Quirks Are Ridiculously Stupid....
#81
Posted 05 November 2014 - 01:58 PM
For all these whiners quirks havent made IS better than Clan. Just because the game has changed to allow IS to be useful again doesnt mean they have made clan worse. A clan mech still rocks more guns and more firepower per ton than IS.
Is short do what all the IS pilots had to do when clans arrived. Adapt. Stop blaming yoir inabilty to hadle change on PGI
#82
Posted 05 November 2014 - 02:13 PM
Damien Tokala, on 05 November 2014 - 11:22 AM, said:
Exactly, these matches are the most fun, most memorable and us all coming back. I think its great that PGI wants the same thing and I think players mostly all agree that quirks will be fitting into that vision perfectly.
#83
Posted 05 November 2014 - 02:23 PM
I wish I had an excel spreadsheet of the actual whines, and actual whiners to see if theres a pattern of complaints.
pro-tip: its a game, just get whatever mech is doing whatever the mech you had was doing, but isn't anymore!
I just dusted off my kintaros and banshee's and loving the tears on the battle field.
#84
Posted 05 November 2014 - 03:06 PM
Quirk pass looks good, even some of those things that look outrageous on paper (From a standing stop, to full ahead, to full reverse, and back to a standing stop in under three seconds in a Locust).
Of course, there are some that have me scratching my head. Ballistic Cooldown? On a Catapult-K2? does nothing for the MGs, and why not a buff for the PPCs? Or the Arrow, thing is an MG-boat so they gave it an AC-20 buff?
The thing is, according to Russ they had finally gotten near that mythical 'balance' after the last round of Clan Mech nerfs and that things were pretty much where they wanted them with maybe only a few minor tweaks. So if that is the case, why unload this on us? (Not really caring which side you are on, but I do not think anyone can call this 'minor').
If PGI wanted to insert these kinds of quirks (can see why they did, not saying that putting them in was wrong), would it have not been better for that 'balance' they have been using to justify (correctly, if increasingly irritatingly so) the things they have done since the release of Clan Mechs if they had held off actually inserting these until they had completed the Clan quirks as well?
Edited by Kael 17, 05 November 2014 - 03:13 PM.
#85
Posted 05 November 2014 - 03:19 PM
Kael 17, on 05 November 2014 - 03:06 PM, said:
If PGI wanted to insert these kinds of quirks (can see why they did, not saying that putting them in was wrong), would it have not been better for that 'balance' they have been using to justify (correctly, if increasingly irritatingly so) the things they have done since the release of Clan Mechs if they had held off actually inserting these until they had completed the Clan quirks as well?
I agree. It would have made more sense to release both Clan and IS quirks in the same patch. Then there might not be so much whining going around.
#87
Posted 05 November 2014 - 06:56 PM
#88
Posted 05 November 2014 - 09:28 PM
#89
Posted 05 November 2014 - 09:31 PM
#90
Posted 05 November 2014 - 10:05 PM
But should be a fun two weeks for me regardless!
#91
Posted 06 November 2014 - 12:26 AM
Just one complaint - i couldn´t stop thinking "oh, someone just stepped on a frog" every time i heard that word "quirks" in the last Devlog... seriously PGI, how dare you... i will stop playing until you stop killing frogs, seriously... i mean it... like all the other times...
Edited by HAS UncleClint, 06 November 2014 - 12:27 AM.
#92
Posted 06 November 2014 - 12:39 AM
#93
Posted 06 November 2014 - 12:46 AM
All in all it was a really good move to get some of the lesser used mechs get dusted off and marched back into battle again,soooo :
Let´s play 2 weeks straight to give PGI some metrics to fine-tune all your spheroid-mechquirks, then check that for another 2 weeks and after that PGI might be heading towards a clanmachinery-quirkpass, who knoweth ?
And in the end the field of glorious and honourable conflict shall be crowded by ALL the mechs (so no, "pseudo-comp-players" no more tom-foolery from you guys... an why the "pseudo-comp" "insult" ? No comp possible with this atrocious hit-reg, as easy as that and you "comp-players" of ALL people should be knowing that) not only a special few variants and builds .
Get to playing those spheroid machines, spheroids !
and remember ...
VARIATIO DELECTAT !
Edited by Rad Hanzo, 06 November 2014 - 12:48 AM.
#94
Posted 06 November 2014 - 01:38 AM
Kael 17, on 05 November 2014 - 03:06 PM, said:
Of course, there are some that have me scratching my head. Ballistic Cooldown? On a Catapult-K2? does nothing for the MGs, and why not a buff for the PPCs? Or the Arrow, thing is an MG-boat so they gave it an AC-20 buff?
I see problems with Buffing MGs in general.
1. Might be OPs to adjust the ROF since MGs has no cooldown since it is a hitscan.
2. Any huge range increase for MGs might prove useless but it is probably the only 2nd direct fire weapon in the game to have Cone of Fire. The spread would be too terrible at long range.
3. Maybe it should have MGs Cone of Fire reduction buffs.
#95
Posted 06 November 2014 - 01:39 AM
The revamp of all the IS quirks is one of (if not the) best things done by PGI in the last year. I'm finally seeing dragons, hunchies, awesomes, trebuchets, commandos in masses again. Really underpowered mechs (because of hardpoints, proportions, hitboxes) have come to a second life, battlefield is varied again. In the last day i've seen far less teams made up of just shawks, atlases, banshees and phracts on the IS side, ant that's amazing. Goddamnit, dragons are usefull again, do you know for how long those chassis have been unused? At least 2 years!
And you're complaining?
Clan mechs are in no way inferior to is mechs. I play both, and now is mech are just barely able to hold their own against clan mechs of the same weight. But just in some circumstances. With the quirks, every is mech is specialized for a determined task. That hunchie 4g is hurting your stormcrow with its ac20? You're a clanner, you've got far more mobility and range than that spheroid scum. Get far from it and shoot it down with your lazors. What, you only got srms? Then, son, you're doing it wrong. Clan mechs are made to engage at different ranges, swap an srm and a ton of ammo for some lasers, and things will change dramatically. Lern to adapt, and you'll enjoy the game a lot more than you do now.
TL:DR quit bitching like little girls for every little change that affects your playstile, learn to adapt, and learn to enjoy variety and challenge.
#96
Posted 06 November 2014 - 01:47 AM
Good Job PGI
#97
Posted 06 November 2014 - 05:00 AM
I'm even seeing a lot more commando's now too.
My 8Q has been improved now i think had this brilliant game in it a couple of nights ago. Both teams were suffering attrition at pretty equal levels. In the end it came down to me and a stalker and a Firestarter. The firestarter pilot played very well seriously damaging us both i'd lost half my awesome but due to the quirks it allowed me to spread the damage far better than i ever have. It ended with me getting a few lucky shots in as the firestarter dashed between buildings taking pot shots but i managed to just finish him off and we won. But it was close. The Awesome while i was good with it before i have much more confidence in it now and that's what these quirks are for.
Edited by mad kat, 06 November 2014 - 05:06 AM.
#98
Posted 06 November 2014 - 05:16 AM
#99
Posted 06 November 2014 - 08:34 AM
#100
Posted 06 November 2014 - 02:20 PM
Volcan, on 05 November 2014 - 06:35 AM, said:
There not supposed to. How many years behind are they. The flexibility and customization is a much larger strength. I dont see clans being give flexibility like IS. So yes seriously dude.
*They're*
You're Welcome!
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