DarthRevis, on 17 October 2014 - 09:23 AM, said:
Sigh, it's not worth it to argue against such an easy point. It will make no difference in the end besides wasting my time. However, it behoves me to write something on this so...
No one is arguing the fact that IS needs quirks to help compete. True, if we were all perfect economics-robots, no one would run anything besides jenner/fs/grif/shd/scr/3D/timber/victor/dire. That is not the case, though. For a ton of reasons people will always pick the other mechs to play. By providing quirks, however, MORE people will play those other mechs which is what we ALL want (casual players, tryhards, comp players, & PGI). All of that is just fine with me.
The true problem is with weapon-specific quirks, PGI is purposefully deciding how a mech should be played and how it should be built. Yes, it is true in your 3rd grade logic that current mechs won't be any more suboptimal, but with "PGI-Approved Loadouts", 1 particular loadout will be greatly and artificially enhanced. Any non-approved loadouts now won't just compete against the 'top 5' as you put it, but the top 5 plus closer-to-the-top XX number of artificially enhanced mechs. This means that your preferred playstyle/loadout will perform EVEN WORSE because the other artificially inflated battle value mechs will make it truly impossible to compete with them because now it's not 4 tryhard builds on the other team, but 8 or 9. The 'all ships are rising' theory only works if it's ALL SHIPS, not hand-picked ones through the hand of god.
Picking a non-PGI-Approved Loadout only provides for the faintest whisper of 'choice' in mech loadout design. It's truly no choice at all except dying quicker and being even more of a drag on your team if you go your own way in design.
Specific examples? Too many to list!
- Standard Jester builds are 2ppc/4ml, 2ll/4ml, or 2erll/4ml. I wouldn't say any of these are truly better than the other - it depends on how you want to play it. AND THAT IS THE BEAUTY OF MECH LOADOUT DESIGN. Instead of the quirk being 'heavy lasers' (which would include ppc/ll/erll equally but not ml's), their hand of god approach says, nope, only quirk is for LL (Large Laser Range +15%, Large Laser Heat Gen -15%)
You can run through the horrible maths yourself to see picking ppc or erll would be a dumb thing to do. Especially depending on how the modules stack in determining the total gain to the overall stats.
Atlas AS7-D - Tier 3 Brawler, Structure Strength (RT<) +11, AC/20 Velocity +15%, AC/20 Cooldown +15%, SRM/6 Range +15%
Oh, so they want you to build it exactly like a ddc. I'm sorry, I don't want every atlas to be ll/ml + ac20 + srms. God knows how they're going to change those other atlas variants around so it's hard to determine the exact change to the overall 'scheme' of atlas builds. My ddc is the above, but my D variant (because I'm not like Russ who builds all his Dragons the same) is 2uac5, 2ll, lrm35, tag, ams. Do I like my particular D variant compared to the other 3 atlas variants in my stable, probably not, but it's not THAT much worse than the others when I wouldn't take it if I want to play something 'different'.
- Highlander 733C - Tier 2 Brawler, Structure Strength (LL&RL) +10, AC/20 Cooldown +10%
So, if you want a quirk, they're making you play to the 733C's uniqueness in being the only (?-hard for me to remember) hgn that can mount an ac20. Yea, way to force us to the stock weapon loadout. While this isn't 'horrible' as far as weapon quirks go, it's only because it's already Tier 2 so PGI is not allowing themselves to f with it too much like the T3/T4/T5's. You know they gave this quirk just so the meta hgn build wouldn't be as likely to come back to this variant (depending on what they do with jumpjets, but I doubt it with Victors having neg quirks removed).
Dragon 1N - Tier 5 Support, Additional Structure CT +24, Additional Structure RA +6, AC/5 Cooldown +50% 25x2, ER-LL Cooldown +25%, ER-LL Duration -25%, Energy Weapon Range +16%
They're making this a distance/stand-off mech. I run my 1N as a brawler. Doesn't mean either is better or worse, it's just that now I have no choice in the matter. Why would I want to take ac5's/ml/streaks in an inferior mech when the quirks make this a pretty strong stand off mech (so the nose is less of an issue further away...)?
Hunchback 4SP - Tier 4 Brawler. Additional Armor (RT<) +9, Additional Structure (RT<) +12, SRM/6 Cooldown +20%, SRM/6 Range +20%, Medium Laser Duration -20%, Medium Laser Heat Gen -20%
..f it, I'm done with this. I did enough.
The point is they are forcing a playstyle and loadout on a mech that makes it leaps and bounds better than other loadouts in their attempt to make the variant more viable.
One again, 'more viable' is not the issue, it's the "PGI-approved loadouts" only that's the problem.
This could be VERY easily changed to make it more generic while still allowing for a 'push' to certain weapon systems that are not so arbitrary. I think the credit for this idea is from SubjectSeven on mechspecs.com is where I first read it, but I can't recall - basically the gist is create groups of weapons - small/medium lasers are in 'light energy', ll/erll/ppc are 'heavy energy'. Similar thing with ac's and lrms. This would allow the different hardpoints for variants to stay reasonably close to Lore to keep those people happy and have a REASON to run a particular variant with a particular loadout design choice with the associated buffs, but allow the min/max crowd to decide if they want their 3 ballistic 5N to be 3mgs (dumb), 3ac2s, or 2 ac5's if given a 'light ac' quirk. You can increase the viability of a mech, while still making a particular variant have purpose, WITHOUT completely dictating what to run 'or else'.
Edited by LT Satisfactory, 17 October 2014 - 05:25 PM.