

Quirks, Never Should Have Been.
#81
Posted 19 February 2015 - 03:45 PM
"I don't ever wanna have to change my mech's loadout"
then you should be asking for PGI to fix the weapon and heat system and not be whining about how the quirks changed on your favorite build.
#82
Posted 19 February 2015 - 03:53 PM
Edited by Serpieri, 19 February 2015 - 03:53 PM.
#83
Posted 19 February 2015 - 04:00 PM
Serpieri, on 19 February 2015 - 03:53 PM, said:
No,
PPFLD makes people boat the same weapon.
Quirks just give you more choices on what to boat.
#84
Posted 19 February 2015 - 04:06 PM
#85
Posted 19 February 2015 - 07:15 PM
#86
Posted 20 February 2015 - 01:58 AM
InspectorG, on 19 February 2015 - 02:40 PM, said:
Any mech is viable in "Puglandia". I can take a quad MG Spider and kill half the team by myself out there.
InspectorG, on 19 February 2015 - 02:40 PM, said:
Pinpoint damage is the most effective way of killing a mech, it always will be king as long as insta-pinpoint-convergence. Even high tier team brawler decks are practically pinpoint damage with SRMs and LBXs at ultra close range.
InspectorG, on 19 February 2015 - 02:40 PM, said:
Because it is actually WORSE than pre-quirk. Not only did the pool of meta mechs become smaller, now the builds on those meta mechs are limited with one weapon that they have specific quirks for. Put anything else that isn't AC5s on a Dragon-1N or anything that isn't ERPPCs on a Thunderbolt-9S and it becomes total sh!t, just like it was before if not even worse compared to exact same mechs with "proper" weapon.
How on Earth does this mean more diversity and how does this BS improves the game overall is beyond me. So I don't know why anyone would defend current idiotic quirks.
#87
Posted 20 February 2015 - 07:21 AM
PhoenixFire55, on 20 February 2015 - 01:58 AM, said:
Any mech is viable in "Puglandia". I can take a quad MG Spider and kill half the team by myself out there.
Hence the quote, "Carry harder"??? I was in a terribad pug last night in my meta whale(dual gauss, 2lpl, 3erml) and solo'd an enemy whale and crab at the same time. Im not a good assault pilot. How did this happen?
I had a 70+ point alpha, they had LRMs and an Xlengine crab...
I cant say all/any builds are viable in Puglandia, specially if you have to carry. Can you get 6 kills consistently in a 6 flamer locust? That would help your point to a great degree.
Nobody even used Dragons or Thunderbolts before quirks. 2AC5 Dragon was a joke, a big quick, fat mech with low dps and less alpha than some lights. Now its a Ac5 machine gun.
Now, its viable.
Of course high comp meta will have the fewest viable mechs, thats by its very definition, unless, as ive said, you want all mechs to be the same just with different skins. Doesnt matter how different they are. very slight difference in hitbox, or a single hardpoint placement is all it takes to make one variant T1 or T2. Cicada B for example: 5E mostly arm mounted, was concidered the worst variant. Now with mpl quirks its the favored for striking. Only viable variant before quirks was the M for its ECM. The C is 'less useless' not due to erppc quirks.
Outside of high level comp, quirks made more mechs viable for low and mid/low high level play. More variety
#89
Posted 20 February 2015 - 08:19 AM
InspectorG, on 20 February 2015 - 07:21 AM, said:
I don't know in which steering wheel underhive you see more variety really.
I'm not seeing ANY Cicadas, let alone Cicada 3C, simply because any Cicada is dead 10 seconds after a Firestarter finds it. Same goes for any fighting light not named Firestarter (with a possible exception for Huggin). Sure, I see more Hunchbacks 4Js, but people don't use it with LRM Griffins or Kintaros, people use it INSTEAD of these mechs, because 4J for this precise purpose is FAR better. Same with Thunderbolts, it is so much better for sniping (9S) or laserboating (5SS) than any other IS heavy, you simply don't see those heavies (hello Cataphracts).
Even if some mechs utterly sucked prior to quirks, the "meta" mechs that didn't suck, all used different configs. Now the new pool of "meta" mechs is about same size, 1-2 mechs per class tops, the difference is they all have EXACT same builds on them.
Tell me again, how is THIS more variety?
#90
Posted 20 February 2015 - 08:45 AM
Joseph Mallan, on 17 February 2015 - 02:34 AM, said:
Jagers were only played by Hard Core Davions
Spiders were for speed freaks
Quickdraw... In 30 years I had seen one Quickdraw in a Official event.
No offense Joseph but the last thing I want PGI to do is resign to providing only the best mechs that meet the strigent meta demands.
Kind'a a boring proposition IMHO is everything is a clone of the Timby... You know as well as I do that the skill of the pilot has a strong influence on whether marginal mechs are viable in MW:O.
I blame FASA... Whoever designed their TT designs specs knew nothing about min/max'ing.

#91
Posted 20 February 2015 - 09:26 AM
Originally, quirks were intended to make low-tier Mechs more competitive/survivable when pitted against upper tier Mechs. It worked. Nearly dead Mechs made a comeback and chassis diversity increased.
Now the second pass is out, and PGI decided to quirk in favor of stock loadouts. Stock loadouts are poor; nobody runs them. The quirks no longer make sense, are counter-intuitive, and in some cases, counter-productive.
Case in point, the QKD-4H should never have lost its SRM quirk in favor of an LRM quirk. That's nuttier than a can of Planter's Peanuts!
#92
Posted 20 February 2015 - 09:28 AM
Nightmare1, on 20 February 2015 - 09:26 AM, said:
Originally, quirks were intended to make low-tier Mechs more competitive/survivable when pitted against upper tier Mechs. It worked. Nearly dead Mechs made a comeback and chassis diversity increased.
Now the second pass is out, and PGI decided to quirk in favor of stock loadouts. Stock loadouts are poor; nobody runs them. The quirks no longer make sense, are counter-intuitive, and in some cases, counter-productive.
Case in point, the QKD-4H should never have lost its SRM quirk in favor of an LRM quirk. That's nuttier than a can of Planter's Peanuts!
The Quickdraw is ugly and they gave it LRMs so it could stay behind a hill and never have to be seen and blind people.
#94
Posted 20 February 2015 - 09:54 AM
kapusta11, on 20 February 2015 - 08:02 AM, said:
FLD? Like laser vomit, right?
Obviously, lasers arent FL, there genius. But you still get perfect convergence. And if the damage is high enough with range(hence Clan op lasers) it mitigates it to a degree.
You want random hit locations as a solution like TT? That what you saying?
#96
Posted 20 February 2015 - 10:04 AM
Mercules, on 17 February 2015 - 12:24 AM, said:
Nope, that should be the case. How many online, monthly updated games have you played? I know in countless games things change. Diablo 3 where I am not even competing against other players in PVP frequently changes skills and even more important, items. "Angel Hair Braid? I've got like 3 of them and none of them work for any of my builds, so I am going to crunch them." few months later Blizzard puts out a patch, "Angel Hair Braid now has the Legendary Effect that "Punish gains the effect of every rune."" as I look at my Crusader built around blocking and the Punish skill and go, "DOH!"
you do know diablo3 has the most toxic community and there more bots/china slave labor camps then people that our playing it now...........
and its really likely that acta-bliz killed off there diablo IP
#97
Posted 20 February 2015 - 10:04 AM
#98
Posted 20 February 2015 - 10:12 AM
PhoenixFire55, on 20 February 2015 - 08:19 AM, said:
I don't know in which steering wheel underhive you see more variety really.
Snappy insult is snappy...
And i dont use a steering wheel, i use a Wii-mote.
"all used different configs"?
Pre nerf like: 3AC5, 2AC5 mediums,Gauss/PPC, 2AC20, 2Gauss, (srm were bugged at the time), LRM not realy used in comp, pulse lasers sucked at the time
Compare to the loadouts here: metamechs.com
If you are trying to argue more variety at comp levels you dont understand the concept of Tier 1. Wont happen unless all mechs and loadouts are he same. Skins will be the variety you seek.
Tier 2 there is more variety in chassis and loadout since max efficiency isnt needed as much.
Then again you say any loadout can work in Pugland at least. Waiting for that vid of a 6flamer locust getting 6 kills consistently.
Hunch J and Treb M are the 50 lrm brawlers, no duh Griffins and Kintaros wont do that.
Same reason Hunches cant jump-SRM brawl(Griffin), or LRM5(Kintaro)
Quirks limit a variant to one build, but there are more variaety of builds that can meet decent alphas/DPS now cuz of quirks.
See the math in it?
#99
Posted 20 February 2015 - 11:02 AM
Tombstoner, on 19 February 2015 - 01:01 PM, said:
When you diverge from a sim to a fps... things change drastically and the BT TT system breaks. No incarnation of MW has been this far off in my experience: quirks, ghost heat.
"Not your Father's MechWarrior!" remember...

#100
Posted 20 February 2015 - 11:11 AM
Knight Magus, on 19 February 2015 - 04:06 PM, said:
So what do you propose? Take away 1 or 2 of the Energy slots on the TDR chassis' to prevent such a build? Really. And replace them with what? Ballistic points? Missile points perhaps?
Players use what is provided. Many, many of the Mechs in MWO Mechs have multiple Energy points. What goes in to them, which is allowed in the MechLab, is simply part of the build process.
If what you really want is Stock Mechs without a MechLab, sorry we are WAY past that point of no return now. It is time to get off that Island dude...

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