And one caveat, the actual "tier" and such won't truly be known until we know it's engine cap, and it in game model scale. Those 2 factors will impact it's potential viability more than anything else.
That said, it never hurts to brainstorm, speculate and hypothesise. And PGI may like some of the ideas.
One premise I still adhere to, is that overall, "Generic" quirks are fine, but any "Specialized" quirks should adhere to the stock weapons and roles the mech is designed for.
So along those lines are a few ideas (not saying all need to be added, just laying out varying ideas, to pick and choose and add to, nothing more)
So we'll start with the easy ones:
1) Ballistic Cooldown 20%, AC10/20/LB-X Cooldown 20%
1a) AC20 Heat Reduction, 35%
2) Energy Heat Reduction 20%, Small LAser Heat Reduction 20%
3) Energy Cooldown, 15%, Small LAser Cooldown 15%
These are pretty much your standard party line "no-brainers". Any ballistics oriented Urbie will probably be forced to run SHS to have enough Critical Spaces. Most cases, Ballistics are not huge heat hogs, but ac2s and 20s are the exception. Also, with even with small lasers, heat can be an issue, as once running hot, SHS require significantly more time to vent.
Next, let's look at it's "Role"
1) Internal Structure Increase by 50%
2) Armor Damage reduction 25% (like the damage reduction the old missile doors gave)
3) JJ fuel recharge twice as fast.
4) Boost Twist rate 25-50%.
Again, I am by no means suggestion staking these, but presenting various options to be considered (though I can almost guarantee some grognard will cry about over stacking quirks to make a joke mech work, and then spend the next week fighting and trolling, tooth and nail. Such is are life on teh intrawebz)
That said, the Urbie was a simple, TOUGH mech. In MWO, with "unlimited armor for everyone", and doubled to boot, that doesn't translate well. But as other mechs have proven, with various IS buffs and the like, one can emulate that well. SO far I am partial to IS buffs as they seem to actually make mechs feel tougher, and lose weapons slower, than the same amount of buff to the armor. Faster JJ recharge allow the Urbie to use cover and it's JJS more effectively, and can also take advantage of hitreg issues with jumping mechs by feathering. If it's good enough for the comps on their FS9s, why not for Urbie the Love Mech?
Outside the Box Ideas: (Don't claim these as my own, but ideas from other forum users. Non "insane ones will be added to the OP as we go)
1) Increase Ammo loads for Urbie by 1.5 to 2 x
2) 20% more waddle.
3) 50% combined ballistic cooldown, 30% combined ballistic velocity boost.
4) 20% higher top speed (as already done, to lesser %, on Summoner)
So far, only one that I have seen that isn't batcrap insane, though I still am not sure how I feel about it. Big thing is with doubled armor, the effectiveness of a BFG and 1-2 tons of ammo is severely curtailed.
SO, that's what I have, as of the moment.
What are your thoughts on the Urbie Quirks, either what mix and match of those posted you would think makes sense, or what you would suggest yourself for quirks?
TL;DR (18 pt style): I am in no way, or at any point saying "Give it all of these". I am putting up a menu of ideas, for people to pick and choose from to make an "ideal" blend.
Edited by Bishop Steiner, 24 January 2015 - 11:51 AM.