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Defensive Quirks


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#1 RogueLdr

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Posted 19 February 2015 - 01:36 PM

There are two problems with quirks the way you've been doing them.

1: It can very easily create an unbalanced mech. I don't need to site examples, we all know which ones.
The more of these you add the harder it'll be to balance the game.

2: it pigeon holes chassis' into very specific builds.
Sure i may WANT to put Ac's on this mech, but i'd be stupid not to put MPL instead because of the ridiculous quirks it has.
You basically get punished for playing the build you want instead of what PGI wants.

I propose more generalized quirks, leaning toward the defensive.

If a chassis is underpowered, instead of reducing PPC heat by 90%, give it a quirk that reduces incoming ballistic damage by 5%.
Or give that particular chassis +8% side torso armor.
Give it quirks that make it handle better.

These are in game in small amounts but they should be the standard.

These make a mech more powerful, but don't really change it's ability to kill, at least not directly.
I'd rather face a Tbolt that takes an extra shot to take down then one that can shoot lightning at me like the freaking Emperor!

#2 Egomane

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Posted 19 February 2015 - 01:53 PM

View PostRogueLdr, on 19 February 2015 - 01:36 PM, said:

Or give that particular chassis +8% side torso armor.
Give it quirks that make it handle better.

There are already quirks like that.
The handling is build into the mech specs, but the armor quirks can be found in the quirk list.

Reducing incoming damage based on weapon type would remove an option for future tech upgrades, like reflective armor.

#3 Khobai

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Posted 19 February 2015 - 02:17 PM

we do need more varied quirks. just having +weapon quirks and +armor quirks isnt diverse enough.

I think they should look into quirks that give certain mechs free module abilities. For example the Highlander is known for having reinforced legs so it should get the shock absorbance module for free.

#4 destroika

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Posted 19 February 2015 - 03:29 PM

Quirk balancing is very micro. From where the balance was, it's like trying to chop a redwood tree with a surgeon scapulae. Overall, however, I think they've at least taken a step in the right direction for the moment, but they really do need to come up with a more permanent balancing solution. before this gets out of hand.

#5 Bhael Fire

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Posted 19 February 2015 - 07:10 PM

They said that they plan on adding more non-weapon specific quirks eventually in future passes.

However, the very point of quirks is to make each mech a specialist. The reason for this is two-fold:

1. It makes buying different mechs to run certain builds more desirable (which helps PGI keep a roof over their head).
2. It helps keep all mechs viable. That is, the goal is to reduce the number of DOA mechs.

So adding "generalized" quirks pretty much defeats the purpose of quirks.





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