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We Can Still Speculate About The Is Quirk Pass


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#21 Nothing Whatsoever

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Posted 10 August 2015 - 08:51 PM

I say lets use a new max armor cap, and apply Armor quirks up to that max, so that such quirks can be phased out and have the boosts directly applied to the appropriate components.

So starting from the point that armor is currently doubled and most weapons, with Fast Fire, modules and quirks factored are above ~250%, then armor could see a nice 50% boost at the minimum. Here's the original setup:

Posted Image

So using Spiders as an example, it currently has a max of 210 doubled. So if we round up with a 2.5x boost from 105 then we get 263.

So the mech can see a boost of 53 units of armor accordingly. If that is distributed to the legs and torso that would be a help to the mech.

(And such a change, if we can have these sorts of boost rolled into the base stats then Standard Armor would sit at 40 units per ton, IS Ferro would sit at 44.8 units per ton and Clan Ferro is at 48 units per ton and would therefore apply to more mechs and it should be according to geometry needs.)

Another example, the HBK-4G can mount up to 338 armor currently, and has a quirk that gives it 18 armor to the Hunch. If we increase the max by 2.5x that takes us to 423 rounded up so, the mech has a difference of 85 - 18 = 67 additional units of armor to distribute onto the mech.

And I too would multiply Internal Structure by an additional value of 50% from current base stats minus quirk boosts, since the idea is to raise base values and remove armor and structure quirks with having their boosts rolled into the base stats.




The next factor is to increase the torso speeds and increase torso pitch so that they can track faster and also be able to fire at lower and higher angles. That would be a big help for what they can currently pack, aside from hardpoint inflation.




And specifically, with the 5V itself, what if it was one of the few mechs that could mount a TAG (and on it's own unique hardpoint and be finally infrared) be able to call strikes and hold locks for LRMs? If LRMs see improvements and strikes are restricted in this way, the 5V could have a new role with existing gameplay elements.

#22 Quicksilver Aberration

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Posted 10 August 2015 - 09:14 PM

View PostPraetor Knight, on 10 August 2015 - 08:51 PM, said:

And specifically, with the 5V itself, what if it was one of the few mechs that could mount a TAG (and on it's own unique hardpoint and be finally infrared) be able to call strikes and hold locks for LRMs? If LRMs see improvements and strikes are restricted in this way, the 5V could have a new role with existing gameplay elements.

It would still be terrible because it is light bait. Using half of its hardpoints for something that has limited and niche use does not help it unless TAG is able to make LRMs godly against lights somehow.

NARC > TAG for a light mech, because one doesn't require the light to maintain face time. TAG is better for units mounting LRMs.

Edited by WM Quicksilver, 10 August 2015 - 09:15 PM.


#23 Aggravated Assault Mech

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Posted 10 August 2015 - 09:20 PM

There are a lot of IS mechs that could really benefit from torso armor perks.

#24 kapusta11

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Posted 10 August 2015 - 09:36 PM

Why not inflate hardpoints? Buff MGs? Or both?

#25 Shadow Magnet

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Posted 10 August 2015 - 09:42 PM

It seems that people have alot of different concepts of what "balance" actually means :rolleyes:

BTW, how comes that very high weapon cooldown quirks are bad but hardpoint inflation is ok?

#26 El Bandito

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Posted 10 August 2015 - 09:46 PM

View PostShadow Magnet, on 10 August 2015 - 09:42 PM, said:

It seems that people have alot of different concepts of what "balance" actually means :rolleyes:

BTW, how comes that very high weapon cooldown quirks are bad but hardpoint inflation is ok?


Because the only two energy points in the 5V is located in the CT. Giving it more hardpoints and then quirking it is better.

Edited by El Bandito, 10 August 2015 - 09:47 PM.


#27 kapusta11

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Posted 10 August 2015 - 09:50 PM

View PostShadow Magnet, on 10 August 2015 - 09:42 PM, said:

It seems that people have alot of different concepts of what "balance" actually means :rolleyes:

BTW, how comes that very high weapon cooldown quirks are bad but hardpoint inflation is ok?


Because quirks have no logical explanation? And when you have only one or two hardpoints your alpha strike is capped at ridiculously low numbers, quirks may increase dps but they will also increase facetime.

Edited by kapusta11, 10 August 2015 - 09:52 PM.


#28 Nothing Whatsoever

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Posted 10 August 2015 - 10:09 PM

View PostWM Quicksilver, on 10 August 2015 - 09:14 PM, said:

It would still be terrible because it is light bait. Using half of its hardpoints for something that has limited and niche use does not help it unless TAG is able to make LRMs godly against lights somehow.

NARC > TAG for a light mech, because one doesn't require the light to maintain face time. TAG is better for units mounting LRMs.



No, the idea is that it would be a unique and additional hardpoint that could go on an arm for TAG, not occupying an existing weapon hardpoint in the CT, sorry if I was too vague earlier.

And this will need LRMs to work better, say allow them to be Fire and Forget with other balancing changes as needed. Then TAG should be invisible by default, and then say slightly visible in Night Vision and visible in Thermal.

So yeah, as you said if LRMS and TAG cannot be changed for the better, then yeah this idea wouldn't help the 5V.




So then going with the idea of using the arms off of the other two variants, the right arm could have one energy and one TAG (or a second energy) hardpoint, and the left arm gets one energy hardpoint, as one way to inflate the 5V's Hardpoints in particular.

That, and the six MG 5K, and I'd be wanting the capacity to add JJs to my Commandos!





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