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Quirks Could Be Better If


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#1 Foxwalker

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Posted 12 November 2014 - 04:04 PM

Just an idea. I think Quirks should be setup in a progression and, so you can pick the quirk set for your ride. You should be able to pick the quirks that suit your play style not the ones PGI thinks you should have.

Yes the possibility of someone coming up with a combo that is OP is there. As some have found with the quirk sets that were put together. PGI can look at them and then limit the combos to reduce that possibility.

Just a thought.

#2 oneproduct

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Posted 12 November 2014 - 04:13 PM

That defeats the whole purpose of the quirk system. If you could pick your quirks, why would you ever take an awesome when you could take the same PPC quirks on another mech? Why would you ever take the hunchback 4G if you could get the same AC20 quirks on the hunchback 4H and two free energy hardpoints at the same time?

#3 Mothykins

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Posted 12 November 2014 - 04:17 PM

I've brought this up before. Before i get burried, let me repost my idea!

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.

#4 Walluh

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Posted 12 November 2014 - 04:21 PM

This ruins the entire purpose of the quirk system, as it was partially to buff IS mechs, and partially to give a reason to use a HBK-4G over a HBK-4H, for example. Letting you slap whatever quirks you want on it like whatever you want would put those variants back in the never-use-ever pile like they were, and variety would drop back down to around where it was.

#5 Foxwalker

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Posted 12 November 2014 - 04:30 PM

I appreciate your view, but think you are wrong (Wulla and oneproduct). Someone may bring the Hunchie 4G anyway. I also said they would still need to limit the choices some to keep a balance. Also some mechs will still not get as many quirks based on exactly what you are saying.

#6 TheCaptainJZ

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Posted 12 November 2014 - 04:37 PM

I suppose they could let you choose between say 3 quirk sets tailor designed for that variant. One could have an emphasis on speed and agility, another energy weapons, another missiles for instance. You could pick a set after completing basics and have some idea what you want to do with the chassis. Also, finishing basics would have more significance and sense of accomplishment.

#7 Walluh

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Posted 12 November 2014 - 04:43 PM

Someone MAY take the 4G.

But nearly absolutely nobody. Because it's more or less universally agreed the 4H is better.

Now people use the 4G too.

#8 Rear Admiral Tier 6

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Posted 12 November 2014 - 04:43 PM

yes,id like my soloque dropdeck consisting solely Dragon Slayers with 50 % gauss and 50 % ppc cooldown + velocity please. :huh:

#9 Davers

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Posted 12 November 2014 - 04:44 PM

View PostFoxwalker, on 12 November 2014 - 04:30 PM, said:

I appreciate your view, but think you are wrong (Wulla and oneproduct). Someone may bring the Hunchie 4G anyway. I also said they would still need to limit the choices some to keep a balance. Also some mechs will still not get as many quirks based on exactly what you are saying.

Why would someone bring the 4G if you could give it's quirks to any other mech you like? It would only be run by purists and people who just don't know any better. The point was taking mechs that only get used in low Elo and make them more competitive at the top. Otherwise every match would be nothing but Victors, Shadow Hawks, Cataphract 3Ds, and Embers/Jenners all with quirks that complimented their load outs.

#10 Foxwalker

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Posted 12 November 2014 - 06:38 PM

You guys are broken record, same example (4G). wow.

#11 Homeless Bill

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Posted 12 November 2014 - 06:41 PM

I disagree. This would be a serious undertaking in terms of development time, though it may sound simple on paper. They'd need to re-work a lot of things, make an interface for it, and it would suck up ungodly amounts of testing time.

And the net effect would be a negative one. The whole point of quirks is to distinguish chassis from one another and give a boost to under-performing 'mechs. I think the Skill Tree could be re-worked to add an element of player choice, but I don't think that should have anything to do with quirks.

#12 CocoaJin

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Posted 12 November 2014 - 09:04 PM

View PostFoxwalker, on 12 November 2014 - 04:04 PM, said:

Just an idea. I think Quirks should be setup in a progression and, so you can pick the quirk set for your ride. You should be able to pick the quirks that suit your play style not the ones PGI thinks you should have.

Yes the possibility of someone coming up with a combo that is OP is there. As some have found with the quirk sets that were put together. PGI can look at them and then limit the combos to reduce that possibility.

Just a thought.


Posted Image
It's important to be able to look past one's nose.

#13 Triordinant

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Posted 12 November 2014 - 10:10 PM

What you're looking for already exists. They're called Weapon Modules. More kinds are on the way...

#14 The Boz

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Posted 13 November 2014 - 12:26 AM

They should have used more "generalist" quirks, especially with mechs that got few of them. Getting one quirk, and having it apply to just one specific weapon, is something of a dumb idea.

#15 Foxwalker

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Posted 13 November 2014 - 06:09 AM

View PostHomeless Bill, on 12 November 2014 - 06:41 PM, said:

I disagree. This would be a serious undertaking in terms of development time, though it may sound simple on paper. They'd need to re-work a lot of things, make an interface for it, and it would suck up ungodly amounts of testing time.

And the net effect would be a negative one. The whole point of quirks is to distinguish chassis from one another and give a boost to under-performing 'mechs. I think the Skill Tree could be re-worked to add an element of player choice, but I don't think that should have anything to do with quirks.


Thanks Bill, you are right. I guess I see that kind of customization in more RPG oriented games. Also I see your point about too much time to develope. I too would rather see more time spent on other game features.

Your other idea is sound too, reworking the Skill Tree some to make the difference.

Good points well said.

Edited by Foxwalker, 13 November 2014 - 06:11 AM.






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