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March 17 Quirk Update


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#1 Tina Benoit

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Posted 16 March 2015 - 12:06 PM

Hey MechWarriors!

You might notice a change to the quirk design process starting with this patch. We are going to be switching to a more iterative quirk design process for the near future. As such, these quirk changes in general are not as large as some of those that were previously added. We will evaluate the performance of these quirks and make further adjustments in the future as warranted based on the results.

The quirks that are highlighted in white italics are either new or have been changed in the March 17th patch.


Inner Sphere Mechs

Trebuchets
Spoiler

Quickdraws
Spoiler

Catapults
Spoiler

Highlanders
Spoiler

Clan Mechs

Adders
Spoiler

Ice Ferrets
Spoiler

Summoners
Spoiler

Gargoyles
Spoiler


#2 FupDup

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Posted 16 March 2015 - 12:11 PM

I like that the Clan mechs are being done on a per-Omnipod basis. I also like that many identical pods, such as CT's, are being somewhat differentiated (even if not much).

...But the values on most of them seem pretty darn low. -1% laser duration? 2% missile velocity? Quirks like that won't really change the mechs' effectiveness very much.


I will say however that the +12 internal structure on the Puma's legs is pretty strong. Nearly all of the weapon quirks however...not so much.

Edited by FupDup, 16 March 2015 - 12:19 PM.


#3 Rebas Kradd

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Posted 16 March 2015 - 12:11 PM

Cool. :)

Quick thought -

If you'd like to make the quirks more immersive and fun for the BT enthusiasts, you should have someone in-house come up with creative roleplaying tidbits to explain them. Such as -

Quote

The Trebuchet-7K comes equipped with yadda yadda experimental system to provide it with high cooldowns on all weapon systems.


...without breaching lore, of course.

#4 Kain Demos

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Posted 16 March 2015 - 12:13 PM

The weapons ones did not blow my skirt up but some of these structure/armor and general agility bonuses are really nice. The Ice Ferret with 20% accel/deccel? I cannot wait for that though I bet I will not notice the weapons related quirks.

The Gargoyle at 15% accel/deccel looks nice too--hopefully it gets its movement profile altered as well.

#5 Xolin

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Posted 16 March 2015 - 12:14 PM

anyone else see these as....mediocre?

#6 Summon3r

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Posted 16 March 2015 - 12:17 PM

uhh are the clan quirks typos? 1 and 2%'s really? and no change in movement type for GAR from huge to large?

well i am no longer excited clan quirks in any way shape or form, i mean those lbx bonus's alone should cause a massive increase in the use of the Summoners and Gargoyles right? guess if PGI keeps on its course of least used clan mechs for quirks these 4 will be up again for a requirking.

#7 Alistair Winter

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Posted 16 March 2015 - 12:17 PM

I like where this is going, but...


View PostTina Benoit, on 16 March 2015 - 12:06 PM, said:

The K2 and Jester are unchanged.


View PostTina Benoit, on 16 March 2015 - 12:06 PM, said:

The K2 and Jester are unchanged.


View PostTina Benoit, on 16 March 2015 - 12:06 PM, said:

The K2 and Jester are unchanged.


View PostTina Benoit, on 16 March 2015 - 12:06 PM, said:

The K2 and Jester are unchanged.


View PostTina Benoit, on 16 March 2015 - 12:06 PM, said:

The K2


View PostTina Benoit, on 16 March 2015 - 12:06 PM, said:

unchanged.


#8 Goose

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Posted 16 March 2015 - 12:18 PM

'Cause we need moar "mediocre to OP" tweaks, like for the Firestarters?

#9 Russ Bullock

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Posted 16 March 2015 - 12:19 PM

Remember the Clan omnipod amounts are low because players can stack with other pods

#10 Mcgral18

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Posted 16 March 2015 - 12:22 PM

View PostXolin, on 16 March 2015 - 12:14 PM, said:

anyone else see these as....mediocre?


Brah, 4% more MG range!

Less overheat damage?


Well, the Pay-For Suckonner arm has 5% less heat, which is arguably the third best quirk on this list.

Structure will be handy.

#11 Revis Volek

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Posted 16 March 2015 - 12:22 PM

View PostFupDup, on 16 March 2015 - 12:11 PM, said:

I like that the Clan mechs are being done on a per-Omnipod basis. I also like that many identical pods, such as CT's, are being somewhat differentiated (even if not much).

...But the values on most of them seem pretty darn low. -1% laser duration? 2% missile velocity? Quirks like that won't really change the mechs' effectiveness very much.


I will say however that the +12 internal structure on the Puma's legs is pretty strong. Nearly all of the weapon quirks however...not so much.



I see no point in whatsoever in making your DEV's work to put in a 1-4% quirk as little or as much work as it may be. 5% or it a waste and not needed and even that is arguable IMO. We dont need some fluff and fancy things thrown on these mechs to make us feel better, though some may appreciate it, Giving them things that will make the survive better is what is needed and i thank you greatly for. That is the issue with half if not more of the bad clan chassis'.

Granted a 4% cooldown coupled with the 10% from skills is now 14% which is helping some i guess. I mean its not worse so we cant complain too much. lolz :P well maybe with cooldown it is....or could be.

Edited by DarthRevis, 16 March 2015 - 12:29 PM.


#12 Corbenik

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Posted 16 March 2015 - 12:23 PM

Question, whats lrm spread mean less AOE? or more? or tighter groups?

#13 FupDup

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Posted 16 March 2015 - 12:23 PM

View PostMcgral18, on 16 March 2015 - 12:22 PM, said:

Brah, 4% more MG range!

Less overheat damage?


Well, the Pay-For Suckonner arm has 5% less heat, which is arguably the third best quirk on this list.

Dude, don't underestimate my 2% energy cooldown and 2% laser durations stacked together on my Adder!

#14 Mcgral18

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Posted 16 March 2015 - 12:23 PM

View PostRuss Bullock, on 16 March 2015 - 12:19 PM, said:

Remember the Clan omnipod amounts are low because players can stack with other pods


1+1 isn't exactly game changing...

#15 FupDup

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Posted 16 March 2015 - 12:23 PM

View PostCorbenik, on 16 March 2015 - 12:23 PM, said:

Question, whats lrm spread mean less AOE? or more? or tighter groups?

It makes them tighter, sort of like what smaller launchers already do.

#16 gl0w

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Posted 16 March 2015 - 12:24 PM

Summoner quirks will at least make it interesting to build for again. Still needs more/better omnipods to really fit into a niche role.

#17 Kain Demos

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Posted 16 March 2015 - 12:24 PM

View PostFupDup, on 16 March 2015 - 12:23 PM, said:

Dude, don't underestimate my 2% energy cooldown and 2% laser durations stacked together on my Adder!


Coming soon to a battlefield near you: Adders with CERLLs with JUST a 1.4s duration!!!

#18 Quicksilver Kalasa

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Posted 16 March 2015 - 12:25 PM

The maneuverability and structure quirks are in a nice place (I still think the Adder needs those structure boosts for the arm moved to the torso). Though you could untie agility from engine rating and you wouldn't have these sorts of problems.....

The weapon quirks are finally taking advantage of useful quirks like missile velocity/spread or UAC jam rates, as well as family quirks finally, hopefully we will see more of these.

I am a little underwhelmed with the Adder and Clan weapon quirks overall and especially the Catapult quirks but there are definitely some improved direction with the types of weapon quirks.

Edited by WM Quicksilver, 16 March 2015 - 12:28 PM.


#19 Alienized

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Posted 16 March 2015 - 12:28 PM

Energy weapon cooldown +15%

does that mean they need longer to refire or shorter...

#20 TercieI

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Posted 16 March 2015 - 12:28 PM

Smaller and more iterative.

GOOD.





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