WM Quicksilver, on 08 March 2015 - 10:57 PM, said:
You realize he said most IS heavies, and there are many more heavies than the 1N and the Thunderbolts. I would take a Summoner over the other Dragons, Orions, Cataphracts, and Catapults and that is before it gets quirks. Granted, I'm still of the mind that the Mad Dog outside of abusing SSRMs is the worst Clan heavy, even then, it has a leg up on over half the IS heavies as well.
Which is another point where we diverge. I find the Mad Dog to be a very very good mech. Still secondary to the Timby, for sure, and the Hellbringer's ECM give it a special princess niche, but the Mad Dog is a solid little mech, though the STs are a little easy to hit. Problem I see most people have is they want to go nuts with SRMs or SSRMs...with fragile STs.
6x LRM5 + 4x EMLaser, 2x LB-5X+ 4xSRM4, etc all are builds I find allow me to operate and usually keep my STs pretty safe. (And no, I don't hide in back with the lrms, but use them as mid range fire support, usually about 4-500 meters, getting my own locks with my TAG.
I see a lot more MDDs in CW dropdecks than SMNs.
Matthew Ace, on 09 March 2015 - 03:15 AM, said:
In response to the most recent reply by Bishop above: Not too bad.. This is what I would do instead, while keeping to the restriction of locked internals type:
Base Chassis
-JJ unlocked
-Medium Movement Archetype
-Increased Accel/Decel/Turn
-Increased Torso twist range
-Increased Arm range
1. Thor Prime
RA "energy sniper arm"
-12.5% energy heat
+10% energy cooldown
+12.5% energy range
LA "ballistic skirmisher arm"
+10% ballistic cooldown
+10% ballistic velocity
LT
+10% missile velocity
+10% missile cooldown
Set bonus:
Doubled weapon quirks
+20% cerPPC damage
2. Thor B
Arms:
+5% missile velocity each
+5% missile range each
+5% missile cooldown each
LT:
+5% missile velocity
+5% missile cooldown
Set Bonus:
+10% missile range
+5% missile cooldown
3. Thor C
RA
-12.5% energy heat
-12.5% laser duration
LA "brawling arm"
-12.5% ballistic cooldown
+20% UAC20 velocity
-10% UAC20 heat
LT
+12.5% missile cooldown
Set Bonus
All weapon quirks doubled
4. Thor D
Arms
-7.5% laser duration each
-7.5% energy heat each
No idea what to give for torsos. AMS range?
Set Bonus
-10% laser duration
-10% energy heat
Well somewhere along those lines anyway. PGI should leverage omnimech set bonuses IMO.
Yeah, I intend for it to be locked to the sections, but after 4 hours of beach volleyball, and then swimming in the ocean for an hour, was too tired and lazy to break it down like that, lol.
Kmieciu, on 09 March 2015 - 01:46 AM, said:
People who want an unlocked Endo or JJ on the Summoner crack me up.
They don't realize that quirks can give them so much more tonnage.
A simple laser duration quirk can change your LLs into LPLs. It's just like getting 2 free tonnes per laser. A quirk that doubles your UAC20 fire rate essentially gives you an additional 10 tonnes more of firepower.
Why do you think a Dragon-1N is so powerful? It's because it has the DPS of 6xAC5 for the weight of 2. That's basically 32 tonnes of free weapons.
Summoner needs better cooling and more DPS. Let him keep his unique character - as an agile jumping mech that doesn't need to boat ERML.
and where does one find the tonnage for the ammo on that UAC20? People who rely on gimmicky quirks as the cureall for everything that ails ya, they crack me up. And usually miss the point. Quirks, when used to the extremes you are talking about, across the board, usually end up causing more weird balance spikes. (The FS9-A, TDR-9S and DRG-1N being good examples.)
The point of Endo, is it puts all omnis on a much more level playing field, only benefits the mediocre to bad chassis overall, and then you can use those precious quirks, in much smaller amounts to finish whatever tweaks are needed.
Instead of them being ridiculously heavy handed Buffs that are so out of whack at times as to be the polar opposite of Paul's nerfs.
Edited by Bishop Steiner, 09 March 2015 - 05:30 AM.