

Quirks. Good Idea Done Bad
#21
Posted 04 November 2014 - 02:04 PM
#22
Posted 04 November 2014 - 02:19 PM
#23
Posted 04 November 2014 - 02:24 PM
#24
Posted 04 November 2014 - 02:32 PM
Lamhirh, on 04 November 2014 - 02:02 PM, said:
30% is alot. Its 30 dmg for every 100 you do. Its huge advantage, and not using it means you are weakening your own team.
You still can do it, noone prevents you, but it will cause people to react badly Having 30% more damage and not having 30% damage together gives 60% damage

30% quirks do not equate to 30% damage directly.
Secondly, it does not in anyway negate my previous comments...a thirty percent improvement to a ****** build or less than optimal weapon doesn't matter to min/maxers....they don't use them anyway. So, I welcome your opinion, but think it's incredibly flawed in it's understanding of the social dynamics of these kinds of games.
General perks would probably be better overall, I concur, but these quirks are not BAD for the game or threatening diversity in builds or in the use of previously under-utilized mechs, which is what your OP proclaims.
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You imply that somehow that's changed due to the quirks. That's pretty demonstrably false as I noted earlier.
#25
Posted 04 November 2014 - 02:34 PM
Edited by AUSwarrior24, 04 November 2014 - 02:35 PM.
#26
Posted 04 November 2014 - 02:40 PM

after all my Hunchbacks already stat with a HUGE negative quirk that being I am the one driving it

#27
Posted 04 November 2014 - 02:53 PM
Lamhirh, on 04 November 2014 - 02:02 PM, said:
30% is alot. Its 30 dmg for every 100 you do. Its huge advantage, and not using it means you are weakening your own team.
You still can do it, noone prevents you, but it will cause people to react badly Having 30% more damage and not having 30% damage together gives 60% damage

What? I...huh? There are no 30% damage quirks and you know it. For some of these mechs it might be a 30% cooldown or heat reduction, but it could just as easily be a range increase. These CAN affect damage, but they are not a guaranteed percentage increase. Not to mention that, AGAIN, even if you're using a different weapon if it were in the same class as the buffed one it would be getting half of the bonus. So in 90% of cases it's not a "30% or nothing" choice, but a "30% or 15%".*
Lastly, the difference between having a 30% buff and not having a 30% buff is 30%. Where the hell are you getting 60% from? Get a math book or something...
*- There's also tons of mechs who have smaller 10/20% bonuses that don't affect things nearly as much, but can give you a reason to nudge a build a different way if you're looking to really fulfill a niche role or squeeze out every bit of performance that you can.
Edited by Doctor Proctor, 04 November 2014 - 02:56 PM.
#28
Posted 04 November 2014 - 03:17 PM
#30
Posted 04 November 2014 - 03:26 PM
#31
Posted 04 November 2014 - 03:31 PM
Some mechs are brawlers, some, like the Orion are not. MWO should treat them equally.
#32
Posted 04 November 2014 - 03:34 PM
I'm really interested in playing some matches with every single one of my mechs just to see how they perform.
And I couldn't even motivate myself to play one match a few weeks ago.
#33
Posted 04 November 2014 - 03:53 PM
Take the Hunchback 4G and 4H. The most optimal builds on both were AC20 setups. The H was better though since it could carry two MLs instead of 2 MGs on the G.
But now, with the AC20 quirks for the G, and AC10 quirks for the H, there is some differentiation. The G is now the walking AC20 of Doom it was supposed to be. The H now trades that raw firepower for more range, ammo endurance, and versatility that the AC10 brings.
One is geared towards massive frontloaded damage, while the other one gets a bit of dakka thanks to the range and cooldown quirks. The 4H is now no longer outright better than the 4G. They are quite even with one being a close range destroyer and the other a medium range hitter.
#34
Posted 04 November 2014 - 05:10 PM
Doctor Proctor, on 04 November 2014 - 01:22 PM, said:
Okay lets talk about Grid Iron. You cant slot 2 UAC5 unless you strip the arms and use them as dead meatshields, at which point you cant use enough MPLs for the buff to matter. You can run one UAC5, but christ it's not even worth taking the chassis if you are only going to put one UAC5 in that big deformed shoulder on a mech that goes 87kph and cant even JJ. And the interesting part of the mech that sets it apart from the 4G is the missile launcher, which doesnt even get a buff. So the weapon quirks are useless for a hunchback in practice. And the Grid Iron still sucks because the generic quirks that it gets are only lifting it from T5 to T3ish--its still a trash mech.
The other end of the scale you have Cicadas and a couple of other builds (like my ON1-V) that are perfectly matched to the quirks and are getting massive bonuses to performance.
Quirks are a solution to a weapon problem, not a solution to a mech problem. They fail to balance the mechs.
#35
Posted 04 November 2014 - 05:32 PM
No longer will i go on to smurfy and think how will i plan my next 3 variants and tinker round for ages with various combinations it will just be a matter of putting on the relevant weapons and fitting whatever ammo and cooling is possible from there feels pretty damn hollow really.
#36
Posted 04 November 2014 - 05:38 PM
Lamhirh, on 04 November 2014 - 12:56 PM, said:
Balderdash.
So the poorer performing mechs have had a performance boost. YAY. However, the same issues that made them a poor choice in the first place are still there! The Awesome still makes the DW look like a Russian ballerina, has garbage hitboxes, worse weapon placement, and is slow as hell. It's still the mech of a masochist, only now it can fire the weapon it was built around effectively!
There are no medium buffs that are the slightest bit overpowered, even the auto shotgun of the Cent or the mega Lurms of the Hunchie. Mediums are still delicate as hell, and can't boat anywhere near enough weapons to make their perks overpowered. BlackJacks are still delicate little flowers. They can carry some awesome Wub now, but DUBSTEP WON'T PROTECT THEM WHEN A METAWOLF TURNS THEM INTO A CANOE.
You can STILL carry all the loud outs that were effective prior to the patch! Most have even had half-buffs! Dual GAUSS is now 7.5% better in Yagers! Missiles are around 10% better in Stalkers! Lots of lights and mediums have had their laser durations cut, so they can deliver damage faster!
And lastly, give it some freaking time. Wait for the number crunchers to gravitate towards their new FOTM builds. Wait for the min-maxers to science a new meta. Wait for the whine threads about individual mechs. PGI have proven they are more than willing to listen, RESPOND, and tweak balance issues now.
Surely you can at least attempt to keep your benefit of the doubt hat on, even for 24 hours, before you start sharpening your pitchfork.
#37
Posted 04 November 2014 - 05:51 PM
Edited by Scrotacus 42, 04 November 2014 - 05:52 PM.
#38
Posted 04 November 2014 - 06:06 PM
Wait, you still can do whatever you want to your mech? Oh... why are we complaining then?
Sure the new quirks give incentives to use certain weapons, doesn't mean you can't still go nuts doing whatever you want. Additionally half the quirks just apply broadly to one or more of the three weapon types.
#39
Posted 04 November 2014 - 06:19 PM
627, on 04 November 2014 - 12:59 PM, said:
A firebrand with boom-equip will always be 40 pinpoint damage to the face, you don't need to use PPCs.
All those whinings for some bonus quirks...
Gotta agree here.
Quirks didn't make me change my Jester Setup (2 LPL + 4 MPL) or my Ilya Murromets setup (1 AC 20 + 1 AC 10 + 3 ML). As far as I judge the quirks they have been done good (except for the catapult K2 faux pas). Mechs that were competitive still are regardless of build and even a build that uses quirks to the max don't get an extreme buff. Unplayed mechs though now finally have at least a few options to create a competitive build on them.
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