Potential New Mech Quirks
#1
Posted 31 July 2013 - 03:43 PM
Mech Quirks #1: Weapon Heat Scale Changes for Specific Variants
So last night, I had read over this again.
Then I had an idea. If these changes can be done for all Mechs, then specific changes could be done per Mech. No, not for all variants, possibly just a few for more variation in Mech quirks.
One obvious example is the Awesome 8Q, stock version using 3025 tech is built for using its 3PPCs in Alphas often from range. Yet under the new Heat Scale Penalties, the AWS-8Q gets punished for Alphaing with 3PPCs. I understand the Penalties were created to stop Mechs like the 6PPC Stalker but here is one Mech designed to use half as many PPCs and comes with the penalty of having the big torsos Awesomes have gained a negative reputation for. I think that would allow this one model to have a cap of 3 vs. 2 on its ability to Alpha PPCs before Penalty.
It could be argued the 9M should have this too but the 9M also has benefits such as access to larger engines and some Missile hard points, it is also used differently than any 8 series.
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Mech Quirks #2: New Weapon Meshes
We have them since the JagerMech but only the K2 so far of older Mechs got retrofitted and only on its Ballistic mounts. For most, new weapon meshes would just ‘look cool’ and maybe allow firing to work different such as Missile launchers.
However there are a few that can get beneficial quirks from getting new weapon meshes, one of the obvious that comes to mind is 4 variants of the Hunchback, the SP would have the least effect.
A 4G whose hunch changed based on mounted Ballistics could, depending on weapon, lose some of its weakness regarding shooting out the hunch thus blowing the Right Side out. There have been 4Gs running AC/2s and MGs, smaller weapons that could make the hunch size smaller.
4H has the same benefit, just that only 1 Ballistic can be mounted.
4J is known to have the biggest thus easiest hunch to shoot out but if the 2 pack of 10 tubes (20 total) were able to shrink to fit smaller Missile racks, it would also benefit.
Finally, a 4P using less than 9 Energy due to mounting 1+ bigger Energy weapons would not need the big hunch with 6 Energy tubes on it.
#2
Posted 31 July 2013 - 03:53 PM
#2 - They'll do it eventually, but I'm guessing it's about as low-priority as a task gets. I'm looking forward to all 'mechs being updated with these changes, but I'm definitely not holding my breath.
#3
Posted 31 July 2013 - 03:55 PM
-Ravens getting a reduced radar signature (harder for enemies to detect)
-Spiders with faster JJ recharge and/or reduced falling damage
-Catapults getting better missile tracking
-Jagermechs (maybe Cataphracts too) getting lower UAC/5 jam rates
etc. etc.
Edited by FupDup, 01 August 2013 - 12:21 PM.
#4
Posted 31 July 2013 - 04:16 PM
For example, the Awesomes could be endowed with the Improved Cooling Jacket quirk ("denotes the presence of an improved cooling mechanism that reduces the heat generated by the weapon or weapons bay when it fires") and/or the Combat Computer quirk ("Units equipped with advanced computers that can effectively manage heat levels more efficiently than standard computers can be given the Combat Computer Quirk"), while also being plagued with EM Interference ("one of the energy weapons on the unit in question suffers from poor electromagnetic shielding, resulting in firing that weapon causing interference in other equipment on the unit") instead of the heat penalty.
Thoughts?
Edited by Strum Wealh, 31 July 2013 - 04:53 PM.
#5
Posted 31 July 2013 - 04:19 PM
#6
Posted 31 July 2013 - 04:28 PM
Give certain mechs bonuses for sticking to their canonical roles. You already gave mention to the Awesome, but you could do a lot more that would give a variety of individuality to each mech.
I want to see PGI start adding tweaks/benefits for mechs in these categories;
-Missile Lock-on time.
-Slight heat efficiencies when using certain weapon types that the mech was built around (Awesome and Catapult come to mind)
-Increase/decrease effective sensor ranges based on canonical role.
I could go on, but other people have provided many great options already.
Edited by ShadowVFX, 31 July 2013 - 04:31 PM.
#7
Posted 31 July 2013 - 04:35 PM
Edited by Gizmoh, 31 July 2013 - 04:35 PM.
#8
Posted 31 July 2013 - 05:06 PM
#9
Posted 01 August 2013 - 11:01 AM
Homeless Bill, on 31 July 2013 - 03:53 PM, said:
Well, that's why I did not suggest it for every Mech or chassis, just certain particular ones deemed to need it.
Strum Wealh, on 31 July 2013 - 04:16 PM, said:
For example, the Awesomes could be endowed with the Improved Cooling Jacket quirk ("denotes the presence of an improved cooling mechanism that reduces the heat generated by the weapon or weapons bay when it fires") and/or the Combat Computer quirk ("Units equipped with advanced computers that can effectively manage heat levels more efficiently than standard computers can be given the Combat Computer Quirk"), while also being plagued with EM Interference ("one of the energy weapons on the unit in question suffers from poor electromagnetic shielding, resulting in firing that weapon causing interference in other equipment on the unit") instead of the heat penalty.
Thoughts?
Can't tell, all of Sarna.net is not loading for me right now.
I remember a magazine, back when FASA still existed, someone made up a list of Quirks based on descriptions in the Technical Readouts. I still have that copied into a text file.
#10
Posted 01 August 2013 - 11:34 AM
AS7-K: Missile Curtain: AMS are 4x more effective.
HBK-4G: Lovely lump: When using a AC/20 the mech moves 20% faster and the RT takes 20% less damage
CN9-A: Just a Flesh Wound: SRMs do 10% more damage for each destroyed section.
so many really cool things you could do with the mechs, that would make the game fun, interesting, and help balance the chassis.
Sadly acceleration and other things are how they choose to separate the chassis.
Edited by 3rdworld, 01 August 2013 - 11:37 AM.
#11
Posted 01 August 2013 - 11:45 AM
3rdworld, on 01 August 2013 - 11:34 AM, said:
AS7-K: Missile Curtain: AMS are 4x more effective.
HBK-4G: Lovely lump: When using a AC/20 the mech moves 20% faster and the RT takes 20% less damage
CN9-A: Just a Flesh Wound: SRMs do 10% more damage for each destroyed section.
so many really cool things you could do with the mechs, that would make the game fun, interesting, and help balance the chassis.
Sadly acceleration and other things are how they choose to separate the chassis.
Some of these seem a bit OP but I'm sure the numbers could be tweaked.
#12
Posted 01 August 2013 - 12:03 PM
#13
Posted 01 August 2013 - 12:11 PM
#14
Posted 01 August 2013 - 12:14 PM
Murphy7, on 01 August 2013 - 12:03 PM, said:
Kinda strange how I literally posted that right above you...
#15
Posted 02 August 2013 - 10:17 AM
Some of the Design Quirks listed seem interesting, yet I have to say it is also incomplete or other times too generic.
I referenced an article I had read back when we only had TR:3025 (Original with Unseen), their quirks were based off descriptions from the TR and/or Mech artwork. One example, the Awesome description mentioned it had problems where under fire, a leg might lock up, nothing on the Sarna descriptions covers that, the Awesome also mentioned something about having stronger armor than usual that could explain why the torso area size was not a big problem.
I still have a text copy of the list, it included vehicles too from TR:3026, I trimmed it down to only the ones currently or soon to be in MWO. The Raven, Cataphract and Highlander were not available when this was done so they are not on the list.
Locust: This 'Mech cannot punch because of its arm design.
Commando: None.
Spider: All attacks on a jumping Spider are penalized with an additional +1 penalty to their to-hit numbers. Also, there is no automatic ejection system on this 'Mech.
Jenner: This 'Mech cannot punch because of its arm design.
Cicada: There is a 40% chance a Cicada will have the original heat sinks. These heat sinks will only eliminate 2/3 heat if the 'Mech is used often within a month.
Blackjack: There is a +1 bonus to-hit this 'Mech with autocannon.
Centurion: None.
Hunchback: None.
Shadow Hawk: None.
Trebuchet: None.
Dragon: This 'Mech receives a -1 bonus to its piloting skill number when rolling to prevent falling from massive damage and when falling from physical attacks (inflicted or received). Attackers also gain a +1 penalty to-hit when firing at the Dragon from long range. For every 7 days of action this 'Mech goes without maintenance, there is a cumulative 1 in 6 chance of a hip actuator burning out.
Catapult: This 'Mech cannot punch because of its arm design. On a roll of 10+ on 2d6, that Catapult has Propulsion 30 jump jets instead of the 21 models. The others must roll 2d6 after 5 uses of jump. On a 9+ for each jet, that jet has broken its housing and will cause 1 overheat regardless of how many heat sinks are left. The pilot ejection system sends him 1 hex sideways instead of upwards. This requires a piloting roll to avoid 1 hit of damage.
JagerMech: The JagerMech's targeting system automatically comes with AeroSpace Targeting and 2 TAMs (modified for AeroSpace only) at no cost in expansion slots. No head hits from rear or sides until torso armor gone. Can fire prone in foot or head hex rows.
Orion: The Orion's efficient design makes it very easy to repair, so divide the repair time by 1d4. The Orion's missile systems also have a -1 bonus on their to-hit numbers against aircraft. Unfortunately, the 'Mech's LRMs might shut down because of their inferior cooling system. When rolling for shutdown due to heat, roll separately for the LRM system. The ammo feed system will, on a 7+ chance on 2d6, fail and jam. Oddly, if 19 instead of 20 rounds are loaded, this will not happen. The Orion's targeting system comes with AeroSpace Targeting and 1 TAM both used only on the LRMs to hit aircraft. This leaves 3 expansion ports open.
Thunderbolt: This 'Mech can't punch with the right arm because of the large laser. The LRM launcher has a resricted arc of fire 3 hexes wide with the front hex in the center.
Atlas: This 'Mech can communicate with ships in space.
Awesome: Damage on this 'Mech totalling 10+ points in one leg will lock that leg in position. A piloting roll is required to prevent falling. A leg may be unfrozen by a piloting roll at the begining of the next turn. When a leg is stuck, movement becomes 1/2, and if both are frozen, it can only torso twist until one or both legs can move.
Battlemaster: The PPC on this 'Mech can be dropped or, at a +1 to-hit, may switch hands. A piloting roll must be made if the arm with the PPC is hit to avoid dropping it. If that arm takes internal damage, then the roll has a +2 penalty. The sturdy legs give a -2 to all piloting rolls and deliver 19 point kicks. The forward weapons grouping allows each pair of lasers to do 5 heat, not 6, and if the SRM is fired, it only builds 3 more heat.
Stalker: This 'Mech cannot make any physical attacks because of its design. There is a +1 on piloting rolls due to the center of gravity. Rear head shots must first penetrate the rear CT armor. All punches and AC hits on front and side torso shots are -2 on damage, lasers are -1 due to the sloped hull.
Victor: On a roll of 11+ on 2d6, a Victor will have ammo feed problems. During battle, a roll of 9+ will cause the ammo to jam, but the round currently loaded may still fire.
#16
Posted 02 August 2013 - 08:50 PM
Lyoto Machida, on 01 August 2013 - 11:45 AM, said:
Giving the Hunch damage resistance on a Hunchback wouldn't be very OP. I can vouch the 4G Hunch falls off faster than any other hitbox, on any Mech.
You can take a Blackjack and stuff an AC/20 in and not have the liability of a Hunch, which is ridiculous.
#17
Posted 02 August 2013 - 09:21 PM
Oh, and come up with a convergence fix of some kind, because without it nothing else matters.
Edited by xenoglyph, 02 August 2013 - 09:22 PM.
#18
Posted 02 August 2013 - 10:23 PM
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