

Grid Iron Quirks - Do I Interpret This Correctly
#1
Posted 29 October 2014 - 07:37 AM
http://mwomercs.com/...03#entry3862303
[color=#00FFFF]Hunchback Grid Iron - Tier 5 Skirmisher[/color]
Additional Armor (RT) +18
Additional Structure (RT) +12
Medium Pulse Range +12.5%
Energy Weapon Range +12.5%
Medium Pulse Heat Gen -12.5%
Energy Weapon Heat Gen -12.5%
UAC/5 Cooldown +12.5%
Ballistic Weapon Cooldown +12.5%
UAC/5 Velocity +12.5%%
Ballistic Weapon Velocity +12.5%
Ballistic Weapon Range +15%[color=#E69138]No[/color]
Now I play the GI in 4G setup, so AC20 and 3 med laser.
Now are these quirks are additive, so if I use UC5 that means %25 velocity increase and if I use AC20 %12.5? Or even I use UC5 it will be %12.5?
And why UC5, does anybody uses that with GI, I thought they will buff standard setups, which for GI Gauss cannon. Why UC5?
#2
Posted 29 October 2014 - 07:42 AM
speleomaniac, on 29 October 2014 - 07:37 AM, said:
And why UC5, does anybody uses that with GI, I thought they will buff standard setups, which for GI Gauss cannon. Why UC5?
Yes, they are additive, so UAC5 will get 25% while all other ballistic is 12.5
Good question, the Grid Iron is stock with Gauss, no idea why they would choose UAC5 for the bonus.
#3
Posted 29 October 2014 - 07:46 AM
Edited by Bilbo, 29 October 2014 - 07:46 AM.
#4
Posted 29 October 2014 - 07:58 AM
Yeah, uac5 did sorta throw me off.
#5
Posted 29 October 2014 - 07:59 AM
Bilbo, on 29 October 2014 - 07:46 AM, said:
Yeah...PGI needs to rethink this- trying to force players to do "new things!" with their favorite mechs is not going to end well. Quirks should either favor the stock loadout, or should be more openly worded for whole weapon categories instead of single weapons.
#6
Posted 29 October 2014 - 08:00 AM
I'll try it with its "intended" build but I would prefer something else.
Edit: Playing around with the GI in smurfy's has once again brought me back to thinking they should have given it 2 missiles and one ballistic hard point... dammit
Edited by Napes339, 29 October 2014 - 08:03 AM.
#7
Posted 29 October 2014 - 08:02 AM
UAC5 opens opportunities for using the SRM tubes as well. Otherwise the missiles are basically useless.
Edited by UrsusMorologus, 29 October 2014 - 08:03 AM.
#8
Posted 29 October 2014 - 08:06 AM
UrsusMorologus, on 29 October 2014 - 08:02 AM, said:
UAC5 opens opportunities for using the SRM tubes as well. Otherwise the missiles are basically useless.
Sounds like they are trying to force the change.... which in this mechs case.... is much needed. I liked the thought of the Grid Iron filling the Hollander role... yet it never happened right and to be honest... is better retconned to an UAC5.
#9
Posted 29 October 2014 - 08:12 AM

This might be funny because you can't really bring more MPLs with 2 UAC5s
GRID IRON 2x UAC5 1x MPL
Something less silly:
GRID IRON 2x UAC5 2x ML
Or maybe they were thinking something like this? Skirmisher means you have to move fast, right?
GRID IRON 1x UAC5 3x MPL 1x LRM5 275XL
I'm confused as to what specific build they had in mind for the Gridiron to be honest.
Or this:
GRID IRON 1x UAC5 3x MPL 1x LRM10 255XL
The issue:
MPLs weight 2x MLs and any Ballistic weapon is heavy.
Edited by Elizander, 29 October 2014 - 08:25 AM.
#10
Posted 29 October 2014 - 08:12 AM
Edited by Yoseful Mallad, 29 October 2014 - 08:12 AM.
#11
Posted 29 October 2014 - 08:13 AM
#12
Posted 29 October 2014 - 08:14 AM
#13
Posted 29 October 2014 - 08:17 AM
I for one am excited about these quirks.
#14
Posted 29 October 2014 - 08:20 AM
CapperDeluxe, on 29 October 2014 - 07:42 AM, said:
Yes, they are additive, so UAC5 will get 25% while all other ballistic is 12.5
Good question, the Grid Iron is stock with Gauss, no idea why they would choose UAC5 for the bonus.
Likely reason is that the Gauss Rifle already has BEST Range, Best Speed, second BEST damage, second BEST DPS and ZERO heat. Adding bonuses to it would just create much QQ and PGI hate...

The UAC5 at close to 700m optimum range, 1500m/s may actually work. One could add the Cool down modules as well and get to 1.46s.

Edited by Almond Brown, 29 October 2014 - 08:20 AM.
#15
Posted 29 October 2014 - 08:38 AM
Bilbo, on 29 October 2014 - 07:46 AM, said:
They called the Boar's Head a skirmisher too, how exactly does one Skirmish as a 100T mech?
Is that even a valuable role for 1 of your 3 allotted Assaults?
Edited by Ultimatum X, 29 October 2014 - 08:39 AM.
#16
Posted 29 October 2014 - 08:50 AM
BTW: a 25% cooldown bonus is the same as a 33% DPS increase; a 12.5% cooldown bonus is the same as a 14% DPS increase.
The Boar's Head is not a skirmisher - it's impossible for an Atlas to be a skirmisher. The quirks that they put on that thing won't make that build viable; it will just make everyone avoid the Boar's Head. They could've at least given MPLs a total of 20% heat reduction - still minor and not enough to make the chassis particularly usable.
Edited by Xarian, 29 October 2014 - 08:50 AM.
#17
Posted 29 October 2014 - 08:53 AM
Ultimatum X, on 29 October 2014 - 08:38 AM, said:
They called the Boar's Head a skirmisher too, how exactly does one Skirmish as a 100T mech?
Is that even a valuable role for 1 of your 3 allotted Assaults?
It's a viable role on the faster chassis. The Boar's Head is a relatively fast Atlas, though not really fast enough that I'd try to make skirmisher out of it though.
#18
Posted 29 October 2014 - 08:56 AM
Xarian, on 29 October 2014 - 08:50 AM, said:
Pretty much this.
Bilbo, on 29 October 2014 - 08:53 AM, said:
It's not inherently faster than other Atlas mechs.
Even if you go nuts and slot a 400 engine, you are getting an extra 7 KPH.
Some stock load outs are simply stupid, the Boar's Head load out is one of them, this mech has no business with an XL.
#19
Posted 29 October 2014 - 09:09 AM
speleomaniac, on 29 October 2014 - 07:37 AM, said:
Lucky for me I use dual UAC5 and 2-3 medim lasers, so I got exactly what I wanted. Use the AC20 on the 4G leave other things to other chassis, that was the intent of the perks as I interpreted it.
#20
Posted 29 October 2014 - 09:21 AM
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