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Grasshopper And Zeus Quirks


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#61 EOD Operator

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Posted 08 March 2015 - 06:41 PM

View PostGreenjulius, on 06 March 2015 - 03:57 PM, said:

As promised, PGI released the Grasshopper and Zeus quirks today. Lots of structure / armor buffs, and energy buffs for the grasshopper.

Discuss!


Where exactly did they release the quirks? All I see is your post in a general discussion forum.

#62 Mirumoto Izanami

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Posted 08 March 2015 - 06:42 PM

View PostEOD Operator, on 08 March 2015 - 06:41 PM, said:


Where exactly did they release the quirks? All I see is your post in a general discussion forum.


http://mwomercs.com/...us-screenshots/

#63 El Bandito

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Posted 08 March 2015 - 06:49 PM

View PostSarlic, on 07 March 2015 - 11:18 AM, said:

Which no one carries AMS. PGI improved the ammo cap on AMS, but did not decrease the tonnage on AMS.

That would be a warm welcome. But the quirk itself is certainly not a waste. It's waste when people only go build to boat with it. Which leaving AMS points to be desired.



AMS is only 0.5 ton each, dude. It offers great protection for the tonnage it requires. About 200%-300% efficiency between tons of armor saved vs, tonnage spent--even if half the bullets miss.
Besides, any tonnage/slot change will have BT purists in these forums to rip their hair off.

Edited by El Bandito, 08 March 2015 - 06:51 PM.


#64 EOD Operator

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Posted 09 March 2015 - 07:15 AM

View PostMirumoto Izanami, on 08 March 2015 - 06:42 PM, said:



Thanks man!

#65 Greenjulius

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Posted 09 March 2015 - 07:20 AM

View PostEl Bandito, on 08 March 2015 - 06:49 PM, said:



AMS is only 0.5 ton each, dude. It offers great protection for the tonnage it requires. About 200%-300% efficiency between tons of armor saved vs, tonnage spent--even if half the bullets miss.
Besides, any tonnage/slot change will have BT purists in these forums to rip their hair off.

This, and I can see Grasshoppers actually being a good platform for them. If you go with the, "lots of MLs or MPLs" route, you should have extra tonnage left over, especially with a XL build.

I'm rather excited to tinker with the Grasshoppers. They are the mech out of all the Resistance pack that I'm most looking forward to.

#66 Reitrix

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Posted 09 March 2015 - 07:31 AM

View PostMirumoto Izanami, on 06 March 2015 - 04:12 PM, said:

Armor quirks... hmmm.


Its almost like the devs understand that theres a damage output problem but cant work out how to correct it without infuriating the masses.

#67 ROSS-128

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Posted 09 March 2015 - 07:35 AM

View PostBishop Steiner, on 06 March 2015 - 06:06 PM, said:



better?
Posted Image


The third option definitely would be nice for Zeus pilots.

It would also throw me for a loop pretty often, as I have a habit of aiming at shoulders when I'm trying to remove an ST. :ph34r:

#68 Sarlic

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Posted 09 March 2015 - 08:20 AM

View PostEl Bandito, on 08 March 2015 - 06:49 PM, said:



AMS is only 0.5 ton each, dude. It offers great protection for the tonnage it requires. About 200%-300% efficiency between tons of armor saved vs, tonnage spent--even if half the bullets miss.
Besides, any tonnage/slot change will have BT purists in these forums to rip their hair off.


I am not saying that it's not great. In fact i regulary use it on my Atlai.

Problem is many pilots don't and see it as a waste of tonnage. Now decreasing tonnage is not the best way to solve it, but it's a start. Or they could up the hitrate of each AMS.

Again the problem is that when i am the only carrier with AMS where is the rest of the 'umbrella'? People should outfit their mechs more with AMS which obviously is left to be desired.


It's funny when we had only 1 ton per AMS people outfitted more AMS. Or with the small month when LRM was upped, more people got AMS. Then the whine about the LRMs kicked in making practically people wear less AMS. Aside from people who think it's a ammo and tonnage waste.

Edited by Sarlic, 09 March 2015 - 08:21 AM.


#69 Ultimax

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Posted 09 March 2015 - 08:57 AM

View PostSarlic, on 09 March 2015 - 08:20 AM, said:

I am not saying that it's not great. In fact i regulary use it on my Atlai.

Problem is many pilots don't and see it as a waste of tonnage. Now decreasing tonnage is not the best way to solve it, but it's a start. Or they could up the hitrate of each AMS.

Again the problem is that when i am the only carrier with AMS where is the rest of the 'umbrella'? People should outfit their mechs more with AMS which obviously is left to be desired.


It's funny when we had only 1 ton per AMS people outfitted more AMS. Or with the small month when LRM was upped, more people got AMS. Then the whine about the LRMs kicked in making practically people wear less AMS. Aside from people who think it's a ammo and tonnage waste.




They could further reduce the weight cost of AMS by simply increasing the ammo count again.

If they doubled it from where it is now, you could take 0.5 ton + AMS for 0.5 ton, and you've now only invested 1 ton total.

#70 Sarlic

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Posted 09 March 2015 - 09:08 AM

View PostUltimatum X, on 09 March 2015 - 08:57 AM, said:




They could further reduce the weight cost of AMS by simply increasing the ammo count again.

If they doubled it from where it is now, you could take 0.5 ton + AMS for 0.5 ton, and you've now only invested 1 ton total.
Not a bad start either.

#71 El Bandito

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Posted 09 March 2015 - 05:28 PM

View PostSarlic, on 09 March 2015 - 08:20 AM, said:

I am not saying that it's not great. In fact i regulary use it on my Atlai.

Problem is many pilots don't and see it as a waste of tonnage. Now decreasing tonnage is not the best way to solve it, but it's a start. Or they could up the hitrate of each AMS.

Again the problem is that when i am the only carrier with AMS where is the rest of the 'umbrella'? People should outfit their mechs more with AMS which obviously is left to be desired.


It's funny when we had only 1 ton per AMS people outfitted more AMS. Or with the small month when LRM was upped, more people got AMS. Then the whine about the LRMs kicked in making practically people wear less AMS. Aside from people who think it's a ammo and tonnage waste.


View PostUltimatum X, on 09 March 2015 - 08:57 AM, said:

They could further reduce the weight cost of AMS by simply increasing the ammo count again.

If they doubled it from where it is now, you could take 0.5 ton + AMS for 0.5 ton, and you've now only invested 1 ton total.


If PGI does that, then corresponding LRM buffs (be it speed or damage) should also be implemented because current AMS is effective vs. LRMs as is. However, people who never mount AMS will cry harder when LRMs are buffed.

Nay, it is a player mentality issue, not the issue of AMS itself.

Edited by El Bandito, 09 March 2015 - 05:29 PM.


#72 Bishop Steiner

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Posted 09 March 2015 - 05:52 PM

View PostEl Bandito, on 09 March 2015 - 05:28 PM, said:




If PGI does that, then corresponding LRM buffs (be it speed or damage) should also be implemented because current AMS is effective vs. LRMs as is. However, people who never mount AMS will cry harder when LRMs are buffed.

Nay, it is a player mentality issue, not the issue of AMS itself.

Amen, LRMs are a problem for bads. Keep giving the bads crutches, and the Goods will just abuse it.

Perhaps having AMS come with a free tutorial on the proper use of cover?

#73 Greenjulius

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Posted 09 March 2015 - 07:11 PM

I think AMS usage should get rewards. Shoot down LRMs that are going to hit a teammate, get 1000 c-bills or more. It's not going to happen often, but it should give people more reasons to use AMS.

#74 FupDup

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Posted 09 March 2015 - 07:15 PM

View PostGreenjulius, on 09 March 2015 - 07:11 PM, said:

I think AMS usage should get rewards. Shoot down LRMs that are going to hit a teammate, get 1000 c-bills or more. It's not going to happen often, but it should give people more reasons to use AMS.

Maybe damage that AMS deals to missiles could be counted as damage for the player's normal damage counter?

#75 DaZur

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Posted 09 March 2015 - 09:18 PM

View PostFupDup, on 09 March 2015 - 07:15 PM, said:

Maybe damage that AMS deals to missiles could be counted as damage for the player's normal damage counter?

LOL!

The shoving and jousting for position by the dual AMS pilots would be rich... Or even better yet the mad rush to break for the open plain with unfettered LoS in an attempt to reap the most LRM profit possible. :rolleyes:

:P

#76 El Bandito

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Posted 09 March 2015 - 09:38 PM

View PostFupDup, on 09 March 2015 - 07:15 PM, said:

Maybe damage that AMS deals to missiles could be counted as damage for the player's normal damage counter?


Since AMS destroys 3 LRMs per volley aimed at you (more, if they shoot overhead), and LRMs have 1 HP each, that's 3 damage dealt per volley. If the enemy chain-fires his missiles, or uses Clan LRMs, then you can deal 9-12 damage or more per volley. Because AMS spends 30 bullets per second per LRM volley for 3 damage, one ton of AMS ammo spent--which equals to 2000 rounds--can net you around 200 extra damage per game. Potentially more, if you got more than 1 ton of AMS ammo.
You can achieve it twice as fast if you have dual AMS, and 3 times as fast if you are Kit-Fox. All the while doing nothing that requires even a speck of skill.

Broken, I'd say--especially on chassis tournaments.

Edited by El Bandito, 09 March 2015 - 09:42 PM.






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