October Road Map - Feedback Continued
#621
Posted 29 October 2014 - 06:26 PM
Just curious ... but why is the Catapult K2 classified as a skirmisher and not a support?
Even the fluff defines the K2 as a "direct fire support" mech. The standard equipment on the K2 of 2 PPCs with medium lasers and machine guns as backup would also tend to lend credence to that interpretation. I realize that a lot of K2s are fitted as dual gauss or dual AC20 or possibly large laser fits ... but in all these cases the mech tends to fill a ranged direct fire support role rather than skirmish role. In which case, quirks for PPCs would be more appropriate.
CPLT-K2 Breaking the mold of the Catapult, this House Kurita model removes the LRM-15 launchers and replaces them with two PPCs, allowing the Catapult to act as a direct fire support 'Mech and take a more active role in front line combat.
#622
Posted 29 October 2014 - 09:06 PM
Mawai, on 29 October 2014 - 06:26 PM, said:
Just curious ... but why is the Catapult K2 classified as a skirmisher and not a support?
Even the fluff defines the K2 as a "direct fire support" mech. The standard equipment on the K2 of 2 PPCs with medium lasers and machine guns as backup would also tend to lend credence to that interpretation. I realize that a lot of K2s are fitted as dual gauss or dual AC20 or possibly large laser fits ... but in all these cases the mech tends to fill a ranged direct fire support role rather than skirmish role. In which case, quirks for PPCs would be more appropriate.
CPLT-K2 Breaking the mold of the Catapult, this House Kurita model removes the LRM-15 launchers and replaces them with two PPCs, allowing the Catapult to act as a direct fire support 'Mech and take a more active role in front line combat.
I was just logging in to post pretty much the exact same thing. The K2 is a dedicated PPC platform. One of the only (possibly the only?) IS mechs besides the Awesome that naturally runs multiple PPCs. So then why is it being classified as a skirmisher rather than support and getting med laser and ballistics quirks? I suppose that I feel that the new quirk system would best be used to promote the original design philosophy behind the mech (as in the case of the Hunckback 4G), while still allowing people to go in other directions if they so choose.
#623
Posted 29 October 2014 - 09:17 PM
#624
Posted 29 October 2014 - 11:43 PM
Quote
Additional Armour (LA) +16
Additional Structure (RA) +16
SRM/4 Cooldown +7.5%
Missile Weapon Cooldown +7.5%
SRM/4 Range +7.5%
Missile Weapon Range +7.5%
Laser Duration -10%
Movement:
Torso yaw speed +25%
Turn rate +10%
Deceleration +10%
Note removal of the negative quirk it currently has
Quote
Energy (Heat Generation, Cooldown, Duration)
Medium Laser
Large Laser
Medium Pulse
Large Pulse
Ballistic (Heat Generation, Cooldown, Range, Velocity)
UAC/5
AC/10
......find the Mistake
#625
Posted 29 October 2014 - 11:50 PM
- While when we bought a Hero Mech we are married with (we can't sell to buy a chassis that posses quirks we like) I urge to give Hero Mech's quirks that are not bind to specific weapons sets.
For ex, I run my Grid Iron in 4G setup, AC20/3ML and if you look for it 4G and GI has the same setup but one is Skirmisher and one is Brawler, this doesn't make any sense, now I can't sell GI and buy 4G if I want the %30 bonus for C-Bill grinding.
So I think you should make %25 Ballistic Velocity for GI instead of %12.5 Ballistic Vel + %12.5 UAC5 Velocity or give us the one time possibility to choose which quirkset we want to choose for the given Chassis (let say I will have the one time option to select the Quirk of 4G or 4P or 4SP, etc for my GI.)
I prefer the first one but 2nd also acceptable for me.
#626
Posted 30 October 2014 - 12:16 AM
Quote
[color=#9900FF]Additional Armor (LA&RA) +10[/color]
[color=#4A86E8]Additional Structure (LL&RL) +7[/color]
[color=#FF0000]Medium Laser Range +12.5%[/color]
[color=#FF0000]Energy Weapon Range +12.5%[/color]
[color=#FF0000]Medium Laser Heat Gen -12.5%[/color]
[color=#FF0000]Energy Weapon Heat Gen -12.5%[/color]
[color=#FF0000]Large Laser Duration +12.5%[/color]
[color=#FF0000]Laser Weapon Duration +12.5%[/color]
[color=#FF0000]Energy Weapon Cooldown +15%[/color]
Is it the typo regarding laser duration? i believe there is should "-" to it.
#627
Posted 30 October 2014 - 12:29 AM
edit:
Full list here:
https://docs.google....&pli=1&sle=true
thanks to Hans von Lohmann for finding this!
Edited by Ens, 30 October 2014 - 02:53 AM.
#628
Posted 30 October 2014 - 01:40 AM
#629
Posted 30 October 2014 - 02:12 AM
What about some AMS bonuses? What if snipers could have Zoom quirks? Jump Jets quirks? maybe some module bonuses? even ECM quirks? why is everything about weapons and more weapons? We all know when meta will shift into different weapon sets...these unused mechs will become either useless again or just too powerful .. I understand PGI has to consider current meta..but ..why the hell are you forcing meta builds for these mechs?
Let me guess why K2 has balistic bonuses and medium lasers..because more players are playing these variants with heavy ballistics in torso and mounting medium lasers in arms..so..you are just enforcing this idea instead actually fixing this variant and give it solid PPC buffs so it would make sense to play something different than AC20/40/gaussapult?
C'mon.. quirks are good idea but you are making it very obvious what are you trying to do..and honestly...it's not the good way.
Edited by mania3c, 30 October 2014 - 02:12 AM.
#630
Posted 30 October 2014 - 05:43 AM
Assigning SRM4 quirks to a mech that usually sees 6s or Streaks and in TT has LRMs is somewhat baffling. I get the role-thing - maybe re-think the role of some of these?
I do love my Griffin's, but they seem typically to be stock as support, yes?
#631
Posted 30 October 2014 - 06:38 AM
Now there's been several posts over the games development about engine tonnage vs chassis weight ratio and right now Medium mechs 40 tons to 55 tons are most impacted by engine tonnage and lose the most fire power because of it. So my suggestion would be make additional engine quirks for medium battle mechs.
Let's take the Blackjack BJ-1 for a spin:
The Blackjack BJ-1 has a stock standard engine 180. It's spread rating is 100-235. The idea is to benefit these mechs by allowing a wider engine usage. Let's say for instance we want to create incentive for using particular engines. So we make a stock engine quirk of let's say 5%. Now let's say we want to encourage use of smaller engines:
200 - 1% speed increase
195 - 2% speed increase
190 - 3% speed increase
185 - 4% speed increase
180 - 5% speed increase (stock, base quirk)
175 - 7.5% speed increase
170 - 10% speed increase
165 - 12.5% speed increase
160 - 15% speed increase
155 - 17.5% speed increase
150 - 20% speed increase
Now this will also stack with the pilot speed tweak skill adding an additional 10% on top. Let's say we have risky mechs like the Hunchback that don't normally use XL engines due to their inherent weaknesses in hit boxes/design. How do we encourage XL usage? Easy, throw another speed buff on top where it all stacks. Ultimately you can see a 30-40% speed boost to your mech, use a smaller engine which allows for more fire power. We can also balance this by using negative quirks against agility, acceleration and deceleration.
#632
Posted 30 October 2014 - 07:32 AM
#633
Posted 30 October 2014 - 11:18 AM
#634
Posted 30 October 2014 - 03:58 PM
first thing, general bonus is a lot weaker than specific bonus (for example level 5 general is 15% to all, while level 5 specific is 12.5% to specific and 12.5% to all) (ok i understand it is a thing in progress and has been changed just recently and still is a subject to be tuned)
i do not know why sometimes you stick to the stock loadout (like giving AC20 quirks to multiple ballistic capable mechs like atlas or hunchback) and then you give some mechs totally off quirks (like cicada3m with ll+ml, there are 2 pure energy variants, why not give the 3m a uac5 quirk?)
also, the srms should be definitely grouped together, just look at the poor commando, you are essentially forcing a one build per variant, grouping normal with pulse and er lasers looks reasonable too imo (or something as i proposed here http://mwomercs.com/...ost__p__3835308 )
i like how this system allows to make all mechs useful, but some decisions are too cookie-cutter-meta-stereotypical (spider5k, locust1v, cicada3m), instead of promoting the unique playstyle of the variant (focus on machineguns (maneuverability) for the spider/locust and uac for cicada, with energy weapon as backup)
or, take advantage of the existing module system, add ballistic/energy/missile(small/large/guided or other subcategory) slots based on current quirk system, add some rules (max 2 modules of same type for example), and let players tweak within some space
#635
Posted 30 October 2014 - 04:31 PM
The QKD-5K should have every energy quirk you gave the -4G. As the only "all energy" QKD, it needs them.
The VND-SIB should have every PPC/energy quirk you gave the -1AA. Stock PPC, no quirks?
The BLRs should have their negative quirks removed. Can you say why they weren't?
Edited by Kevjack, 30 October 2014 - 04:32 PM.
#636
Posted 30 October 2014 - 09:03 PM
#637
Posted 31 October 2014 - 10:30 AM
#638
Posted 31 October 2014 - 05:13 PM
#639
Posted 02 November 2014 - 04:10 AM
#640
Posted 02 November 2014 - 06:50 PM
PitchBlackYeti, on 02 November 2014 - 04:10 AM, said:
You watched ONE video and now are upset with the as yet unchanged quirks?
Did I mention I have a rather profitable bridge that I am forced to sell at a terrible loss?
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