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Quirks, Never Should Have Been.


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#81 Brody319

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Posted 19 February 2015 - 03:45 PM

if the logic behind this is
"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 Serpieri

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Posted 19 February 2015 - 03:53 PM

Quirks pretty much force people to load multiples of the same weapon and play the mech in a way you may not want too. it's another bad system on top of another bad system which still hasn't been removed. The Band-**** are way past festered.

Edited by Serpieri, 19 February 2015 - 03:53 PM.


#83 InspectorG

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Posted 19 February 2015 - 04:00 PM

View PostSerpieri, on 19 February 2015 - 03:53 PM, said:

Quirks pretty much force people to load multiples of the same weapon and play the mech in a way you may not want too. it's another bad system on top of another bad system which still hasn't been removed. The Band-**** are way past festered.


No,
PPFLD makes people boat the same weapon.
Quirks just give you more choices on what to boat.

#84 Knight Magus

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Posted 19 February 2015 - 04:06 PM

Quirks are creating weird mechs - 3ppc thunderbolts, 3 large pulse wolverines. Medium and heavies should not carry that kind of firepower. Guess that's why they got nerfed.

#85 Jaeger Gonzo

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Posted 19 February 2015 - 07:15 PM

4 ERPPC Thunderbolts thats weird, yet still common

#86 PhoenixFire55

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Posted 20 February 2015 - 01:58 AM

View PostInspectorG, on 19 February 2015 - 02:40 PM, said:

I pug a lot cuz my potato cant handle too much CW, more builds are viable now in Puglandia. Ill take that with the quirks.


Any mech is viable in "Puglandia". I can take a quad MG Spider and kill half the team by myself out there.

View PostInspectorG, on 19 February 2015 - 02:40 PM, said:

Role warfare would be ideal but we aint got that yet. Pinpoint damage is king and at least we have several ways to get it now.


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.

View PostInspectorG, on 19 February 2015 - 02:40 PM, said:

Dont know why anyone would want to revert back to pre-quirk. Most variants at that point were just an EXP tax.


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 InspectorG

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Posted 20 February 2015 - 07:21 AM

View PostPhoenixFire55, 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

#88 kapusta11

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Posted 20 February 2015 - 08:02 AM

View PostInspectorG, on 19 February 2015 - 04:00 PM, said:


No,
PPFLD makes people boat the same weapon.
Quirks just give you more choices on what to boat.


FLD? Like laser vomit, right?

#89 PhoenixFire55

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Posted 20 February 2015 - 08:19 AM

View PostInspectorG, on 20 February 2015 - 07:21 AM, said:

Outside of high level comp, quirks made more mechs viable for low and mid/low high level play. More variety


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 DaZur

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Posted 20 February 2015 - 08:45 AM

View PostJoseph Mallan, on 17 February 2015 - 02:34 AM, said:

I agree with you. One thing that bothers me a bit is that PGI has given us a plethora of mediocre Mechs at best. Then when they prove to be what they were designed as, the players want them to be the "Hotness" that the good Mechs were.
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. :P

#91 Nightmare1

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Posted 20 February 2015 - 09:26 AM

They just need to figure out what they want quirks to do and then make it so.

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 Brody319

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Posted 20 February 2015 - 09:28 AM

View PostNightmare1, on 20 February 2015 - 09:26 AM, said:

They just need to figure out what they want quirks to do and then make it so.

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.

#93 Nightmare1

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Posted 20 February 2015 - 09:32 AM

View PostBrody319, on 20 February 2015 - 09:28 AM, said:



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.


What are you talking about? That's one cool Mech! :lol:

#94 InspectorG

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Posted 20 February 2015 - 09:54 AM

View Postkapusta11, 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?

#95 NeoAres

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Posted 20 February 2015 - 09:56 AM

View PostNightmare1, on 20 February 2015 - 09:32 AM, said:


What are you talking about? That's one cool Mech! :lol:

Yeah, QKD looks great! If only it played well. At least it's more useful than it was in CBT I suppose...

#96 kf envy

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Posted 20 February 2015 - 10:04 AM

View PostMercules, 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 Slimspadey101

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Posted 20 February 2015 - 10:04 AM

This thread makes me want to sing the Salty Troll song

#98 InspectorG

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Posted 20 February 2015 - 10:12 AM

View PostPhoenixFire55, 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 Almond Brown

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Posted 20 February 2015 - 11:02 AM

View PostTombstoner, on 19 February 2015 - 01:01 PM, said:

Well that does justify just about anything. hey its MWO not BTO so why cant i have a healing gun, energy shields, x-ray lasers, predator cloaking device. well cause MWO is supposed to be people playing a BT sim not a FPS.

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 Almond Brown

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Posted 20 February 2015 - 11:11 AM

View PostKnight Magus, on 19 February 2015 - 04:06 PM, said:

Quirks are creating weird mechs - 3ppc thunderbolts, 3 large pulse wolverines. Medium and heavies should not carry that kind of firepower. Guess that's why they got nerfed.


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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