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Full List Of Mech Quirks From The Test Server.


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#221 MechPorn

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Posted 31 October 2014 - 06:05 AM

View PostJohnny Reb, on 30 October 2014 - 08:14 PM, said:


Best assault lrm boat.


Correct.

#222 Inflatable Fish

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Posted 31 October 2014 - 06:48 AM

my previous post probably snuck under most people's radar (which I'm kind of not surprised with, given how unpopular Vindicators are,) so here's a more conspicuous version:

VND-1AA - Tier 4: Four quirks, respectively 10%, 10%, 20%, 12,5%. Jump jets.

VND-1R - Tier 4: Six quirks, 10% each. Jump jets.

VND-1X - Tier 4: Five quirks, respectively 12,5%, 12,5%, 25%, 15%, 15%. Jump jets.

VND-1SIB - Tier 4: Three quirks, respectively 7,5%, 7,5%, 10%. Jump jets.


can anyone tell me why the SIB is so horribly underbudgeted compared to the other variants, all of the same tier?

from one of two kinda-usable variants, it becomes the single worst and generic one. what gives?

Edited by Inflatable Fish, 31 October 2014 - 06:48 AM.


#223 WarHippy

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Posted 31 October 2014 - 07:36 AM

View PostInflatable Fish, on 31 October 2014 - 06:48 AM, said:

my previous post probably snuck under most people's radar (which I'm kind of not surprised with, given how unpopular Vindicators are,) so here's a more conspicuous version:

VND-1AA - Tier 4: Four quirks, respectively 10%, 10%, 20%, 12,5%. Jump jets.

VND-1R - Tier 4: Six quirks, 10% each. Jump jets.

VND-1X - Tier 4: Five quirks, respectively 12,5%, 12,5%, 25%, 15%, 15%. Jump jets.

VND-1SIB - Tier 4: Three quirks, respectively 7,5%, 7,5%, 10%. Jump jets.


can anyone tell me why the SIB is so horribly underbudgeted compared to the other variants, all of the same tier?

from one of two kinda-usable variants, it becomes the single worst and generic one. what gives?


Yeah, I got to say it doesn't make sense. The Vindicator is all over the place with the number of quirks, and I'm not seeing the reasoning.

#224 Dimento Graven

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Posted 31 October 2014 - 08:13 AM

View PostHans Von Lohman, on 29 October 2014 - 11:58 PM, said:

Found this online. The test server was up this week, and enterprising people data mined it for all of the stats that are getting changed on Nov 4th.

Most we knew, but not all of these mechs have been shown before, such as the Awesome 8V, 8T, and 9M, which are the three that I personally own.

Full listing of IS mech quirks


Have fun.
Bummer was hoping for some ballistics quirks in the Cicada-3M.

Would love to have an even deadlier Gauss-cada...

#225 eleazr

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Posted 31 October 2014 - 08:51 AM

View PostDragomir Zelenka, on 30 October 2014 - 02:24 PM, said:

Yeah, the Arrow is a big offender in the terms of quirks which actively work against the character of the mech. Mounting an AC20 in an Arrow effectively makes it just a BJ-1 with a machine gun arm instead of a laser arm, which is pretty bland. I'd rather the Arrow and BJ-1 swapped AC20 and AC2 quirks. The Arrow can currently mount a pair of AC2s in one arm for peeking, which the BJ-1 can't, and twin, rapid fire AC2s paired with a handful of machineguns fits the image of the Arrow much better than an a single giant cannon does.

View PostYeonne Greene, on 30 October 2014 - 02:28 PM, said:

Man, Jagermechs look like they generally got shafted. All the wrong quirks on all the wrong variants. UAC/5 on the DD? Nope, that goes on the JM6-S. The DD should get AC/5 and/or AC/2 quirks. The JM6-A also should have gotten SRM buffs, not LRM buffs, as well as AC/5 in addition to AC/2. Ironically, the Firebrand got the best bonuses.

The Blackjacks, similarly, turned out funny....

View PostOtto Cannon, on 30 October 2014 - 08:48 PM, said:

A lot of these quirks are actually quite good.

But some are completely inappropriate, ...


SRM4 Cent A??
AC2 BJ-1 and AC20 Arrow???
UAC5 JM6-DD and AC2 JM6-S? Really????

IMHO, the 50/50 split between family/specific weapon is too much for specific weapons and is still too limiting - especially given PGI's rotten choices. Historically, a nerf of a few percentage points is enough to swing a weapon from OP to trash. A 2-5% buff for a specific weapon (the rest going to the family) would allow more build flexibility while still retaining a specific weapon 'flavor'. And for all that's holy, make better flavor choices already!

Add to this, PGI's sledgehammer tactics when it comes to weapon nerfs and today's ubermech is tomorrow's trash bin if these heavy, weapon specific buffs stand.

Edit:

I'm really not a fan of the mech specific projectile velocity buff. I'm a little worried that it will make it difficult to switch between mechs carrying the same weapon but having different buffs... especially for casual players.

Edited by eleazr, 31 October 2014 - 08:59 AM.


#226 Trickstick

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Posted 31 October 2014 - 08:58 AM

View PostShinVector, on 31 October 2014 - 04:54 AM, said:

Need someone to check my math here...


The modifiers stack additively, not multiplicatively. This means that you add up all of the modifiers and then apply that to the value. For the Locust, this gives a cooldown of 1.625 and a duration of 0.9375 without modules.

I'm looking forward to the 1V. I've been using it this week with max engine, ErLL and a Bap+sensor range mod for nice radar coverage.

#227 Looke Groundrunner

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Posted 31 October 2014 - 09:34 AM

I have to say, the Flame's quirks make the least sense to me. Lore-wise, it is supposed to be the long-range mech in the Fang/Flame combo, but you're giving it AC 20 perks...? It's got the most energy points (like the DRG-1C) out of all dragons but only gets a slight bonus to laser duration? I also never understood why the Flame is seen as so much better than all of the other dragons. Yes, it's hardpoints are unique, but that doesn't mean better.

I always saw the AC20 loadout as more of a "because we can" loadout, as you have to ditch the all important XL engine that dragons rely upon. I basically have a problem with these quirks because they are a complete contradiction to the role that the Flame was intended to play, which is more Support/Ranged-Skirmisher. I mean nearly all of the dragons get bonuses to ER Large lasers, and that would have made the most sense on the Flame. But instead, the majority of its bonuses seem to cater more to a lol-build than what it was actually designed for.

Other than that, most of the mech quirks I have seen are really great :)

#228 ShinVector

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Posted 31 October 2014 - 10:28 AM

View PostTrickstick, on 31 October 2014 - 08:58 AM, said:


The modifiers stack additively, not multiplicatively. This means that you add up all of the modifiers and then apply that to the value. For the Locust, this gives a cooldown of 1.625 and a duration of 0.9375 without modules.

I'm looking forward to the 1V. I've been using it this week with max engine, ErLL and a Bap+sensor range mod for nice radar coverage.


Hmmm.. It is demoed.



#229 Dimento Graven

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Posted 31 October 2014 - 11:32 AM

View PostShinVector, on 31 October 2014 - 10:28 AM, said:

Hmmm.. It is demoed.

AN ERLL blast about every 2 seconds.

FFFFFFuuuuuuuuuuuuuuuuuuuuu...............

#230 Mothykins

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Posted 31 October 2014 - 12:35 PM

View PostDimento Graven, on 31 October 2014 - 11:32 AM, said:

AN ERLL blast about every 2 seconds.

FFFFFFuuuuuuuuuuuuuuuuuuuuu...............

Still hate it.

Where are the machine guns? I swear I paid actual cash money for this 'mech with machine guns on it...

#231 Mcgral18

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Posted 31 October 2014 - 12:52 PM

View PostCavale, on 31 October 2014 - 12:35 PM, said:

Still hate it.

Where are the machine guns? I swear I paid actual cash money for this 'mech with machine guns on it...


Machine gun mods sold separately.

Locate your nearest retailer.

#232 Deathlike

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Posted 31 October 2014 - 02:31 PM

View PostEl Bandito, on 31 October 2014 - 01:40 AM, said:

Wait, people actually care about the Thunderbutt? :o


I do, but then again... it has Suckoner qualities (meh weapon options, but significantly durable), except it has only 1 JJ variant.

#233 LT. HARDCASE

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Posted 31 October 2014 - 07:49 PM

The list now says that the negative quirks on the Battlemasters are removed. What did I miss?

That makes me really happy, regardless.

#234 YueFei

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Posted 31 October 2014 - 10:37 PM

I think I'd rather have positive maneuverability quirks for the HBK, rather than firepower increases mainly thru rate-of-fire.

I still can't get over the fact that it takes me almost 3 seconds to turn around when I'm standing still.

Why does PGI love giving faster torso yaw rate so liberally, but is so stingy with giving faster turn rates?

#235 Hans Von Lohman

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Posted 31 October 2014 - 11:57 PM

Man, that Thunderbolt 9S has some hefty quirks for the PPC. PPC's get 25% less heat, 25% faster rate of fire, 15% longer range, as well as lasers that also get the same 15% longer range as well as 15% shorter beams, and missiles that are 15% longer range.

Nice thing is I bought a 9S a few weeks ago, and put a PPC on the shoulder.

Oh, and the Hellslinger hero Battlemaster is somewhat immune to map heat. -50% heat from the environment. That is a weird quirk, but ok.

#236 UrsusMorologus

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Posted 01 November 2014 - 06:24 AM

View PostYueFei, on 31 October 2014 - 10:37 PM, said:

I think I'd rather have positive maneuverability quirks for the HBK, rather than firepower increases mainly thru rate-of-fire.

If they gave HBK an engine cap of 300 it would stop sucking on manueverabilty and they would not have to do the band-aid fixes

#237 Bigbacon

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Posted 01 November 2014 - 06:59 AM

View PostInflatable Fish, on 31 October 2014 - 06:48 AM, said:

my previous post probably snuck under most people's radar (which I'm kind of not surprised with, given how unpopular Vindicators are,) so here's a more conspicuous version:

VND-1AA - Tier 4: Four quirks, respectively 10%, 10%, 20%, 12,5%. Jump jets.

VND-1R - Tier 4: Six quirks, 10% each. Jump jets.

VND-1X - Tier 4: Five quirks, respectively 12,5%, 12,5%, 25%, 15%, 15%. Jump jets.

VND-1SIB - Tier 4: Three quirks, respectively 7,5%, 7,5%, 10%. Jump jets.


can anyone tell me why the SIB is so horribly underbudgeted compared to the other variants, all of the same tier?

from one of two kinda-usable variants, it becomes the single worst and generic one. what gives?


i said also in another thread is why does the 1X not get a ballistic quirk?

#238 Psydotek

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Posted 01 November 2014 - 10:53 AM

What I'm finding odd is the quirks for the Grid Iron and Protector...

Both are packing Gauss Rifles as their stock loadout but are getting quirks for the Ultra AC/5 and AC/20 respectively.

Perhaps they're assuming (or have the data showing) that people are just swapping out the Gauss Rifle for other weapons instead. Or maybe the data shows that despite the stock loadouts people are using them in brawler/skirmisher roles instead of long range support instead.

I really like the idea of having quirks that support a stock (or close to stock) loadout such as the quirks the Hunchback 4G is getting.

#239 rotagh

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Posted 01 November 2014 - 12:20 PM

This cannot be real, the few mechs that I do own, I already set up with the weapons that are going to be buffed for those variants! This is gonna be so nice!

#240 Greenjulius

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Posted 01 November 2014 - 02:50 PM

View PostKevjack, on 31 October 2014 - 07:49 PM, said:

The list now says that the negative quirks on the Battlemasters are removed. What did I miss?

That makes me really happy, regardless.


If there are no negative quirks for the BLRs, then they are going to be quite good. The Wubmaster approves.





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