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Grasshopper And Zeus Screenshots!


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#81 Tina Benoit

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Posted 06 March 2015 - 03:24 PM

View PostAlexander Garden, on 06 March 2015 - 03:08 PM, said:

Tina is adding the quirks to the original post right now. Just needs to learn some of the ropes of our terrible amazing forum formatting system.


Hahaha yes.

Quirks are up now!

#82 Sputty

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Posted 06 March 2015 - 03:27 PM

Those quirks are not very good.

#83 Kinski Orlawisch

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Posted 06 March 2015 - 03:28 PM

Thx. Nice armor buffs.. :D

@Sputty: Heavy and Assault don t get the super quircks. I think it is fair what they get.

Edited by Marc von der Heide, 06 March 2015 - 03:29 PM.


#84 Tasker

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Posted 06 March 2015 - 03:28 PM

Zeus is DOA. Grasshopper, ehhhhhhhhh.

Why on earth would you want AC/5 range? lol

Edited by Tasker, 06 March 2015 - 03:28 PM.


#85 Iron Mouse

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Posted 06 March 2015 - 03:35 PM

wtg PGI!!! excellent Zeus.. time for this Greek God to lay some SMACK down on you tiny mortals.

#86 Greenjulius

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Posted 06 March 2015 - 03:38 PM

The grasshopper quirks are badass. Me likey.

#87 Gas Guzzler

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Posted 06 March 2015 - 03:41 PM

Yeah.. I'm sure they will get tweaked after studying for a while. Consider if they quirked them too far and they were OP and had to dial them back down the road, PGI would get flak for grabbing peoples money with OP shinys and then nerfing them after everyone bought them. I understand how they would rather play it safe.

View PostGreenjulius, on 06 March 2015 - 03:38 PM, said:

The grasshopper quirks are badass. Me likey.


I would have liked some medium laser range personally

#88 Deathlike

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Posted 06 March 2015 - 03:41 PM

Am I wrong in thinking that the quirks suggest an Awesome-level of durability?

It's scaring me.

#89 Malleus011

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Posted 06 March 2015 - 03:45 PM

Those Zeus quirks ... we'll have to play it of course ... But Range quirks are not terribly helpful. And armor boosts everywhere but the arms?

Huh.

#90 Bluecricket

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Posted 06 March 2015 - 03:46 PM

AMS Range and AC/5 Range, huh? Nice. I wonder how much Clan Wave 3 sales surged after seeing this garbage.

#91 SoggyGorilla

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Posted 06 March 2015 - 03:51 PM

Posted Image

#92 SA Baxter

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Posted 06 March 2015 - 03:52 PM

I bought this pack because I thought that the point of it was to give the IS some mechs that could stand up to clans. Now with the quirks released I can rest assured that this is not the case.

Guess I should have just assumed that like every other mechwarrior game if I want to do well I have to use clan mechs and weapons and that IS isn't worth bothering with at all.

#93 Chef Kerensky

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Posted 06 March 2015 - 03:52 PM

View PostDeathlike, on 06 March 2015 - 03:41 PM, said:

Am I wrong in thinking that the quirks suggest an Awesome-level of durability?

It's scaring me.


And an Awesome-level of usefulness.

#94 Tasker

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Posted 06 March 2015 - 03:54 PM

View PostSoggyGorilla, on 06 March 2015 - 03:51 PM, said:

Posted Image



PGI making so many good strides with game, but had to laugh out loud upon seeing this.

These quirks so bad cause me to scratch head and look around in confusion. AMS range? Ha ha ha.

#95 Gas Guzzler

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Posted 06 March 2015 - 03:58 PM

View PostBluecricket, on 06 March 2015 - 03:46 PM, said:

AMS Range and AC/5 Range, huh? Nice. I wonder how much Clan Wave 3 sales surged after seeing this garbage.


The AC5 range would have been nice on a Shadowhawk, combined with an ER PPC, back when jump sniping was a thing.


All in all I am a bit disappointed. I was hoping the Grasshopper might be able to hold a candle to the laser vomit TBRs, but to do that it would need medium laser range quirks, otherwise and engagement above about 500m will put it at a huge advantage. We will see what happens though.. maybe 3 ER LLs and 4 mediums might be effective.

AC5 cooldown would have been much better for the Zeus, but we will see what works out. I dunno, I will try to withhold judgment until we have these guys in mechbay.

#96 Matt Newman

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Posted 06 March 2015 - 03:58 PM

It is worth noting that quirks can be subject to change.

#97 stratagos

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Posted 06 March 2015 - 04:01 PM

View PostMatt Newman, on 06 March 2015 - 03:58 PM, said:

It is worth noting that quirks can be subject to change.


Noted... but can you tell us why AMS range was considered worthy of quirking? That seems... questionable

#98 Tasker

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Posted 06 March 2015 - 04:02 PM

View PostMatt Newman, on 06 March 2015 - 03:58 PM, said:

It is worth noting that quirks can be subject to change.


Great to read, and thank you for response. Not here to dogpile on PGI -- paid for top tier package and enjoy game -- but very concerned that these mechs DOA with bad quirks while clan Wave 3 package look VERY good even without any quirk at all.

#99 shameless

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Posted 06 March 2015 - 04:08 PM

I gotta agree, the first pass at quirks gives them durability but no real lethality increase, and an AMS quirk? you guys really do pull this stuff out of a hat.... next we'll see the urban mech with energy quirks, when almost half its weight is that AC/10, or AC20....

#100 SA Baxter

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Posted 06 March 2015 - 04:10 PM

View PostMatt Newman, on 06 March 2015 - 03:58 PM, said:

It is worth noting that quirks can be subject to change.


It is worth noting that between the hardpoint amounts and locations, and the quirks you've deigned to give those mechs (many of which are bizarre and worthless), these mechs offer nothing over any existing IS mech.





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