half thew quirks make no sense at all.
but now lets start form the beginning:
first the table:

Quote
- Cells that are cyan had their quirk value reduced or removed:
hmm so what happened to the general 10% heat quirk? they are neither removed nor changed?
Lets do it abit different and go through the components:
Set Boni quirks:
Basically I have no idea who decided them on which base chassis to exist.
NVA Prime: Overhat damage? SERIOUSLY? this is a NOOB quirk and most useless for any pilot that has some skills about heat management.
Or form my point of view: The entire Prime variants are pointless combination now. This is not remotely close any kind of motivation to run a NVA prime as a set of 8.
FAIL of how to quirk a clanmech at all for trying to stick with set boni. Or was this just to help the "Trials" but then those 5% are a joke should a newbie overheat, because the value is so small it will make cherry red into dark orange.
CT + leg quirks:
Are all vey similar, the acceleration/decelleration quirks are good, thats something the chassis needs.
But:
NVA-S?
Ams quirks? wow, whos using AMS on the tonnage tight Nova? pointless CT quirk, will in my mechlab just make the S-base a dead mech.
Prime:
Stupid Overheat damage AGAIN?
wow, ok legs have some more HP than the other variants.
NVA-B:
Great more mobility quirks.
NVA-A:
Hmm yes turn speed, reverse speed, so mobility hard to judge the difference to the B quirked one, need sot be tested but is very appealign as well for hill and corner popping.
the rest, is just okish
so to gather this:
since legs can not be changed the entire real relevant quirks:
Prime:
+8 CT structure
+16 leg structure each
10%acc/dec
NVA-B
+8 ST structire
+12 leg structure
20% acc/decc
NVA-A
+8 ST structire
+12 leg structure
10%acc/decc
10% reverse speed
NVA-S
+8 ST structire
+12 leg structure
10%acc/decc
5%turn speed
This makes the releveant choices quite small: A and B variants seem to be really nice they differ a bit, and need to be tested whats better. NVA-S is inferior, has more Turn rate than A and B, yet AMS quirks? edgly pointless for some decent pilots. Prime is totally pointless in comparison. Wow, for owners of an (I) variant this is really disappointing.
And why did legs even got structure? My Novas runs with 40/48 amror and nearly never gets legged. those sturcture points would have been needed on the ST's.
OMG PLEASE PGI stop making CT quirks different for mechs where CT's DO NOT DIFFER IN HARDPOINTS This makes no sense except creating dead chassis, and the setboni are so lousy the only mech makign sense would be a NVA-A, but then with 2 E in usage on the arms, his is ot really somehting people want to go for.
and you basically killed the entire idea of an omnimech, because now I can not freely swap pods without ceating something that is inferior on the table of what matters in MWO.
Arms quirks:
Prime
They do have impact on the current SPL build, because its basically nerfed by not having the general 10% heat quirk anymore. yet the ER builds are favoured by quriks over the PL builds, but the ER builds with E arms were not quriked ar all.
The 3E arms
hmm, they arebetter suited for pulselasers, yet the difference to the E arms is there, and they have structure and armor buff, meaning internals are not open as fats as on the prime arms.
slight difference, yet an appealing one for Pulsebuilds, unless its the SPL build which will lack some hardpoints..
the 1 E arm:
well not sure, its okish to make them being a choice over the other arms when using a PPC, but then, who is crazy and would use PPC's in the arms? You would then use the E Torsi wth these arms. but in comparison with a 2 PPC Stormcrow, just pitiful. they really could have given 5% PPC heat quirks here, because I doubt this build is going to help CERPPC Novas to appear on the field. But wats this, the one arm with Pulse laser quirk has 28 instead 24 hp buff, yet it seems to be a pulse quirked one.
the 1 B arms:
they seem to be great, still a bit problematic, because UAC's in decent size on a Nova have urgent ammo problems together with somewhat non pitiful backup lasers. So this does not help to compete a Nova to be chosen over a SCR when it comes to Ballistic loadouts, nor does it make B loadouts generally appealing. Because the lakc of tonnge for ammo is still present. Mostly caused by too many fixed heatsinks a B loadout Nova doesn't needs.
Except form the amount of arm HP chosen most do make sense at least and create intentions why one should be chosen to another depending on the laodout.
Torsi quirks:
prime:
not much to say, not really appealing, nor interesting, yet not "bad"
NVA-B:
the machine gun quriks seem okish, nothign to celebrate, nothing to cry about.
Engergy coolsown gets interesting wiht combination of other pods.
WAIT? the NVA-B- 2B ST has not yaw amount quirk as the thr 2 B ST's? why is that? forgotten copy and paste?
NVA-A:
ams quirks, ahh pointless quirks everywhere. I seriously would prefer the Machine gun ST'S then sololy for the yaw amount. quirks. No Energy quirks on the AMS/E torsi? why?
NVA-S:
standard and decent MG quirks.
general thoughts:
HP quiks are weird, on arms they differ between 16 and 28. yet those are the low hardpointed quirked arms. Hmm a bit pointless because my LP's or PPC's tha are supposed to bbe sued with them would NOT go to the arms at all. they are far better placed in ST's
CT HP buff is a bit low, drgaon got so much more, and ST quirks are 8? also pitiful. baiscally CT is a running weakness still and ST's too (those 8 is superlousy, and shamefull to be called a quirk at all. All the overqirked HP on arms are mostly pointless since people will still easily blow off ST's and CT's as before. And leg hp? why and why so many? was NEVER NEEDED but the prime got +16! leg HP? why just why.
All in all:
the wepaons quriks a well choosen
some agility quriks are good, but the CT+leg combination is only ceating some dead chassis.
the HP quirks are horribly distributed and way too low on ST's and CT's
personally I am really disappointed,
the Prime and S base Novas are so inferior, I would not know why one would pilot them at all.
rms got overquirked with HP partially, while the true weakspots (CT + ST) stays, so Novas still pop as easily as before.
74HP arms possibly, vs 80HP ST's On a mech where I freely can choose and easily hit the component I want to. Why should I shoot at arms to begin with?
Half of the quirks are pointless for skilled pilots, and the set boni are totally uneappealing. Especially since the few may-be apealign ones have some pod quriks that are so bad you would not choose them..
People will basically use the B and A chassis and outft the weapon pods thes need.
They will msotlikely choose PPC, or pulse quirks on arms, but put the LPL or PPC's in the torsi. Most torsi quriks are lousy either, because if you don't use ams or MG's, which PPC/LPL builds will not do, these pods have no point to exist in such a build.
So from the view of an experienced MWO palyer and Nova Pilot:
NVA Prime:
CT-legs: pointless
ST's: okish, but no reason to keep them
Arms: well choosen to be used with ER lasers over others, set also quriking mass Pulselasers (SPL's) to use primes without getting the pulse laser benefits.
Set boni: pointless
NVA-B All pods make sense depending on the laodout.
NVA-A, they make sense depending on the laodout, yet AMS quriks? they are pointles, meaning ST's on the entire A variant are pointless. better change them for B or prime variants if you don'T use the 1E torsi with any energyweapon.
NVA-S except from the CT which I think turn speed can not match the ACC/decc or reverse speed the A and B offers, and its pointless AMS quirks, nothing of the other pods seems wrong. they have laodout dependend usage.
My advice after quriks:
Take the B or A base chassis and test out which behavior is more suited, the reverse speed, or additional acc/decc. and put in the arms and Torsi fitting to the loadut. Ignore set boni, they are lousy and pintless.























