Quirks affecting specific weapons - bad decision. Because:
1) Such quirks negatively affecting loadouts diversity.
If mech have improvement for some weapon - you mostly will not see this mech with other weapons in main role. For example - TDR-5SS have major improvement for MPL, and as consequence TDR-5SS loadouts, which not using MPL as main caliber, are extinct. This isnt good.
2) They dont have logical explanation.
For example "MPL range +X%". If somehow you can explain it by "this mech have more space for lens adjustment", then why it is affecting only one weapon type, and not its close relatives - ML, SL, SPL?
So, how to change this to the better, not ruining weapon quirks.
Quirks should be not for specific weapons, but for groups of weapons sharing similar construction.
For example - not "MPL range +X%", but "+X% range for little beam systems". This will affect, for example, SL, SPL, ML, MPL. Or not "AC/20 -X% reload time", but "-X% reload time for large caliber cannons (AC/20, AC/10, LB 10-X AC, but not Gauss)"
This way we have more diversity. And diversity is dominant feature of mechlab, and should not be reduced.
Though i think better to cut off quirks for weapon range or velocity, as terribly illogical, because they not dependent from mech, but from weapon itself. But maybe keep quirks for reload time, heat reduction, etc. And more attention should be given to "mech quirks", such as additional armor or structure, turning rates, etc. The more mechs will feel different in piloting and under fire - the better.
In short - quirks should be about mechs, not about weapons, at least not about specific weapons.
If made carefully, it will not interfere with quirks main goal - improve unpopular chassis for competitiveness.
Sigmar Sich, on 27 November 2014 - 09:40 AM, said:
Lets say tier 1 gets only shared chassis quirks (like additional armor or structure because of construction), and next tiers get 15%, 30%, 45% and 60% summary bonuses respectively (example - tier 2 gets 30% summary bonus - it could be or {-30% energy heat generation}, or {-10% ballistic cooldown, plus -12.5% energy heat generation, plus -7.5% heat generation for large beam weapons}) (or if it is too much, lets reduce bonuses to 12.5%, 25%, 37.5%, 50% respectively, or even less)
Lets look at two situations - when chassis variants are mostly same tier, and when they are spread across tiers. It is just examples to show system, without accurate balanse.
Example 1 - Thunderbolt
Example 2 - Raven
I believe such quirk system without specific weapon boosts is better, as compromise between boosting unpopular/noncompetative mechs and applying some role specialisations without restricting loadouts diversity.
Edited by Sigmar Sich, 27 November 2014 - 09:41 AM.