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9 Days Until Quirks


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#41 Karl Marlow

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Posted 12 October 2014 - 04:30 PM

View PostYeonne Greene, on 12 October 2014 - 08:27 AM, said:


Wut, ERLL? Who uses an ERLL on a Locust anymore?

I rigged up a LPL on a Locust. Didn't really work out as well as I'd hoped. I agree though. a LL bonus on a Locust is bizarre.

#42 divinedisclaimer

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Posted 12 October 2014 - 04:36 PM

View PostBulletsponge0, on 12 October 2014 - 08:20 AM, said:


Please PGI....give us this!!!






Battlefists



The Hand actuators of a 'Mech with Battlefists have been specially modified for close combat. The Quirk gives a bonus to-hit with Punch attacks.

Applicable to: BattleMechs and IndustrialMechs with Hand Actuators. [9]


Equipping a hand actuator grants the Nova a one-use fist-grenade?

#43 Mcgral18

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Posted 12 October 2014 - 04:38 PM

Were there Clan buffs coming with these as well? For the Badder and Suckonner?

#44 Karl Marlow

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Posted 12 October 2014 - 04:39 PM

View PostMcgral18, on 12 October 2014 - 04:38 PM, said:

Were there Clan buffs coming with these as well? For the Badder and Suckonner?


No. First pass is going to be IS only.

#45 Ultimax

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Posted 12 October 2014 - 04:44 PM

View PostMcgral18, on 12 October 2014 - 04:38 PM, said:

Were there Clan buffs coming with these as well? For the Badder and Suckonner?


No quirks pass for you OP clan mechs!!!!

#46 KraftySOT

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Posted 12 October 2014 - 04:51 PM

View PostAlek Ituin, on 12 October 2014 - 10:12 AM, said:


Quirks that nerf already under-performing chassis are unnecessary and quite frankly, stupid. And I can assure you that people on the other side of the quirks, or people in under-performing chassis that have a myriad of negative attributes on top of negative quirks, will not find it "interesting".

If you support that, you're a horrible person with no concept of balance, plain and simple. Each chassis should have a place in the game, not just the ones you like.


@KraftySOT - HAH, another aviation buff, fantastic! As for the centerline 20mm on the 109, with the advent of the MG-FF/M and MG151/20, German use of HE/M "Minengeschoß" shells doubled (and in the case of the 30mm, tripled) the effective power vs other cannons. The higher HE content also allowed the HE/M shell to stay quite deadly at extreme ranges, where normal AP would be ineffective.

As for your other points, fair enough and spot on. :D


Very much correct! I think the issue with the 20mm on the Franz was the convergence, it would come above the piper at convergence, then drop across it again as it dropped, getting hits was difficult as was the different trajectories of the varied ammo load. When the tracers were hitting the Mine shells werent. Though its no secret the PETN loads in the german shells themselves were far superior to those of other nations.

However when the luftwaffe came up against the heavier soviet aircraft, they werent scoring enough total hits to bring down the aircraft through structural damage (the most likely way a non experten downed an aircraft) and needed to hit, albeit less accurately, the "sweet spots" like the pilot or engine, fuel tank, ammo, etc, with one of those great HE shells to bring down an aircraft.

Now of course if you were an expert shot, you did far better in a german fighter, than anything else fielded by anyone else in the war. The machines were great, but had their issues, most of which stemmed from them being geared towards top pilots. Ernst Udet tried to warn them! You cant just Boom and Zoom your way to a successful war. You need versitility.

#47 Dracol

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Posted 12 October 2014 - 04:55 PM

View PostProsperity Park, on 12 October 2014 - 02:19 PM, said:

I'm slightly disappointed by the prospect of "stock" loadouts getting buffed when the Mech's combat-viable loadouts vary so strongly from stock. It's almost as if they're getting BattleTech: Online buffs instead of MechWarrior: Online buffs.

For instance, they gave an example of how the Hunchback 4G will be getting bonuses for running an AC/20 and energy weapons, because that's what it is "meant" to do. If this were BattleTech: Online, then yes, the Hunchback 4G would be meant as the go-to Hunchback variant for running an AC/20 and some energy weapons. However, in MechWarrior: Online, the Hunchback 4H is "meant" to run an AC/20 and energy weapons because it has only one ballistic slot and 5 energy slots. The Hunchback 4G has 3 ballistic slots and only 3 energy slots. The obvious choice for running an AC/20 and energy weapons is the Hunchback 4H with AC/20 and 5xML.

In Mechwarior: Onlnie, the Hunchback 4G is "meant" to run multiple ballistics with few energy backups because the Hunchback 4H is so much better at mounting a single large ballistic while backed-up by numerous energy weapons. Giving the Hunchback 4G a boost to AC/20 + energy is boosting it just because BattleTech. It has nothing to do with MechWarrior.

If they were giving the Mechs a quirk-pass based on MechWariror: Online, then the Hunchback 4G would be receiving buffs related to mounting multiple ballistics since it is not "meant" to run an AC/20 backed up by energy weapons.

Let me put this another way: Who here runs a single AC/2 on their Dragon? Will an AC/2 buff make you dust off the old Dragon and mount a single AC/2 for glorious single-AC/2-dominated combat?

This quirk pass would be MUCH more effective if it was based on MechWarrior: Online gameplay instead of TRO sheets.

IMHO, I believe that although they are looking to BTech for some ideas, they are also looking at how they are played in MW:O as well.

Reason I say that is because of the example of the locust getting a large laser buff. I reckon that was one of the most commonly used weapons on the chassis in MW:O and hence that particular buff.

#48 KraftySOT

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Posted 12 October 2014 - 04:56 PM

View Postoneproduct, on 12 October 2014 - 03:38 PM, said:


What a silly retort to his excellent argument. Mechwarrior certainly uses Battletech as a basis but it also has a lot of differences. Even if they didn't his line of thinking would still be better since it would give us more relevant quirks.


Mechwarrior is technically the Role Playing rules for Battletech. They arent seperate things.

The PC games try to combine both the RPG rules, and the TT rules.

However...what was created in 1996, by Activision, was not, admitted even by the dev team, what they INTENDED as a translation from the board game, or from what was created in 1991 with Mechwarrior 1.

Mechwarrior 2 was a result of technical limitations.

Unfortunately every developer who has touched the PC titles of the franchise has used their games (which is really one engine, and multiple projects churned out after the first was so successful) as a baseline.

Its nice to see PGI is more devoted to a Btech experience, but for whatever reason, have chosen to go back a few times and get rid of something or make some changes that arent really originating from the TT.

But to their credit, they arent originating from other games in the franchise either. Especially now with Quirks (something in the TT in spirit, but is being totally redone by PGI) were getting something fresh.

Im a big fan of that. Take some chances. We've played the same game for 20 years...its time to do more than add hardpoints.

#49 KraftySOT

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Posted 12 October 2014 - 04:59 PM

View PostDracol, on 12 October 2014 - 04:55 PM, said:

IMHO, I believe that although they are looking to BTech for some ideas, they are also looking at how they are played in MW:O as well.

Reason I say that is because of the example of the locust getting a large laser buff. I reckon that was one of the most commonly used weapons on the chassis in MW:O and hence that particular buff.



And a LL and 2xMGs is a classic locust set up. Just imagine that youre actually mounting a Diverse Optics 2 Medium Laser...it just happens to be that much better than other medium lasers.

Technically in the Lore...theres dozens if not hundreds of weapons manufacturers, and one medium laser, is not the same as another medium laser. Theyre just lumped into abstracted "classes" by the Table Top.

So your Locust has a star league era medium laser :)

I actually think its a great quirk and makes me consider getting a locust, depending on what the buff is and how it plays.

#50 Lyoto Machida

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Posted 12 October 2014 - 05:19 PM

View PostKraftySOT, on 12 October 2014 - 04:59 PM, said:

And a LL and 2xMGs is a classic locust set up. Just imagine that youre actually mounting a Diverse Optics 2 Medium Laser...it just happens to be that much better than other medium lasers.

Technically in the Lore...theres dozens if not hundreds of weapons manufacturers, and one medium laser, is not the same as another medium laser. Theyre just lumped into abstracted "classes" by the Table Top.

So your Locust has a star league era medium laser :)

I actually think its a great quirk and makes me consider getting a locust, depending on what the buff is and how it plays.


Nice name dropping on the Diverse Optics reference. However, the Locust comes with a Martell Medium Laser, not one made by Diverse Optics.

#51 Mothykins

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Posted 12 October 2014 - 05:27 PM

View PostKraftySOT, on 12 October 2014 - 04:59 PM, said:

And a LL and 2xMGs is a classic locust set up. Just imagine that youre actually mounting a Diverse Optics 2 Medium Laser...it just happens to be that much better than other medium lasers.

Technically in the Lore...theres dozens if not hundreds of weapons manufacturers, and one medium laser, is not the same as another medium laser. Theyre just lumped into abstracted "classes" by the Table Top.

So your Locust has a star league era medium laser :)

I actually think its a great quirk and makes me consider getting a locust, depending on what the buff is and how it plays.

Except instead of weighing one ton it weighs five, you have a half ton of Machine gun ammo, and the 'mechs you'll be "Sniping" with that ERLL will be able to oneshot you with Dual Gauss because you have to stare at them. I: The only large laser Locust was the LCT-5M3, which we don't have (And won't have until after 3132.) Why not just buff the medium laser on the thing? Make it have clan range. I:

#52 Koda Shy

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Posted 12 October 2014 - 05:32 PM

I think this is a great idea!! to start.

my best mech I guess may be the warhawk, and really not as deadly as the Twolf and DireWolf , im just now playing my mad cats, sooo haven't messed with them too much, but I played my atlas just for fun other day and holy **** it is bad!!!! bad bad bad,

so I get all the complaints about the IS mechs, I mean 3 shots 4 different groups, 2 rotations and im a sitting duck from all the heat, and having 20+ heat sinks, that's insanely wrong.

these quirks are not gonna really save the IS but may make it more fun to play them, but if ya really wanna balance the playing field, IS weapons need to weigh lots less, screw the lore, slots are fine, they just weigh do dang much, a ton or 2 on all weapons would do absolute wonders for the IS,

a clan Lrm 15+Artemis is 4.5 tons, the IS Lrm-15 is 7 tons, that's an outrageous jump for the same thing, the IS ballistics are 2 tons more, its not much but it adds up. and 2 rotations and over heating is really bad, (but granted most mechs I watch don't even have the weapons grouped at all) that's just sad.

I run only the stock heatsinks I cant move on my clan mechs and maybe over heat once a match.

Quirks are fine and all, but unless the quirk is "cold as ice" clans will still rule the day.

The IS needs better heat management to be truly balanced.

#53 endevite

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Posted 12 October 2014 - 05:41 PM

I wish Russ would make an update to the post regarding their testing of those new quirks, just so we have an idea of where they are heading. It hasn't been updated in 10 days while internal testing was supposed to be starting on the 2nd.

#54 Powder Puff Pew Pew

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Posted 12 October 2014 - 06:06 PM

View PostKraftySOT, on 12 October 2014 - 08:45 AM, said:

Yeah think the P-39 Aircobra in world war two.

Our pilots hated it...we threw them at Russia because they had such a bad reputation in the lend lease and they went on to prove that it was a perfectly good airframe and a match for the ME109E and F it was up against.

Bad reputation.

The F-105 Starfighter also comes to mind. We loved them. Sold them to West Germany...and they called it the Widowmaker because they thought it was such a piece of trash.


lol the F-105 is 1 of my most favorite jet airframes. Specificly for RC too, its so rediculously fast. I seen a video of a guy with 1 who had a Robart DZ505 Turbine Engine in it. That engine puts out 60lbs of thrust and can push an RC jet up to 500 mph if its low profile like the F-105. It could literely take off from a vitical position, it was so powerful.

Edited by Powder Puff Pew Pew, 12 October 2014 - 06:08 PM.


#55 Y E O N N E

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Posted 12 October 2014 - 06:10 PM

View PostThomasMarik, on 12 October 2014 - 04:30 PM, said:

I rigged up a LPL on a Locust. Didn't really work out as well as I'd hoped. I agree though. a LL bonus on a Locust is bizarre.


I tried an ERPPC on the Locust with a similar result. Just gonna stick to my SPL build on the 3M and the 4x2 SLxML build on the 1E.

#56 TLBFestus

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Posted 12 October 2014 - 06:17 PM

View PostKraftySOT, on 12 October 2014 - 08:23 AM, said:

Melee would be cool. But im not getting my hopes up lol.

Im just happy to see a real detailed Quirk system. If PGI was going to add one new game device, im glad its this. Franchise could have used this to balance out mechs ages ago.

Its really just flavor in the TT, but here its needed to hamfist mechs that dont translate well, into the meta.



If they put melee in this game I'm checking out permanently. Far too easy to use for grieving and a general pain in the arse.

#57 Johnny Z

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Posted 12 October 2014 - 06:23 PM

View PostTLBFestus, on 12 October 2014 - 06:17 PM, said:




If they put melee in this game I'm checking out permanently. Far too easy to use for grieving and a general pain in the arse.


If they put melee in this game it would be laughing stock and i am fairly sure they wont. The idea is silly.

By the way for quirks it would be nice if the ct on the Orion wasnt hit from the side so easily, the front ct and rear ct. Crazy how accurate some players are at 1000 meters on a moving target turned full sideways to core rear ctorso when rest of the mech is nearly untouched.

Edited by Johnny Z, 12 October 2014 - 06:26 PM.


#58 Monkey Lover

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Posted 12 October 2014 - 06:45 PM

View PostMcgral18, on 12 October 2014 - 04:38 PM, said:

Were there Clan buffs coming with these as well? For the Badder and Suckonner?


Why would they want to buff these they already got our money.... Looks like every hero I bought from IS isn't going to get a real buff too.

#59 FupDup

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Posted 12 October 2014 - 06:46 PM

View PostThomasMarik, on 12 October 2014 - 04:30 PM, said:

I rigged up a LPL on a Locust. Didn't really work out as well as I'd hoped. I agree though. a LL bonus on a Locust is bizarre.

It might be because Locusts are a lot easier to splat in close range than long range.

#60 Asmudius Heng

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Posted 12 October 2014 - 06:47 PM

View PostThomasMarik, on 12 October 2014 - 04:30 PM, said:

I rigged up a LPL on a Locust. Didn't really work out as well as I'd hoped. I agree though. a LL bonus on a Locust is bizarre.


From the town hall meeting he said that was just for one variant and was just one of the bonuses it gets due to stock loadouts or some other measurement.

Which is fine, it means that variant might be really good at doing that flanking irritating long range harassment.

It will probably have much better acceleration and deceleration too i think so being able to pop in and out of cover quickly means it will be hard to get a bead on them with gauss especially or slow PPCs.

If the buff was shortening the BURN TIME too that would make it even better to be able to quickly pop in and out and deliver its damage quickly.

Would it be a great mech? no of course not, but it might have a little niche role, and it might be more fun doing it.

In CW with tonnage limits suddenly that little 20 tonner might fit somewhere in the new game mode before you get killed and swap out to your fat boy etc





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