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Make Quirks Selectable


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#1 Wolfwood592

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Posted 06 November 2014 - 08:27 AM

Ok so here is the deal. I think the quirks added a nice touch to MWO, and hats off to PGI, you can officially take some more of my money without me arguing whether this game was worth it.

But let me take a shot in the dark I have seen a lot of complaints that these pre-set quirks have taken the "custom" mechs out of the equation and created "pre-built" chassis for everyone to run.

Wanna know how I think you should fix this? Make the quirks select able based on the chassis being run.

You wanna don't/can't run an ac20 on an ATLAS, well thats ok, throw and XL motor in and switch over to the Gauss Rifle quirk. You wanna run LPL's instead of PPC's on an awesome? That's fine as well, change your quirk to YOUR build and run YOUR mech YOUR way, not PGI's way.


Let US choose the way we want to run our mechs and you will always have my money. Are you worried about balance? Stacking up on sick perks that make your mech unstoppable? Fine, than do this, if quick A is chosen, than quick C or D cannot be chosen. This limits stacking but still allows customization, AND its all simple coding :D



And as a side note, I dream of the day when 12 IS take on 8 Clan mechs that aren't nerfed...with weight limitations on both sides.....the true and only clan way, superior firepower and pilots...but less of em.

#2 Wintersdark

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Posted 06 November 2014 - 10:13 AM

No. 2 reasons:

1) the quirks are different from variant to variant because balance is different from variant to variant. The idea is to bring all mechs closer together in terms of balance. If you could swap them about, then poorer variants would go right back to being poorer variants. (Yes, I get that there are still problems and balance isn't perfect, but this was a really positive step overall)

2) you CAN choose which bonuses you get. Like PPC's? There's an awesome for that. Like Large Lasers? There's another awesome for that.

This is also why they split the perks to be 50% generic: you can use other weapons and still benefit.

#3 Mazgazine1

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Posted 06 November 2014 - 10:27 AM

Wintersdark pretty much nailed it.

There ARE ways available of making your mech more specialized. They are the MODULES. Using them adds a little more customization to any mech you want and a little bit of edge in the role you want to play.

#4 MadLibrarian

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Posted 06 November 2014 - 10:32 AM

If it were integrated with the XP system, it could be made more worthwhile. Even just at the mastery level, a little select box to choose which type of mech bonuses you want the mech to have. (Brawler, ranged, default, etc)

#5 Wolfwood592

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Posted 06 November 2014 - 11:22 AM

View PostWintersdark, on 06 November 2014 - 10:13 AM, said:

No. 2 reasons:

1) the quirks are different from variant to variant because balance is different from variant to variant. The idea is to bring all mechs closer together in terms of balance. If you could swap them about, then poorer variants would go right back to being poorer variants. (Yes, I get that there are still problems and balance isn't perfect, but this was a really positive step overall)

2) you CAN choose which bonuses you get. Like PPC's? There's an awesome for that. Like Large Lasers? There's another awesome for that.

This is also why they split the perks to be 50% generic: you can use other weapons and still benefit.


Makes sense but what about the hero and champion mechs? Pay good money for a pre-set build that you may not have even wanted in the beginning?

Edited by Wolfwood592, 06 November 2014 - 11:22 AM.


#6 Wintersdark

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Posted 06 November 2014 - 12:17 PM

View PostWolfwood592, on 06 November 2014 - 11:22 AM, said:


Makes sense but what about the hero and champion mechs? Pay good money for a pre-set build that you may not have even wanted in the beginning?
you don't pay for the build. In the case of a hero mech, you pay for the look, hard points and cbills. Champs? For the xp bonus and sometimes a more cost effective way to buy a mech with cbills. The build is just an improved way of providing new players with something functional. The old trial mechs where stock builds, which was just awful for new players.



#7 Wolfwood592

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Posted 06 November 2014 - 02:47 PM

View PostWintersdark, on 06 November 2014 - 12:17 PM, said:

you don't pay for the build. In the case of a hero mech, you pay for the look, hard points and cbills. Champs? For the xp bonus and sometimes a more cost effective way to buy a mech with cbills. The build is just an improved way of providing new players with something functional. The old trial mechs where stock builds, which was just awful for new players.


So your saying that I should simply be happy with the "stock" configuration they have given to all my Hero and Champ mechs? I disagree completely, but thats ok...you shot down my idea with valid points.

#8 Wintersdark

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Posted 06 November 2014 - 05:55 PM

View PostWolfwood592, on 06 November 2014 - 02:47 PM, said:


So your saying that I should simply be happy with the "stock" configuration they have given to all my Hero and Champ mechs? I disagree completely, but thats ok...you shot down my idea with valid points.
What? God no. You use your own build, silly. Trial builds are for new players that don't have a clue, so they're not in stock (read: unplayably bad) builds.

I'm saying you're not paying for their build, that's my whole point. The build that comes on the mech is largely irrelevant.

#9 Wintersdark

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Posted 06 November 2014 - 06:00 PM

After all, you could buy the chill version of a champ and put the champ on it if you wanted.

#10 Mothykins

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Posted 07 November 2014 - 01:00 AM

Despite the chances for mix/max, I'd like to see small BALANCED quirks sets granted on completion of BASIC, ELITE and MASTERY, with the Options being something akin to "+5% Range Ballistics" with a weighted recycle/heat gen rate negative, the reverse, and a neutral option, with it losely quirked around the chassis/variant.

For example, the K2;

BASIC: +5% to Energy cooldown rate or to Energy Heat dissipation with negative to opposing, or Balanced Option (leave as is)
ELITE: +7.5% to PPC/ERPPC/Ballistics velocity or +7.5% Ballistic/PPC/ERPPC Cooldown rate (Negative opposing), With a Balanced option.
MASTER: +20% Energy Range or +10% Energy cooldown (Negative opposing) with a Balanced option

(Some people find range less important than cooldown, so make it a bit more weighted.)

This gives some feeling of ownership to the chassis beyond loadout, and really well thought out versions of this prevent gross Min/Maxing, but still allow some specialization. This is just a "Throw science at it" approach as well.





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