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Grasshopper And Zeus Quirks


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#21 FupDup

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Posted 06 March 2015 - 05:44 PM

View PostUltimatum X, on 06 March 2015 - 05:43 PM, said:


I agree to a point, but we are at a stage in the game where alphas can be so large and punishing that when I see a Victor or Cataphract that has an XL, I know I'm going to get an easy kill.


When I see a Thunderbolt that most likely has a STD, if the player is even halfway decent at rolling damage I know I need to cut through quite a lot of mech before I can take it down.


The desire for big STD engines for good speed, is what drives the current laser heavy meta for IS mechs - which in turn is mostly a reaction to clan mechs.

Coincidentally, one Zeus variant JUST SO HAPPENS to have a bunch of energy hardpoints -- all stacked on the left side of the mech -- and decent energy quirks. Hmm.....

#22 Voq

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Posted 06 March 2015 - 05:45 PM

I'll have to say I'm not super excited about the quirks, but I'm also not disappointed per se. The quirks are mild for now, but they also don't force any particular build.

I'll agree with others though, that a few of the quirks seem like a real waste (i.e. missile buffs when you only have 1 hardpoint). But we'll see if that actually matters.

Meanwhile, my theory crafting has my pretty excited about the Grasshopper. I see a few very very nimble builds available. It'll be hard to pick one. It looks like I'll very happily be able to choose between excessive durability and speed.

#23 Ultimax

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Posted 06 March 2015 - 05:47 PM

View PostDeathlike, on 06 March 2015 - 05:43 PM, said:


That was my first thought.

That dual AMS on the Thunderbolt-9S made it so OP. AMIRITE GUISE?


I think they are afraid of meaningful quirks until they see some playtime data. (I'm hoping that AMS is a placeholder....really, really hoping)

I think most of us can judge out of the box stats better than they can, but it is prudent to collect some data and adjust from there.


No one will complain about a slew of buffs 2 months from now if they seem warranted, but many will be upset with nerfs (justified or not).


Don't get me wrong, what I'm seeing here isn't exciting to me at all and I wish there weren't clearly derpy things like -heat for UAC 5s, missile quirks for a 1 slot 1 hardpoint mech, and AMS quirks of all things ffs.

Edited by Ultimatum X, 06 March 2015 - 05:47 PM.


#24 Milocinia

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Posted 06 March 2015 - 05:47 PM

AMS range.

Well that's sold it to me.

#25 InRev

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Posted 06 March 2015 - 05:47 PM

Highlight of Zeus quirks imo:

ZEU-6S: 4 energy hardpoints and 1 missile hardpoint.

Quirks? 0 energy and 1 missile.

Go home, quirk guy, you're drunk.

#26 Bishop Steiner

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Posted 06 March 2015 - 05:50 PM

View PostFupDup, on 06 March 2015 - 05:44 PM, said:

Coincidentally, one Zeus variant JUST SO HAPPENS to have a bunch of energy hardpoints -- all stacked on the left side of the mech -- and decent energy quirks. Hmm.....

yay. *vomits*

#27 FupDup

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Posted 06 March 2015 - 05:51 PM

View PostBishop Steiner, on 06 March 2015 - 05:50 PM, said:

yay. *vomits*

Is it time for me to post that gif again? :P

They can at least somewhat avoid this by hitboxing it well enough to make XL feasible...or move the leg armor quirks up to the sides, whatever works.

#28 Bishop Steiner

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Posted 06 March 2015 - 05:54 PM

View PostFupDup, on 06 March 2015 - 05:51 PM, said:

Is it time for me to post that gif again? :P

They can at least somewhat avoid this by hitboxing it well enough to make XL feasible...or move the leg armor quirks up to the sides, whatever works.

Posted Image
pray for hitbox option number 3.

#29 FupDup

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Posted 06 March 2015 - 05:55 PM

View PostBishop Steiner, on 06 March 2015 - 05:54 PM, said:

Posted Image
pray for hitbox option number 3.

Using yellow and green for the torsos makes it hard to distinguish where the boundaries are. >_<

#30 Bishop Steiner

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Posted 06 March 2015 - 05:57 PM

Posted Image

View PostFupDup, on 06 March 2015 - 05:55 PM, said:

Using yellow and green for the torsos makes it hard to distinguish where the boundaries are. >_<

I see them fine. You got color blind issues?

#31 FupDup

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Posted 06 March 2015 - 05:58 PM

View PostBishop Steiner, on 06 March 2015 - 05:57 PM, said:

Posted Image

I see them fine. You got color blind issues?

Maybe. :( I dunno.

#32 Bishop Steiner

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Posted 06 March 2015 - 05:59 PM

View PostFupDup, on 06 March 2015 - 05:58 PM, said:

Maybe. :( I dunno.

unfortunate.

#33 Deathlike

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Posted 06 March 2015 - 06:00 PM

View PostBishop Steiner, on 06 March 2015 - 05:54 PM, said:

Posted Image
pray for hitbox option number 3.


Awesome said:

Me too... me too.


#34 Bishop Steiner

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Posted 06 March 2015 - 06:06 PM

View PostFupDup, on 06 March 2015 - 05:58 PM, said:

Maybe. :( I dunno.



better?
Posted Image

Edited by Bishop Steiner, 06 March 2015 - 06:07 PM.


#35 FupDup

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Posted 06 March 2015 - 06:07 PM

View PostBishop Steiner, on 06 March 2015 - 06:06 PM, said:

better?
Posted Image



#36 Wildstreak

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Posted 06 March 2015 - 06:23 PM

GHR-5J, AMS quirk is not strange given it has 2 AMS, also has the highest engine cap of any 70 tonner at 365 and highest JJ cap of 6, must be expected to move fast but strange it got ERLL quirk due to high engine and JJ cap.

GHR-5H, why is the ML quirk here and not on the 5N that has the most Energy hardpoints? Missile range quirk, meh, no big deal so far.

GHR-5N, PPC quirk on the one with the most Energy hardpoints?

ZEU-6S, Ballistics make sense though the one Missile quirk should've been Energy.

ZEU-9S, seems OK.

ZEU-6T, seems OK.

Would like to see the Grasshopper size compared to Cataprhact and Zeus compared to Victor, we should be able to tell from the second how it compares to an Awesome.

#37 Macksheen

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Posted 06 March 2015 - 06:27 PM

Maybe I'm transposing the numbers but the Zeus w/ 3M gets the M cooldown (the 6T)?

And the 9S with it's 6 energy points gets an energy cooldown?

And the 6S with 2B gets a ballistic cooldown ...?

That actually seems decent to me; they aren't quirking "better" based on "fewer hardpoints". Am I missing something?

#38 Tasker

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Posted 06 March 2015 - 06:38 PM

These mechs could be OK after the inevitable second quirk pass.

#39 Greenjulius

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Posted 06 March 2015 - 10:45 PM

View PostWildstreak, on 06 March 2015 - 06:23 PM, said:

GHR-5J, AMS quirk is not strange given it has 2 AMS, also has the highest engine cap of any 70 tonner at 365 and highest JJ cap of 6, must be expected to move fast but strange it got ERLL quirk due to high engine and JJ cap.

GHR-5H, why is the ML quirk here and not on the 5N that has the most Energy hardpoints? Missile range quirk, meh, no big deal so far.

GHR-5N, PPC quirk on the one with the most Energy hardpoints?

ZEU-6S, Ballistics make sense though the one Missile quirk should've been Energy.

ZEU-9S, seems OK.

ZEU-6T, seems OK.

Would like to see the Grasshopper size compared to Cataprhact and Zeus compared to Victor, we should be able to tell from the second how it compares to an Awesome.

I agree that the AMS quirk makes sense because of the dual AMS. I can see the 5J being used as a long range harrasser with 3xERLL, and AMS to back it up. I like the options this brings to the chassis.

The 5H is definitely the odd one for ML quirks, as it only has 1xEnergy in the CT. The 5J would make a better zombie build with it's 2xEnergy CT, and the 5N could boat ML better with 8xEnergy.

The PPC quirks on the 5N won't get used, as they aren't good enough. It will get the typical laservomit boat builds most likely.

I'm not sure about the Zeus quirks... I like all the armor buffs, but the weapon buffs are really poor.

#40 Onmyoudo

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Posted 07 March 2015 - 01:31 AM

Yay, lame quirks and structure buffs indicating that PGI already knows these mechs will be XL unfriendly. Wonderful.





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