Techorse, on 18 January 2015 - 03:38 PM, said:
How about instead of nerfing the Firestarter, we go back and laterally change the quirks so that they don't favor one specific weapon. I can almost guarantee you that if the quirks were for general energy weapons instead of small pulse lasers, you'd see a greater variety of firestarter builds.
It seems as if quirks have really shifted 'mechs away from their intended roles and loadouts and shoved them into cheesy cookie cutter forms. The firestarter and thunderbolt 9s could both use quirk sidegrades (changes that don't nerf the unit but don't buff it either or make for just one good build).
Actually its kinda the opposite.
The quirks were supposed to give each mech a weapon related role.
Otherwise you get what we had before, People using one variant out of each chassis, and the other 2 variants were just to grind exp.
With general quirks, people will use the mech with the best generic quirk in relation to the best hardpoints and forget the other variants.
Look at Cicadas. A and B were the same but 1 E point. Give them both the same quirks, no one would use the B.
People would put 6 MPL on the A.
And dont use the 'intended role' argument. Firestarter's intended role was anti-infantry...hence all the flamers.
BT=/=MWO.
The only role in MWO is do damage. Scouting isnt really needed but in a few niche instances. It really comes down to playstyle.
Weapon quirks facilitate different playstyles with what MWO has to currently offer.
Should PGI add more need for roles, which i hope they do, the other stuff will be more important.