Quirks -
#1
Posted 03 January 2015 - 01:19 AM
Nix the quirks for ALL MECHS.
K, Thanks.
End of line...
#2
Posted 03 January 2015 - 01:32 AM
kthxbye
#4
Posted 03 January 2015 - 01:37 AM
Usually a total whack-job, but very likable.
#5
Posted 03 January 2015 - 01:37 AM
#6
Posted 03 January 2015 - 01:39 AM
8100d 5p4tt3r, on 03 January 2015 - 01:37 AM, said:
A lot of the Inner Sphere chassis were essentially garbage even before Clan mechs came out. With the massive power creep a lot of chassis were seeing no action at all. Quirks are good for the game at the moment.
#7
Posted 03 January 2015 - 01:45 AM
1) Bring underutilized variants up on par with their more popular counterparts.
2) Help to create niches for mechs to lay the groundwork for role warfare with mechs.
3) Help establish overall balance between IS and Clans.
Has it worked? Yes. Does it still need tweaking? Yes.
Quirks overall have been a great thing for the game.
#8
Posted 03 January 2015 - 01:47 AM
SL heat 2->1
ML heat 4->3
(C)ERPPC heat 15->12
PPC mimimum range back to "linear" mode.
PPC heat 10->9
Flamer reworked
LRMs/sensors reworked as described by Roland in his thread
(C)LBX damage improved by 20% in shotgun mode, add direct fire mode
(C)SSRM fire without lock
And mainly: remove ghost heat and put a damage cap at 30 points to all direct fire weapons within a time window of one second. Weapons in excess of 30 points in the time windows are not fired at all.
There is a lot that could be done without quirks and put a stop to all the dumb ISvsClans arguing.
Edited by EvilCow, 03 January 2015 - 01:48 AM.
#9
Posted 03 January 2015 - 01:48 AM
With adjustments to Ghost Heat (if we get them) and the continued evolution of the Quirk system, CW and MWO as a whole, we're going to see a far more balanced and enjoyable game in the year to come.
Also quirks make sense.
Certain chasis or even variants thereof are goign to be better at what they were designed for.
Edited by Ovion, 03 January 2015 - 01:49 AM.
#10
Posted 03 January 2015 - 06:11 AM
I wonder will OP still be crying when Clans get quirks?
Since none of the Unholy Trinity will likely receive them, my guess is yes.
"Dude, it's bullcrap my TW-S should get 50% cooldown on it's SRM launchers! If the Huginn get's it why shouldn't I?!?!?!"
#11
Posted 03 January 2015 - 06:38 AM
EvilCow, on 03 January 2015 - 01:47 AM, said:
SL heat 2->1
ML heat 4->3
(C)ERPPC heat 15->12
PPC mimimum range back to "linear" mode.
PPC heat 10->9
Flamer reworked
LRMs/sensors reworked as described by Roland in his thread
(C)LBX damage improved by 20% in shotgun mode, add direct fire mode
(C)SSRM fire without lock
And mainly: remove ghost heat and put a damage cap at 30 points to all direct fire weapons within a time window of one second. Weapons in excess of 30 points in the time windows are not fired at all.
There is a lot that could be done without quirks and put a stop to all the dumb ISvsClans arguing.
The problem with trying to balance only using changes to weapons is only the mechs that run those weapons the best ever really get used. Removing weapon quirks will bring us back to the days when everyone pretty much used the same few mechs.
The best thing quirks did was bring out mechs that almost no one ever used. Take those weapon quirks away and a lot of mechs will go back into the garage to collect dust again.
Edited by Lexx, 03 January 2015 - 06:45 AM.
#16
Posted 03 January 2015 - 08:30 AM
8100d 5p4tt3r, on 03 January 2015 - 01:37 AM, said:
I have to agree with this. I think the skill tree is where quirks can really come into being. However under the current systme its the best we got. However I really really want to tsee the tree be better utilized to specialize
#17
Posted 03 January 2015 - 08:42 AM
#18
Posted 03 January 2015 - 08:48 AM
We know they are not done with quirks and we still see some changes to those we already have, that is life, keeps the game interesting and it makes you spend your Cbills for weapons changes/rebuilds based on quirks / quirk changes.
What I would LIKE to see is PILOT based weapons quirks. This could come right from your very own stats. PGI already captures the data. Could be something simple like medium laser specialist - adds cooldown / range to medium laser. Pilot would need to have a minimum amount of time using the weapon and a certain accuracy % before qualifying for the quirk. Again it would then be a module, you would need to spend GXP and CBills for just as now. This would add some individuality to pilots as well as the mechs themselves.
#19
Posted 03 January 2015 - 09:29 AM
vettie, on 03 January 2015 - 08:48 AM, said:
We know they are not done with quirks and we still see some changes to those we already have, that is life, keeps the game interesting and it makes you spend your Cbills for weapons changes/rebuilds based on quirks / quirk changes.
What I would LIKE to see is PILOT based weapons quirks. This could come right from your very own stats. PGI already captures the data. Could be something simple like medium laser specialist - adds cooldown / range to medium laser. Pilot would need to have a minimum amount of time using the weapon and a certain accuracy % before qualifying for the quirk. Again it would then be a module, you would need to spend GXP and CBills for just as now. This would add some individuality to pilots as well as the mechs themselves.
That's a harder to use Weapon Module system.
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