Frost Lord, on 29 July 2014 - 10:45 PM, said:
now they need a few more
* mechs that need buffing
Lights
* Locus
-2 heat sink requirement (you need about 3 with the biggest engine but you cant mount the weapons to need them)
more torso twist and stronger legs
the V could do with another Energy slot in the chest
* Commando
less chance of Ammo and weapons and ammo being Destroyed
better cool down on missiles
Fire starter
slightly less heat from flamers and jump jets or just a faster cooling rate.
* Raven
should have better sensor range and info gathering before they even get the mods (could be something to consider for lights in general)
*Kit fox
probably needs more module slots its already a Farly flawed light with its max speed with perk being just over 103Km/h
Mediums
*Trebucket
don't know what it needs but its probably the most under whelming medium.
Griffin
dont know what it needs but its the weakest out of the fore 55T mechs
Heave
Catapult
a better cool down or heat penalty's for LRMs
the k2 and jester could have better energy weapon heat
*Quick draw
I think they have large center torsos? probably need more internal structure points there
*jager
need a tern rate and acceleration rate Nerf but a torso twist buff (should force duel ac 20 players to put more armor in the rear to protect them selves from sneaky lights)
Assaults
Assaults in general should probably have slower tern and acceleration rates but armor buffs according to tonnage (so they seem more like juggernauts.
Locust needs min 10 heatsinks, no acceptions, it's a solid BT rule that has been around forever. all mechs and variants besides just 1 follow it, and that just 1 is not even considered cannon for it (it's a hunchback with 9 double heatsinks)
I also do not agree with most of the things you said sadly, some are good but how about we minic or copy the quirks from the mech in TT instead of turn it's weakness into an ok.
For the locust I do not know to much what to do with it, I had the idea of a slight speed boost but that'll make the game lag a bit due to it can't handle fast mechs to well (hence why it was capped at 150 kph earlier)
For firestarter I think increase crit chance off flamers or reduce heat gain for self and increase heat gain for enemy.
Commando and ravne should get sensory like upgrades off coarse. However I think your missile idea should be reserved for light mechs actually intended as LRM supports. eg the Locust 1M. As we saw not all mechs get the same bonus. so it can be okay for certain mechs to handle better with missiles because the 100% laser commandos will not do well to an ammo quirk.
Kitfox... well let's keep clans out of the quirk discussion for now, this is kinda a IS thing atm.
Trebucket may need ammo help as it was in lore usually with a supply line, so perhaps give it a slight percentage extra ammo per ton?
just some off my ideas. I think the quirks should focus more on what makes logical sense. eg the higher armour to the centurions arm is due to the fact there is a shield there. or hunchback how there was a structural strengthen in the area in cannon because normally a big gun like an AC 20 or bigger around the time it came in would have problems for it's weight class, etc.
Edit: I am just complaining about your ideas as some of it make no sense and it seems like basic game changes ignoring any lore or background information if like PGI are the ones that invented in the game.
Similar things happened in previous games but those are completely new variants like the Hunchback-5HG
Which mounts a Heavy guass rifle in the torso and runs like 100 kph being a 3060 design.
Edited by Nightshade24, 30 July 2014 - 04:20 AM.