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Should Clam Mechs Have A Quirk Pass As Well?
#21
Posted 23 October 2014 - 11:27 AM
And give the Suckoner Endo Steel.
And maybe remove one or two heatsinks from the Warhawk.
#22
Posted 23 October 2014 - 11:28 AM
My wish list includes:
For the Summoner - prime right arm, ER PPCs in right arm do 15 damage to target location, prime right arm, decrease jam chance on UACs and tighter spread on LB-X. Prime left torso, LRMs deal full damage from 0-1000 meters.
For the Adder - Prime left & right torso grant either the Summoners ER PPC 15 damage buff or a cooling/heat capacity buff. But not both.
I'm ok with the rest of the Clan mechs right now.
Edited by Rouken, 23 October 2014 - 11:31 AM.
#23
Posted 23 October 2014 - 11:31 AM
But... after reading your post, I think I agree. The Direwolf and Timberwolf need... nothing. Or maybe even negative quirks.
However the Summoner, Adder, and Nova in particular need some serious love. I bought the Nova-S during a flash sale (I know... spur of the moment!) and for all of three days it was great.
Then the clan lazer nerfs hit... and she became too hot to pilot with medium lasers or small lazers. Not to mention she was fragile to begin with. So yeah. If the Summoner and Adder pilot anything like the Nova currently does? They need some help.
#24
Posted 23 October 2014 - 11:33 AM
DasSibby, on 23 October 2014 - 11:31 AM, said:
But... after reading your post, I think I agree. The Direwolf and Timberwolf need... nothing. Or maybe even negative quirks.
However the Summoner, Adder, and Nova in particular need some serious love. I bought the Nova-S during a flash sale (I know... spur of the moment!) and for all of three days it was great.
Then the clan lazer nerfs hit... and she became too hot to pilot with medium lasers or small lazers. Not to mention she was fragile to begin with. So yeah. If the Summoner and Adder pilot anything like the Nova currently does? They need some help.
They have a different problem, they just don't have enough hardpoints to make use of many lighter weapons.
#25
Posted 23 October 2014 - 11:34 AM
Followed by Summoner, Kitfox.
Rest are actually in pretty good shape.
#26
Posted 23 October 2014 - 11:37 AM
DasSibby, on 23 October 2014 - 11:31 AM, said:
But... after reading your post, I think I agree. The Direwolf and Timberwolf need... nothing. Or maybe even negative quirks.
However the Summoner, Adder, and Nova in particular need some serious love. I bought the Nova-S during a flash sale (I know... spur of the moment!) and for all of three days it was great.
Then the clan lazer nerfs hit... and she became too hot to pilot with medium lasers or small lazers. Not to mention she was fragile to begin with. So yeah. If the Summoner and Adder pilot anything like the Nova currently does? They need some help.
Summoner carries less weaponry then the Adder, as well as being a jumpy heavy that can't jump.
Adder is an oversized Kit Fox with none of the benefits.
Nova goes up like one if you try to use the weapons it was designed around using.
They're all great Mechs if you can get past those flaws... it's hard to do but... Yeah, no. They're terrible.
#27
Posted 23 October 2014 - 11:38 AM
Walluh, on 23 October 2014 - 11:27 AM, said:
And give the Suckoner Endo Steel.
And maybe remove one or two heatsinks from the Warhawk.
NOOOoooOooO, the Warhawk is an energy boat. Embrace it, expound on it. Make it SHIiiiiiIIiiiiiIIine in that role.
#28
Posted 23 October 2014 - 11:38 AM
Also, CUACs need...something...either no jamming, tighter projectile grouping, less projectiles for same damage, a combination of the above...? Something. I could even live with ghost heat getting upped on the 5 & 10 to make boating less an issue. The 2s need the baby jesus to resurrect them...
LBXs need tighter patterns, why does the lbx5 have roughly same pattern as lbx10 for example?
Range is fine where it is.
Warhawk needs awesome like PPC buffs.
Nova needs massive energy weapon buffs.
Adder needs so chassis specific quirks like prime getting ppc/energy buffs, etc.
Kitfox needs +30 kph or way better omnipods...
The TW/SCR/DW are good...
Summoner needs more pods...going to have to have variety. I would even say allow it to get endo...THAT would even it out a bit.
In fact, the gargoyle could use endo too while we are talking about it, and it is not here yet.
Also, where is my arctic cheetah?
We need MASC in the worst way for clans too...we are short some of the best chassis because of that.
#29
Posted 23 October 2014 - 11:41 AM
Rouken, on 23 October 2014 - 11:28 AM, said:
My wish list includes:
For the Summoner - prime right arm, ER PPCs in right arm do 15 damage to target location, prime right arm, decrease jam chance on UACs and tighter spread on LB-X. Prime left torso, LRMs deal full damage from 0-1000 meters.
For the Adder - Prime left & right torso grant either the Summoners ER PPC 15 damage buff or a cooling/heat capacity buff. But not both.
I'm ok with the rest of the Clan mechs right now.
Man those pod specific PPC buffs are GREAT ideas--I posted that I'd like it just moved to 15 from the 10/2.5/2.5 across the board but I think only giving that to pods that come with them would induce less bitching and moaning. Especially in the case of the Adder and Summoner who don't have many hardpoints you need high damage weapons and that would be a huge improvement.
Honestly I'd like to see many more pods for all clan 'mechs across the board. They can still do the full 'mechs later on but by the time CW hits I'd like to see the inclusion of most of the period correct pods available.
Timberwolf doesn't need buffs but I'd love to have the A and D pods available--especially if the Arms had "real C-ERPPC" capability.
Edited by Kain Thul, 23 October 2014 - 11:43 AM.
#30
Posted 23 October 2014 - 11:47 AM
#31
Posted 23 October 2014 - 12:02 PM
Rather than quirks, the rest really could do with more omnipods (the Gargoyle could really use the ‘C’ right arm when it’s released too). This whole idea of limiting the omnipods to those exact variants listed on TRO 3050 isn’t cutting it in MWO. If the Adder can carry a PPC in each arm, there is no reason it couldn’t carry two medium lasers in each arm. This was done for IS mechs, and should be for the lower tier clan mechs. Though I do like the idea of buffs to the fixed (only) heat sinks in the Nova and the Warhawk.
One weapons nerf I’d like to see modified a bit is the range nerf to the ER Small Lasers. There is no reason they should have the same range as small pulse lasers (which are beyond hopeless). 200m would be a nice compromise – leave the heat where it is, but a bit more range would actually make them useful.
#32
Posted 23 October 2014 - 12:17 PM
Gyrok, on 23 October 2014 - 11:38 AM, said:
Also, CUACs need...something...either no jamming, tighter projectile grouping, less projectiles for same damage, a combination of the above...? Something. I could even live with ghost heat getting upped on the 5 & 10 to make boating less an issue. The 2s need the baby jesus to resurrect them...
LBXs need tighter patterns, why does the lbx5 have roughly same pattern as lbx10 for example?
Range is fine where it is.
Warhawk needs awesome like PPC buffs.
Nova needs massive energy weapon buffs.
Adder needs so chassis specific quirks like prime getting ppc/energy buffs, etc.
Kitfox needs +30 kph or way better omnipods...
The TW/SCR/DW are good...
Summoner needs more pods...going to have to have variety. I would even say allow it to get endo...THAT would even it out a bit.
In fact, the gargoyle could use endo too while we are talking about it, and it is not here yet.
Also, where is my arctic cheetah?
We need MASC in the worst way for clans too...we are short some of the best chassis because of that.
Yeah, CUAC are almost borderline useless with how often those damn things jam. I took a UAC5 into the Training grounds off the Trial DW......it jammed literally after every single or second shot for the entire 90 rounds...UAC10 never gave me much better results. It didnt matter if I was single firing, firing, waiting, firing, double shotting.....ugh.
And for the solid shot mode, why doesnt PGI just give the LBX the same shot spread as a single shot from a UAC....deviation of like 0 so the shot goes in the same spot...
#33
Posted 23 October 2014 - 12:23 PM
Macksheen, on 23 October 2014 - 11:01 AM, said:
Wrong, completely. Different omnipods don't get rid of ghost heat, lack of ability to downgrade engines, lack of endo for weight, and hardlocked equipment.
The Nova was okay until vermin whined that clanners with cerml were actually shooting them from 300+ meters, meaning they couldn't dance in the open in their ecm lights and dodge weapon fire. Of course, ghost heat doomed it from the start, and then severe nerfs, after people had already shelled out money for their clan packages *so shocking!*, relegated it to a mech that just can't use it's weapons because the limited 1.4 dhs and ghost heat won't let it cool down.
#34
Posted 23 October 2014 - 12:33 PM
#35
Posted 23 October 2014 - 01:02 PM
Alek Ituin, on 23 October 2014 - 11:17 AM, said:
What they do need is their weapons un-nerfed. Keep the range lowered, doesn't even matter, just the other things. Like burn time, heat, damage, etc.
You can't buff clan weapons without buffing the other T1 mechs so they will be getting quirks much easier to do.
#36
Posted 23 October 2014 - 01:11 PM
#37
Posted 23 October 2014 - 01:25 PM
#38
Posted 23 October 2014 - 02:16 PM
To call it squishy by comparison is an understatement.
#39
Posted 23 October 2014 - 02:29 PM
Whoops, on 23 October 2014 - 02:16 PM, said:
To call it squishy by comparison is an understatement.
It is now indeed paper thin and loses its arms quickly, rendering it worthless. Full 20 armor on the arms wont even stop a dual gauss, let alone the usual laser vomit.
The legs disappear quickly too. It was once a hardly little mech, but now it's too big and too slow.
#40
Posted 23 October 2014 - 02:51 PM
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