Boldar, on 13 January 2015 - 11:56 PM, said:
Why not change the way quirks are given? Each mech does have certain hardpoints, just like it is now. But make the quirks customable. Not every Mech can get the same quirks, but you can have a pick. For example, the Catapult C1 can take LRM quirks, but not SRM (not build for it in the first place), but Stalkers can take both.
Each weapon can get quirks. Would be a lot more work to configure your mech, but you could personalize it. And make the quirks have disadvantages, espacially if you take too many of the same type. So you buy a LRM quirk for example (7,5% increased range for one LRM 15) for the Catapult C1. You buy the same quirk for another launcher, you get 5% slower reload time for both launchers.
Give us the opportunity to individualize our mechs. If you want to go with an AC Thunderbolt you should be able to customize it in a way that supports ACs. And each quirk could have appropriate negative traits. Your right arm PPC runs cooler? Less protection in the right arm, as the heat has to go somewhere. PPC does more damage? Less range. PPC got more range? More heat. AC fires faster? Less damage. AC does more damage? Uses more ammo (I know, hard to implement, but would make sense). AC got more range? More heat (bigger propellant charge).
So you could have quirks for each weapon type and a mech that can use this weapon gets access to none, some or all of the quirks. And if some Mechs still need some love give them one or two "global" quirks maybe even something like 5% improved heat dissipation. Maybe let the Awesome get one more PPC quirk before getting a negative modifier.
This way it would be easier to balance mechs. For example no quirks available for light mechs with Gauss rifles (exept the Hollander maybe). But it would be a hell of balancing this system in the first place.
Thumbs up to this one, it goes similarly to my post of the multiple weapon quirks with bigger buffs for the weaker weapons placed to put up weapon variety.
I think this has to go with what hardpoints a mech has. I still want variety, not if for example, the HBK-4G gets AC20 quirks and so does 4H, which would mean that they fit the same role and the only thing 4G excels at is some niche multi-AC builds, while 4H can get more than 3 MLs, which means the quirks need to be variant specific and most must be specific to the chassis.
Also, for example, the Catapult example needs some variety, so maybe not CPLT-C1 with SRM quirks, but instead possibly The C4/A1 with SRMs quirked, and then another with SSRMs and/or Narcs, and even C1 with some laser quirks if the player decides to do so (i.e. a laser brawler with support SSRMs). So this is complex but if PGI chooses this kind of route then balance will be tons better with more roles per mech and variant.
To the negative quirks, yes but we can't always have negative quirks, otherwise mechs will change rating poorly on mechs and balance may even be worse after negative quirks. It should also have an option for stock without positive or negative in this case. And for weak mechs negative quirks might not make a change even then. For stronger mechs it may change up playstyle to a fresher one, but gotta be watched out for.
(We will need global quirks for some mechs to retain power, as some mechs simply wouldn't stand well otherwise. For example, Dragon, Catapult, Awesome, Thunderbolt, Hunchback, etc would struggle hard due to the lack of average quirks via movement/armor/overall weapon class buffs).