is the quirks redo coming in the end of month patch (such as positive JJ quirk for Summoner)? and the non-permanent JJ's on some summoner variants aswell as the permanent JJ's on the t-wolf-S?
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Quirks Question
Started by Summon3r, Oct 07 2014 11:01 AM
7 replies to this topic
#1
Posted 07 October 2014 - 11:01 AM
#3
Posted 07 October 2014 - 11:22 AM
Who ever said anything about "non-permanent" Jump jets?
I think you are just thinking wishfully.
I think you are just thinking wishfully.
#4
Posted 07 October 2014 - 11:25 AM
WonderSparks, on 07 October 2014 - 11:22 AM, said:
Who ever said anything about "non-permanent" Jump jets?
I think you are just thinking wishfully.
I think you are just thinking wishfully.
i thought i read somewhere that the non Prime variants may be able to remove some JJ's? i may have read it wrong.. regardless id never take the JJ's off me Summoner specially if the bonus quirk makes it fly like it should
#5
Posted 07 October 2014 - 11:27 AM
Summon3r, on 07 October 2014 - 11:25 AM, said:
i thought i read somewhere that the non Prime variants may be able to remove some JJ's? i may have read it wrong.. regardless id never take the JJ's off me Summoner specially if the bonus quirk makes it fly like it should
As far as I am aware, no official post has stated that.
Also, I am glad to hear you would not remove them anyways; the added thrust will certainly come in handy later.
#6
Posted 07 October 2014 - 11:29 AM
ETA: Oct 7th patch.
Jump Jet Thrust
Since the adjustment of JJ thrust, along with fall damage, we have seen 'pop-tarting' gameplay decrease to a much more acceptable level. I think everyone agrees this is a positive step for MWO. However, I think certain 'Mechs, well-represented by the Summoner (who takes 5+ JJ into combat), are not receiving enough of a benefit for taking them into battle. I am going to be making a small adjustment to allow the thrust to increase a little bit faster as you add more JJs. This will make those 'Mechs feel a little more mobile and give more advantage to 'Mechs that dedicate more space to JJ.
did this happen today? i didnt see it in the patch notes
Jump Jet Thrust
Since the adjustment of JJ thrust, along with fall damage, we have seen 'pop-tarting' gameplay decrease to a much more acceptable level. I think everyone agrees this is a positive step for MWO. However, I think certain 'Mechs, well-represented by the Summoner (who takes 5+ JJ into combat), are not receiving enough of a benefit for taking them into battle. I am going to be making a small adjustment to allow the thrust to increase a little bit faster as you add more JJs. This will make those 'Mechs feel a little more mobile and give more advantage to 'Mechs that dedicate more space to JJ.
did this happen today? i didnt see it in the patch notes
#7
Posted 07 October 2014 - 11:34 AM
Summon3r you've misread it in a few ways... The ETA: Oct7 was for the paragraph above the one you posted. That paragraph has an ETA for Oct 21. The ETA's are for the previous not next paragraph.
As well as there will be NO removeable JJ's nor will there be any quirks for clan mechs lol. All they are doing is locking the TW-S JJ's onto the side torsos & ct (the thing about prime variants was his half baked excuse for nurfing the TW) and beefing up thrust for all JJ's while nurfing JJ turning for less than full complement so no more fast turns with 1 JJ equiped.
As well as there will be NO removeable JJ's nor will there be any quirks for clan mechs lol. All they are doing is locking the TW-S JJ's onto the side torsos & ct (the thing about prime variants was his half baked excuse for nurfing the TW) and beefing up thrust for all JJ's while nurfing JJ turning for less than full complement so no more fast turns with 1 JJ equiped.
Edited by Tzukasa, 07 October 2014 - 11:42 AM.
#8
Posted 07 October 2014 - 11:40 AM
ahh TY Tzukasa... well quirk or no quirk looking forward to seeing if the JJ boost helps the Summoner at all.
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