Russ On Clan Quirks :)
#21
Posted 25 February 2015 - 12:33 PM
Man, am I dreading this quirk pass....
#22
Posted 25 February 2015 - 12:40 PM
#23
Posted 25 February 2015 - 12:48 PM
#24
Posted 25 February 2015 - 12:51 PM
#25
Posted 25 February 2015 - 01:11 PM
Edited by S Morgenstern, 08 June 2015 - 10:37 AM.
#28
Posted 25 February 2015 - 01:59 PM
IronClaws, on 25 February 2015 - 10:03 AM, said:
LOL can we please immortalize this rediculous post in the form of a plaque or something? The day a clanner (incorrectly) complains about being underpowered is the day that both technologies become remotely balanced.
If you really think the IS mechs are OP then by all means, join the CW queue and club some Clanners. Good luck with that unless you use cheese tactics.
I saw that tweet and am quite excited. Hopefully we'll see a normalization of all the Clan mechs resulting in non-Timberwolf/Dire Wolves becoming pretty kickass chassis while the "best" chassis receive much-needed negative quirks.
While it would be neat to see heavy positive quirks on mechs with stock omnipods, I think that set of ideals is taking things in the wrong direction. Clan customization is limited enough as it is, I don't think we need any more gimping of it. However, if 2 PRIME arms are being used on a Mist Lynx or similar gimped pairing of omnipods, it would be great to see a nice little bonus added...
Edited by Pezzer, 25 February 2015 - 11:06 PM.
#29
Posted 25 February 2015 - 02:19 PM
Personally though, I would like to see some heat sink quirks for clans though... heat and speed are the two biggest issues with most clan mechs. Not so much an issue with IS because they choose their engine size. I had to wait for the Ice Ferret to come out in order to even think about keeping up with IS lights... and it's a 45 ton mech. What still bothers me is that if I'm running parallel to a spider or firestarter, I still don't do full weapon dmg to them with held target shots... but that's another topic entirely..
For the most part, quirks were way over done for IS on a couple select chassis that we all know and love (hate for fellow clansmen). I would rather see IS quirks trimmed back from the extreme and have only light modification to the clans if any.
As a final thought: We need to remember that all these bonuses from quirks are just killing each other faster and making the matches shorter which shows individual skill even less... We don't need golden guns like in bond games here.
Edited by Ghoja, 25 February 2015 - 02:27 PM.
#30
Posted 25 February 2015 - 02:27 PM
IronClaws, on 25 February 2015 - 10:03 AM, said:
If your impression of IS mechs is that they are "overpowered" and that clan mechs are "underpowered" I'd invite you to start pub dropping as IS in davion or something and see how many wins you manage.
#31
Posted 25 February 2015 - 02:31 PM
Gumon Choji, on 25 February 2015 - 12:27 PM, said:
Right. Who would want to be on the Clan side, getting focused and smashed by double the numbers of improved Star League-level 'Mechs? Even 12vs10 may be too harsh on Clan side.
washout, on 25 February 2015 - 02:27 PM, said:
Why would i want to drop as a pug, either in a Clan or an IS faction? I bet i would have a big disadvantage, even with VOIP.
Edited by CyclonerM, 25 February 2015 - 02:33 PM.
#32
Posted 25 February 2015 - 02:32 PM
Played Legos with them does have its own drawbacks though. I supposed that's why I can't seem to break 10 million C-bills at one time in my bank account, despite having earned about 300 million since starting this game, lol.
#33
Posted 25 February 2015 - 02:34 PM
The Omni pods already have pod specific quirks now too, they just need some buffing in some cases.
I nominate the Summoner to be the first clan mech to test 40% CD quirks for it's stock load out and the new 50% reduced ammo consumption quirk.
/hinthint
#36
Posted 25 February 2015 - 02:38 PM
Ozealot, on 25 February 2015 - 12:20 PM, said:
5% (five!!!) percent. Looking forward to it.
I've always thought it was supposed to be a 20% EXP bonus, 2.5*8.
That would make sense, but 2.5% is just pitiful.
washout, on 25 February 2015 - 02:27 PM, said:
Some IS mechs are significantly better than just about every Clam out there. Aside from perhaps 4? I can't really comment on the Whale, I hate the thing. Loki, Timby and Crow being the top performers.
Dragon, at 60 tons, can compete with all of them. It pumps out a rediculous amount of heatless damage. Second only to the Whale in the above mechs for sustained DPS?
5SS will brawl effectively at 400M, losing to only the specialised SRM+SPL Crows at sub 200M.
Besides, Clam quirks can only be good for the IS. It means we might actually be able to take more than 4 mechs. That means fewer Crows and TimberGods, if the robots are no longer Terribad.
Edited by Mcgral18, 25 February 2015 - 02:39 PM.
#37
Posted 25 February 2015 - 02:38 PM
#38
Posted 25 February 2015 - 02:42 PM
Gumon Choji, on 25 February 2015 - 12:27 PM, said:
The new waves have been fun. Lots of mechs that were hated are now used. The variety is wonderful.
Clan players need quirks to make people play different mechs. Dire wolf, Crabs, timber wolves, storm crows are too common. Clans have 3 offending mechs that need to be lower in rotation. IS loves the crab and it too is over used. I just get tired of seeing those specific mechs in every game. Thus I like how the quirks make the other mechs better and just ignore the common ones. This is not to say nurf but to say buff. Taking away makes people angry but giving something is better especially in a free to play game that is not pay to win.
To add to the idea of quirks being pod related why not make the pods only carry buffs for weapons that are not able to be mounted on the pod. Thus encourage omni mechs to carry different stuff. Like they did in lore.
On a side note of why not to complain about clans being balanced properly. Clans will never be be like they are in the rule books. Because they previously on table top the clans were balanced two mechs to one. Thus you will not see six on 12 games. Perhaps CW with 2 mechs and your opponent with 4.
But no. That would be what I call un fun.
The problem with your theory is that although Crabs are common, they are common because they are fun, not because they are any good. They are actually really terrible because the CT is so huge you can't miss unless you're using a joystick or something, and the primary weaponry is so low mounted everyone puts on at the least 2 large lasers to peek with, but thats pretty crap in comparison to real peeking mechs like the Stalker.
#39
Posted 25 February 2015 - 02:42 PM
I also don't see quirks leaning towards stock builds as an issue, as Clan mechs are already doing well with almost no quirks now, so any quirk is a buff in some shape or form; even stock build quirks. Some mechs won't be needing these either though; the Stormcrow Prime does not need any quirks, let alone stock quirks. Stock quirks would probably be the most broken ones to add actually!
I know PGI has been talking about more interesting quirks like reduced jam % on UAC's, and possible bonus ammo. Things like that would not boost the actual burst damage output of Clan mechs, but still give them some nice quirks!
#40
Posted 25 February 2015 - 02:43 PM
CyclonerM, on 25 February 2015 - 02:38 PM, said:
Well, due to having no Mechlab, they could tweak with stats and add tonnage to worse variants, to make them competitive.
Example, ShadowCat. One has a Gauss+ERPPC, which could never fit in MWO without significant armour stripping. Same with the LB20x, which can't fit due to Endo/Ferro slots.
It some ways, it allows for better balance. Especially easier balance, since tweaking can be done on a mech to mech basis.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users