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Should Clam Mechs Have A Quirk Pass As Well?


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#61 Lily from animove

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Posted 24 October 2014 - 02:15 AM

View PostKassatsu, on 23 October 2014 - 09:45 PM, said:

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


clammers in a nut tinshell

#62 MountainCopper

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Posted 24 October 2014 - 04:58 AM

View PostAlek Ituin, on 24 October 2014 - 01:43 AM, said:


Most of the variants suck in stock config.

If you mean by "config" their original hardpoint locations and amount of these, then that's simply not true. You don't have to take the best omnipods from the pool of all variants to lift a Clan Mech's performance above "doesn't suck".

Edited by GoldenFleece, 24 October 2014 - 05:00 AM.


#63 CDLord HHGD

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Posted 24 October 2014 - 06:50 AM

Checking Russ's dev tracker, a Clan quirk pass is in the works ETA after IS.

#64 Innocent

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Posted 24 October 2014 - 07:02 AM

The easy first pass for clans should be unlocking the upgrade options.

Make upgrades already given fixed so they could not be removed. The Summoner would have ferro fixed but could have the option to add endo. My reasoning is that most of the 'good' clan mechs already have ff and endo. Allow the others this option before doing complicated quirks.

If this is not sufficient to balance the clan mechs against each other then allow the nova and summoner to remove 2 or 3 of their jumpjets. Force 2 to be fixed, say one in each leg, that way it still limits build options but opens up some tonnage for those that would rather not have the jump capacity.

#65 Alek Ituin

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Posted 24 October 2014 - 07:32 AM

View PostGoldenFleece, on 24 October 2014 - 04:58 AM, said:

If you mean by "config" their original hardpoint locations and amount of these, then that's simply not true. You don't have to take the best omnipods from the pool of all variants to lift a Clan Mech's performance above "doesn't suck".


Errr, yeah actually, most of them do.

And there's absolutely no incentive to keep them stock, which means that yes, you should take the best omnipods or else you're just gimping yourself.


Also, play a Badder or Summoner some time. Basically all of their configs are painfully sub-par. I do have fun with a Gauss Adder sometimes though... 3 tons of ammo and two ERSL for backup.

#66 Eddrick

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Posted 24 October 2014 - 07:37 AM

I don't see why not. Why give a quirk pass to one side and not the other?

Edited by Eddrick, 24 October 2014 - 07:37 AM.


#67 Ultimax

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Posted 24 October 2014 - 07:39 AM

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*


C'mon let's be reasonable.


#JJs+ECM

#68 Mcgral18

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Posted 24 October 2014 - 10:50 AM

View PostGoldenFleece, on 24 October 2014 - 04:58 AM, said:

If you mean by "config" their original hardpoint locations and amount of these, then that's simply not true. You don't have to take the best omnipods from the pool of all variants to lift a Clan Mech's performance above "doesn't suck".


NopeVa B

3B, 2E.

Dual ERPPC, 3MG? So very fearsome.

#69 Felio

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Posted 24 October 2014 - 12:06 PM

I hope the quirks are tied to the omnipods, as they currently are, rather than the CT. I am really tired of the preorder "hero" variants being inferior *cough* Wolverine *cough*. Maybe we'll see quirks on head omnipods; that would be something new.

The existing omnipod quirks are so weak, I suspect they might have been intended as a live test to make sure they work or at least didn't create unforeseen problems, as well to see as how effective the mechs are without quirks (as these are almost functionally zero). They wouldn't want to have to go back and nerf the quirks in addition to the weapons.

Edited by Felio, 24 October 2014 - 12:08 PM.


#70 LordKnightFandragon

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Posted 24 October 2014 - 02:43 PM

View PostFelio, on 24 October 2014 - 12:06 PM, said:

I hope the quirks are tied to the omnipods, as they currently are, rather than the CT. I am really tired of the preorder "hero" variants being inferior *cough* Wolverine *cough*. Maybe we'll see quirks on head omnipods; that would be something new.

The existing omnipod quirks are so weak, I suspect they might have been intended as a live test to make sure they work or at least didn't create unforeseen problems, as well to see as how effective the mechs are without quirks (as these are almost functionally zero). They wouldn't want to have to go back and nerf the quirks in addition to the weapons.



oh yes, Warhawk all heads: +15% zoom......not like zoom really matters to terribly much in this game.

#71 LordKnightFandragon

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Posted 28 October 2014 - 06:54 AM

Next quirk to be added to the Warhawk and Nova, since they are the specific energy boat mechs

-50% Ghost Heat penalty........

I think that would probably help them more then anything else.

Nova and Warhawk

Locked External Heatsinks +10% Dissipation
Ghost Heat Penalty -50%
^^^^Make it happen PGI =D Pretty please with melted Spheroid on top?

Edited by LordKnightFandragon, 28 October 2014 - 06:54 AM.






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