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Medium Pulse Laser Range +12.5%
Energy Weapon Range +12.5%
Medium Pulse Cooldown +12.5%
Energy Weapon Cooldown +12.5%
Medium Pulse Duration -12.5%
Laser Weapon Duration -12.5%
Medium Pulse Heat Gen -12.5%
Energy Weapon Heat Gen -12.5%
And here is the stock loadout of the Spider 5V:
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And here is what you get in Smurfy if you try to run 2x Medium Pulse Lasers:
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This is not a viable build. Why? It's too slow. Here are the commandments for using the Spider 5V:
- If you are not using long-ranged weapons, then you must take the largest engine that you can - this applies to all very light mechs
- You must take all of your jump jets - this is the only unique feature of the Spider 5V. Otherwise, just take the Spider 5D or 5K because they are better in every respect.
- You must take as much armor as you can - except for your Arms, because they are useless on the Spider 5V
Now, the Spider 5V is, as of right now, arguably the worst mech in the entire game. Why?
- It's a light mech with 6 tons and 12 critical slots worth of jump jets
- Because it uses so many critical slots, you cannot take Ferro Fibrous Armor with an XL engine
- All of its hardpoints are on the center torso - if you want to use a long-ranged weapon, you cannot use a TAG
- Only two hardpoints and both are energy, so your alpha strike will always be terrible
- Jump Jets aren't very good after various nerfs, and that's the only special thing about the 5V
- 12 Jump Jets gets you less than 2x the lift height as 4 Jump Jets, but requires 3x the investment
- Extremely easy to leg yourself unless you barely use the Jump Jets at all... in which case, you might as well use the Spider 5D or 5K.
So having these quirks just further makes the 5V the worst Spider, and further cements its position as the worst mech in the game. Look at the quirks on the Locusts if you want an example of great quirks given to bad, extremely light mechs.
There are a bunch of problems with these quirks by themselves, too:
- -25% laser duration is meaningless on Medium Pulse Lasers. The duration is 0.6 seconds base, and goes down to 0.45 seconds. These are essentially the same value.
- +25% range is slightly better but not much. Your range goes up to 275, which is the same as a Medium Laser.
- -25% heat on Medium Pulse Lasers is meaningless - the mech only carries a maximum of two of them. Heat doesn't matter; the mech can't even equip an ERPPC.
- Switch all quirks over to Medium Lasers instead of Medium Pulse Lasers. They are on the stock build, anyway.
- Remove the -Heat quirk for energy weapons.
- Add new quirk: -75% damage taken from falls (stacks with Shock Absorption, giving you 100% fall damage reduction)
- Add new quirk: +5% Jump Jet fuel and Jump Jet fuel regeneration rate for each equipped Jump Jet (maximum 60% with 12 Jump Jets)
- Add new quirk: -50% Jump Jet heat generation
I'll restate a couple things:
- Quirks are meant to make each chassis unique - to give you a reason to pick that chassis.
- The only unique thing about the Spider 5V is its huge amount of Jump Jets. Every other variant has superior equipment selection and hardpoints. If you are going to drop Jump Jets, you should take a different variant.
Edited by Xarian, 29 October 2014 - 10:03 AM.