Russ On Clan Quirks :)
#101
Posted 02 March 2015 - 07:02 PM
#102
Posted 02 March 2015 - 08:08 PM
#103
Posted 02 March 2015 - 11:19 PM
#104
Posted 02 March 2015 - 11:40 PM
From the consensus here on how "bad" the 'mechs are I would guess the 4 they will address the most quickly are:
Summoner
Nova
Adder
Mist Lynx (since they consider JJs and ECM as each adding 1 tier, maybe not?) if not then
Ice Ferret
Edited by Kain Thul, 02 March 2015 - 11:40 PM.
#105
Posted 03 March 2015 - 12:51 PM
Edited by KelesK, 03 March 2015 - 12:54 PM.
#106
Posted 03 March 2015 - 02:20 PM
KelesK, on 03 March 2015 - 12:51 PM, said:
Ikr? 65-ton heavy should not outdo 85-ton assault at the exact same job, makes no sense...
#108
Posted 03 March 2015 - 03:20 PM
#110
Posted 03 March 2015 - 04:41 PM
#111
Posted 04 March 2015 - 01:59 AM
Scout Derek, on 25 February 2015 - 10:00 AM, said:
F*** yeah, I'm up to stock mechs.
Don't stock up, use the "Hero" warhawk.
Aka "Warhawk Tarra"
What is this build? in short.... remove LRM 10, LRM ammo, and put on more double heatsinks!
Koniving, on 03 March 2015 - 04:41 PM, said:
Feels for me and you.
I know.
#112
Posted 04 March 2015 - 07:47 PM
http://en.wikipedia....i/GAU-8_Avenger that way I can have a better belief that its not a weapon used soley against 'soft targets' http://en.wikipedia....iki/Soft_target not hardened targets like Mechs and Tanks or put people and monkeys and deer we can crush underfoot.
#113
Posted 04 March 2015 - 08:01 PM
#114
Posted 04 March 2015 - 09:07 PM
#115
Posted 05 March 2015 - 12:18 AM
Edited by beleneagle, 05 March 2015 - 12:05 PM.
#116
Posted 05 March 2015 - 01:35 AM
Nightshade24, on 04 March 2015 - 01:59 AM, said:
Aka "Warhawk Tarra"
What is this build? in short.... remove LRM 10, LRM ammo, and put on more double heatsinks!
That really doesn't work. All it does it makes the Mech completely useless once the heat threshhold has been hit.
#118
Posted 05 March 2015 - 03:03 AM
Has noone here actually looked at the crys of p2w already in wave3 because pulling arms off the bonus mechs and reusing them is "optimal"?
You can do it already, the mdd-B has a -5% energy cd if you use it's right arm, swap it out for a prime and you dial out the weakness at the cost of a energy harpoint, but still keep the extra missile point for mixed lasvomit/srm or better lrm backups.
For another example slap a HBR- prime LT and RA on a HBR-A to end up with a 7E 2B 1M chassis, or 2 more hardpoints than any of the stock build and a ton of good high hardpoints (3LT and 1 in the head) to abuse any energy quirks. That gets also gets enhanced by the fact that a 1 crit slot (the head) can fit anything other than a ppc or lplas
As it stands with pod quirks affecting the entire mech (and as yet we have no idea how stable having quirks only affect that pod will be patch to patch so i'm hesitant to go there) they have to be really careful we don't end up with another fotm that needs to be broken by simply doing a part swap or 2.
Edited by Ralgas, 05 March 2015 - 03:11 AM.
#119
Posted 05 March 2015 - 10:07 AM
Ralgas, on 05 March 2015 - 03:03 AM, said:
Has noone here actually looked at the crys of p2w already in wave3 because pulling arms off the bonus mechs and reusing them is "optimal"?
You can do it already, the mdd-B has a -5% energy cd if you use it's right arm, swap it out for a prime and you dial out the weakness at the cost of a energy harpoint, but still keep the extra missile point for mixed lasvomit/srm or better lrm backups.
For another example slap a HBR- prime LT and RA on a HBR-A to end up with a 7E 2B 1M chassis, or 2 more hardpoints than any of the stock build and a ton of good high hardpoints (3LT and 1 in the head) to abuse any energy quirks. That gets also gets enhanced by the fact that a 1 crit slot (the head) can fit anything other than a ppc or lplas
As it stands with pod quirks affecting the entire mech (and as yet we have no idea how stable having quirks only affect that pod will be patch to patch so i'm hesitant to go there) they have to be really careful we don't end up with another fotm that needs to be broken by simply doing a part swap or 2.
It isn't even that hard. They can tie the "core" quirks to the CT (mobility, general quirks like "energy" "ballistic" or "missile") to steer the variant in the direction they want while tweaking the individual pods smaller amounts that cater to specific weapons.
For instance with the Summoner they could give the Prime RA some C-EPPC quirks and some energy quirks on the Prime CT so together they make Summoner prime very good with just 1 C-ERPPC. Sure you could take your SMN-B and put that prime RA on it and get some of the C-ERPPC benefits but with your CT being likely quirked for missiles (all stock weapons are missiles) you will not sling PPCs like the prime can.
This way you can still mix and match pods and be better than before quirks but if you like you can also use them together as PGI intends and get the larger boosts.
#120
Posted 05 March 2015 - 01:11 PM
Kain Thul, on 05 March 2015 - 10:07 AM, said:
It isn't even that hard. They can tie the "core" quirks to the CT (mobility, general quirks like "energy" "ballistic" or "missile") to steer the variant in the direction they want while tweaking the individual pods smaller amounts that cater to specific weapons.
For instance with the Summoner they could give the Prime RA some C-EPPC quirks and some energy quirks on the Prime CT so together they make Summoner prime very good with just 1 C-ERPPC. Sure you could take your SMN-B and put that prime RA on it and get some of the C-ERPPC benefits but with your CT being likely quirked for missiles (all stock weapons are missiles) you will not sling PPCs like the prime can.
This way you can still mix and match pods and be better than before quirks but if you like you can also use them together as PGI intends and get the larger boosts.
And hopefully thats how it works, but at the same time those quirks you mention are going to have to be built around a summoner that has 3E (4 if they give it to the D or C-RA). Same as any missile bonuses on the C and the prime torsi have to take into account it can be slotted into the B for maximum boatage.Based on that many clan pod quirks will always either be very underwhelming on the chassis they are given or hella op when lego meched elsewhere.
Set bonus reducing them seems a logical compromise.
Edited by Ralgas, 05 March 2015 - 01:30 PM.
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