Jump to content

Should Clam Mechs Have A Quirk Pass As Well?


70 replies to this topic

#41 oneproduct

    Member

  • PipPipPipPipPipPip
  • 213 posts

Posted 23 October 2014 - 03:17 PM

View PostAlek Ituin, on 23 October 2014 - 11:17 AM, said:

Well, if they weren't nerfed to death to begin with because of the Whale and Timbie (and baddies crying like baddies over the "OP" clans)... They wouldn't need a quirks pass.

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.


I don't think that you realize that you're probably one of the baddies if you don't think the clans are OP. The top competitive players are saying that the stormcrow, timberwolf and direwolf are the most powerful mechs in their weight classes. For the stormcrow and timberwolf the builds are using only lasers which, even after the nerf, are still very good.

If you want to undo the nerfs to their weapons you're going to have to give the stormcrow, timberwolf and direwolf negative quirks that specifically cause them to generate more heat or whatnot to simulate these weapons nerfs.

And the clan mechs that are bad aren't bad because of their weapon nerfs but because of other factors. For the kitfox and adder it's because they're too slow. It's easy to imagine that an adder moving 150 km/h with 4 ERMLs would be good as it has around the same alpha as a jenner F (28 instead of 30) for the exact same heat but at a much longer range. It'd still be missing jumpjets though and for a light having either that or ECM seems to be a necessity, but again this is not something that'd be solved by un-nerfing weapons.

For the nova it's because it has a bad physical design (hit boxes and weapon mounts) and a mech trying to use 12 energy hardpoints at once is just stupid (even in TT it couldn't cope with this much heat). When you use a nova, the better line of thinking is that you're a hunchback 4P with a backup hunch if one gets destroyed or if you absolutely need a sudden burst of damage as a life or death thing you can shoot half your weapons then the other half very shortly after, but not consistently. People seem to forget that there are some IS mechs which are simply bad because of their physical design. This is not something new. Some clan mechs are destined to suck based solely on their appearance or the fact that they can't change their engine size.

The warhawk isn't terrible, it just pales in comparison to a direwolf. The warhawk is still better than an awesome which is the IS's assault energy boat.

The summoner is actually considered to be a good mech when poptarting using a gauss rifle and ERPPC. I was watching a competitive player streaming an organized 12 on 12 match using one and he was getting top scores on his team. You can also do a very functional SRM build on it where it's not carrying as much weapons as it could be but makes up for it partly because of its good hitboxes and its XL engine surviving a side torso loss.

My point is yes, go ahead and give the bad clan mechs their quirks, but please don't talk about "un-nerfing" their weapons when they're still better than their IS counterparts. The ERML is better than the ML and the clan gauss weighs the same or less and is better than both the IS AC10 and AC20. The clan ACs aren't great but right now the ERML and clan gauss are so strong they more than make up for this. IS AC2s are crap, so its easy to ignore the clan AC2. IS AC10 and AC20 are overshadowed by the clan gauss. The only thing that clan is missing is something to fill the spot of the IS AC5.

And realize that even if you did un-nerf the clan weapons that it's not going to fix the fact that the kitfox and adder are not going to be competitive. They weren't before the nerf either if you recall. The orion and thunderbolt are still probably going to suck after they get their quirks because there are simply other mechs with better physical designs and/or hardpoints and/or that weigh more that outshine them.

Edited by oneproduct, 23 October 2014 - 03:27 PM.


#42 Sovery_Simple

    Member

  • PipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 269 posts

Posted 23 October 2014 - 07:52 PM

Honestly, if they quirked the kitfox, I'd rather have a +% to deceleration and acceleration at minimum. The thing moves 106ish KPH which means in a "poke your head out and duck" situation (which is VERY likely to occur in a light mech that is escorting bigger mechs) it has an increased exposure time compared to the other lights (since speed and handling are both combined, the 150kph mech stops and backs up far faster than the 107 kph mech does.) This reduced exposure time would help alleviate the godawfully large hitbox issue. Just giving it more speed doesn't really mean it'll be able to use that speed in an escort role, but giving it the better "handling" of a faster mech would see it do some nasty things in closer ranges. Better to be nimble to the point that you don't eat the damage, than have +10 leg internals and have your goddamn arm blown off in one hit still. xD

TLDR: Make dat **** nimble.

#43 Pale Jackal

    Member

  • PipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 786 posts

Posted 23 October 2014 - 08:09 PM

I do think that Clan 'mechs should get IS style quirks, and while more omnipods might be an OK idea, I think even Clan 'mechs should have unique quirks that encourage their iconic builds.

If the solution to bad 'mechs is more omnipods, than you will have increased overlap of 'mech design space (rendering the 'mechs with the best engines, or structure config, or hit boxes dominant), or omnipods that are clearly superior to others.

Unique quirks are the best way to ensure that 'mechs with poor hit boxes or stupid engine sizes (Gargoyle, I'm looking at you) are actually useful.

#44 Ultimax

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 6,979 posts

Posted 23 October 2014 - 08:24 PM

View PostDeathlike, on 23 October 2014 - 11:05 AM, said:

I assume they will get their turn after the IS quirks are added... there's probably more tweaking to be done for the IS mechs to begin with.



Posted Image





Posted Image

#45 Brody319

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Ominous
  • The Ominous
  • 6,273 posts

Posted 23 October 2014 - 08:24 PM

Clam?

#46 Alek Ituin

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 1,525 posts
  • LocationMy Lolcust's cockpit

Posted 23 October 2014 - 09:03 PM

View Postoneproduct, on 23 October 2014 - 03:17 PM, said:

I don't think that you realize that you're probably one of the baddies if you don't think the clans are OP. The top competitive players are saying that the stormcrow, timberwolf and direwolf are the most powerful mechs in their weight classes. For the stormcrow and timberwolf the builds are using only lasers which, even after the nerf, are still very good.

If you want to undo the nerfs to their weapons you're going to have to give the stormcrow, timberwolf and direwolf negative quirks that specifically cause them to generate more heat or whatnot to simulate these weapons nerfs.

My point is yes, go ahead and give the bad clan mechs their quirks, but please don't talk about "un-nerfing" their weapons when they're still better than their IS counterparts. And realize that even if you did un-nerf the clan weapons that it's not going to fix the fact that the kitfox and adder are not going to be competitive. They weren't before the nerf either if you recall.


TL;DR - Clans are OP, you're a baddie for thinking they aren't. Bad Mechs are bad, Clans need their weapons to stay nerfed counter to BT stats. Give quirks to ensure the three vastly superior Clan chassis stay closer to the ground, or keep weapons nerfed. Wah wah, you can't handle Clans, you think you're good. Orion is bad (lolwut, get gud, Orion is a beast).

*May or may not be in exact order*

Just went downhill from there honestly, I stopped reading after "Orion is bad". The only thing actually worth reading in your entire essay was the bit about weapon quirks to simulate the nerfs, which is a great idea that makes solid use of the quirks feature.

You seriously could have saved yourself a lot of time by just sticking to the important points, instead of going on a long winded rant that I really don't give a s**t about.

EDIT: There, I did you a favor and boiled down your rant to the important parts in the quote.

Edited by Alek Ituin, 23 October 2014 - 09:15 PM.


#47 Kassatsu

    Member

  • PipPipPipPipPipPipPipPip
  • The Devoted
  • The Devoted
  • 1,078 posts
  • LocationColorado

Posted 23 October 2014 - 09:08 PM

Yes, after IS however.

Even the low-tier clan mechs are equal to mid-high tier IS mechs.

Except the Adder and Summoner.

EDIT: Well played, OP. I see now that you were asking about clam mechs rather than clan mechs. Unfortunately we have yet to implement bivalve chassis into the game. Heck, we don't even have quadrupeds yet, one step at a time, yeah? Or is that two?

Edited by Kassatsu, 23 October 2014 - 09:11 PM.


#48 Triordinant

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • 3,495 posts
  • LocationThe Dark Side of the Moon

Posted 23 October 2014 - 09:15 PM

View PostThe Mechromancer, on 23 October 2014 - 10:53 AM, said:

Obviously the Timbys, and Whales don't need any love. But when mechs like the "suckoner" "badder" "Peace Dove" and "No.. Va" are pretty much labeled as directly inferior to their counterparts, I think they might need some attention.

I have not tried most of them so I can't really speak to how accurate their reputations are.

So, in your opinion, should some clam mechs receive quirks?

As far as I know, Quirks were created so that they could buff IS 'mechs instead of nerfing Clan 'mechs even more (remember their goal is for an all-IS team to have an even chance of beating an all-Clan team in a 12 vs 12 match). Following this logic, Clan 'mechs would never get Quirks.

#49 Pale Jackal

    Member

  • PipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 786 posts

Posted 23 October 2014 - 09:24 PM

View PostTriordinant, on 23 October 2014 - 09:15 PM, said:

As far as I know, Quirks were created so that they could buff IS 'mechs instead of nerfing Clan 'mechs even more (remember their goal is for an all-IS team to have an even chance of beating an all-Clan team in a 12 vs 12 match). Following this logic, Clan 'mechs would never get Quirks.


The logic behind quirks should be to make all Inner Sphere variants, and Clan variants, roughly equal.

It's a lofty goal, but it encourages people to buy new 'mech variants and keep them, rather than leveling the 'mechs and keeping the one good variant. It also encourages people to buy a chassis that they would otherwise write off as terrible.

#50 Alek Ituin

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 1,525 posts
  • LocationMy Lolcust's cockpit

Posted 23 October 2014 - 09:30 PM

View PostKassatsu, on 23 October 2014 - 09:08 PM, said:

Yes, after IS however.

Even the low-tier clan mechs are equal to mid-high tier IS mechs.

Except the Adder and Summoner.

EDIT: Well played, OP. I see now that you were asking about clam mechs rather than clan mechs. Unfortunately we have yet to implement bivalve chassis into the game. Heck, we don't even have quadrupeds yet, one step at a time, yeah? Or is that two?


I wonder how a bivalve chassis would work...

But as for quadruped chassis, Sirocco pls. Cause AT-AT.

#51 Kassatsu

    Member

  • PipPipPipPipPipPipPipPip
  • The Devoted
  • The Devoted
  • 1,078 posts
  • LocationColorado

Posted 23 October 2014 - 09:45 PM

Why is everyone talking about clan mech quirks? The thread title clearly says "clam".

I for one can't wait to pilot the new Canturion-CLM hero variant. Just look at that yellow camo pattern.
Posted Image

#52 Kiiyor

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 5,565 posts
  • LocationSCIENCE.

Posted 23 October 2014 - 11:00 PM

I think we can all agree that the StormCrow needs some love. Maybe some SRM cooldown goodness. 50% ought to do it.







*hides*

#53 Alek Ituin

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 1,525 posts
  • LocationMy Lolcust's cockpit

Posted 23 October 2014 - 11:57 PM

View PostKiiyor, on 23 October 2014 - 11:00 PM, said:

I think we can all agree that the StormCrow needs some love. Maybe some SRM cooldown goodness. 50% ought to do it.







*hides*


You're missing a few zeroes... +500% SRM Damage, +500% SRM Range, -100% SRM Cooldown, +100% SRM Ammo per ton, -100% SRM Launcher weight.

Double that for lasers. Cause we all know the Suck-Crow needs some love, it's just so bad... :ph34r:

*immediately vacates solar system*

#54 Kiiyor

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 5,565 posts
  • LocationSCIENCE.

Posted 24 October 2014 - 12:13 AM

View PostAlek Ituin, on 23 October 2014 - 11:57 PM, said:


You're missing a few zeroes... +500% SRM Damage, +500% SRM Range, -100% SRM Cooldown, +100% SRM Ammo per ton, -100% SRM Launcher weight.

Double that for lasers. Cause we all know the Suck-Crow needs some love, it's just so bad... :ph34r:

*immediately vacates solar system*


True. It also needs it's size reduced, by oh, I dunno... 40%? That KDR isn't going to inflate itself.


*takes a wormhole to beat Alek to wherever the hell he is going*
*immediately annihilated by a StormCrow upon his arrival*

#55 Thanatos31

    Member

  • PipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 165 posts
  • LocationEnroute to Terra

Posted 24 October 2014 - 12:21 AM

Atleast stock loadouts should have positive quirks; make the Warhawk Prime a usable PPC Mech again.

#56 LordKnightFandragon

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • 7,239 posts

Posted 24 October 2014 - 12:24 AM

View PostBrody319, on 23 October 2014 - 08:24 PM, said:

Clam?



Lol, I almost find it cute the OP called them Clam mechs...like a little kid who knows what he wants to say, says it almost right but misses the mark. And yet we all apparently knew what he meant...

Edited by LordKnightFandragon, 24 October 2014 - 12:24 AM.


#57 Brody319

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Ominous
  • The Ominous
  • 6,273 posts

Posted 24 October 2014 - 12:37 AM

View PostLordKnightFandragon, on 24 October 2014 - 12:24 AM, said:



Lol, I almost find it cute the OP called them Clam mechs...like a little kid who knows what he wants to say, says it almost right but misses the mark. And yet we all apparently knew what he meant...


Oh I thought the Clans made a response mech to fight the King Crab and called it the Clammer.
(I know what he meant, just felt like the only one who read clam)

#58 MountainCopper

    Member

  • PipPipPipPipPipPipPip
  • 557 posts
  • LocationUU, Ankh-Morpork

Posted 24 October 2014 - 01:31 AM

View PostThe Mechromancer, on 23 October 2014 - 10:53 AM, said:

So, in your opinion, should some clan Mechs receive quirks?

Yes, negative ones for using omnipods which are foreign to the current variant. So that having a complete "set" really means something.

Currently there are no drawbacks (besides foregoing a minor gain of 2.5% additional XP) for sewing together your Clan Mech from 3 or more different variants.

#59 SaltBeef

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Determined
  • The Determined
  • 2,081 posts
  • LocationOmni-mech cockpit.

Posted 24 October 2014 - 01:42 AM

Yeah and making the clan and inner sphere mech equal just sucks balls, Craps on lore, Don not get me started.

#60 Alek Ituin

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 1,525 posts
  • LocationMy Lolcust's cockpit

Posted 24 October 2014 - 01:43 AM

View PostGoldenFleece, on 24 October 2014 - 01:31 AM, said:

Yes, negative ones for using omnipods which are foreign to the current variant. So that having a complete "set" really means something.

Currently there are no drawbacks (besides foregoing a minor gain of 2.5% additional XP) for sewing together your Clan Mech from 3 or more different variants.


Most of the variants suck in stock config.

Now, If it were something meaningful, like... 15-25% XP boost for staying in stock config, then you'd be getting somewhere. But nerfing Clan mechs for using their only means of true customization is f**king stupid. Plus, it's a double edged sword when the IS gets their OmniMechs, you'll have to live with the same crap-arse customization rules, so think hard about how badly you want to nerf them.

Otherwise, nerf IS Mechs for using non-stock structure, armor, engines, heat sinks, and weapon configs, because BattleMechs shouldn't be able to change any of that s**t. Same goes for Clan BattleMechs when (if) they get added.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users