up to fire well, never should.......L2 not get hit....dont be the first one in nor the last one out.....)

#15 Alek Ituin

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Posted 23 October 2014 - 11:17 AM

Well, if they weren't nerfed to death to begin with because of the Whale and Timbie (and baddies crying like baddies over the "OP" clans)... They wouldn't need a quirks pass.

What they do need is their weapons un-nerfed. Keep the range lowered, doesn't even matter, just the other things. Like burn time, heat, damage, etc.

#16 EvilCow

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Posted 23 October 2014 - 11:17 AM

Quirks: can of worms successfully opened.

#17 The Mechromancer

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Posted 23 October 2014 - 11:22 AM

View PostEvilCow, on 23 October 2014 - 11:17 AM, said:

Quirks: can of worms successfully opened.


Not nessisarily,

I think it's a great system to give each variant more of a role, instead of everyone flocking to the percieved meta mechs/variants.

Heck, it can even give the AWS a niche.

#18 Macksheen

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Posted 23 October 2014 - 11:23 AM

View PostLordKnightFandragon, on 23 October 2014 - 11:16 AM, said:

Yes they should.

Clan Universal quirk: Locked DHS get 10% Increased heat dissipation. Bringing those from 0.14 to 0.154. small little buff to help them make better use of all those weapons. Nova has 4, Warhawk as 7.

Nova: Increased top speed 10%...cuz seriously, its a medium, whys it moving like a heavy? +15% to JJ Juice regeneration

Warhawk Prime 8/8 Pod bonus: -10% to C ERPPC Heat generation(total of 10%) bringing the PPC Heat to 13.5
Warhawk 3E Arm: -10% to Energy weapon cooldown, not +15....wth?

Summoner: 25% more JJ Juice, +5% to JJ Thrust per JJ(+20%), JJ Juice regenerates 15% faster.

Badder: Whats this mech even about? I know the Prime packs 2 CERPPC......massive fyah powah for a light.

Kit Fox: 10% to top speed, +10 to LL and RL armor, +5 internal structure(But lets get real here, lights dont stand up to fire well, never should.......L2 not get hit....dont be the first one in nor the last one out.....)

Adder should be about bringing firepower, whatever that takes. Faster cooldowns, put more damage out. Built right it can bring decent damage.

Kit Fox needs survivability; this doesn't need to be a quirk, maybe a re-sizing of the hit boxes or the whole mech.

Summoner - I like the JJ stuff. Also, lets give it better stabilization and reduced shake. I would like to see more omni pods.

I like the HS thing for the Nova and Warhawk. Nova doesn't need speed - it moves pretty fast for a 50.

#19 Kain Demos

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Posted 23 October 2014 - 11:24 AM

Well, if its our turn to ask for ****:

Adder--maybe some more pods to make more builds possible.

Nova--with the long Medium Queues now I haven't really had the chance to mess with JJs so I don't know how good they are yet otherwise I would suggest some JJ performance improvements and heat improvements. Would love a Nova PRIME quirk making the C-ERML more like its pre nerf self heat wise.

Summoner--JJ buffs and maybe some more pods to enable some more builds. Maybe some movement tweaks to make it a better brawler.

I want the C-ERPPC damage improved. Get rid of the garbage 10/2.5/2.5. I'd like the full 15 but would even prefer 13 or 12.5 without the splash if it came down to it.

#20 Murphy7

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Posted 23 October 2014 - 11:27 AM

No harm in asking I think.

I recall that some quirks have negative effects, or there might be other kinds of tuning going on.

And weapon specific ones could help lead some people away from builds to try other things or get closer to original intentions.

My concern with a quirk pass on the Clan mechs is how they are tied to the omnipods and the added degree of difficulty in how the different omnipods and chassis core interact with one another.





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