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March 17 Quirk Update


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#141 Tasker

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Posted 16 March 2015 - 02:25 PM

View PostYaKillinMeSmalls, on 16 March 2015 - 02:08 PM, said:

So the community spends months complaining about the huge swings created by overdoing quirks, asking instead for a gradual approach to allow for adjustments. Then we get it. And now everyone is whining about getting what we asked for.


You asked for +10% AMS range or +4% machine gun range? lol

#142 InspectorG

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Posted 16 March 2015 - 02:25 PM

View PostWingbreaker, on 16 March 2015 - 01:53 PM, said:


They're not alright. At all.

Let's look at the summoner. Why does no one use one? Because the summoner is outclassed by every other clan heavy. Each is a master of its own specialty, and the summoner can basically try to do any of these, but cannot do them well.



Poor Summoner...
No Endo, fixed DHS ans JJ that hover.

Semi-viable builds are: Splat, ERPPC+Gauss, Gauss+4erml, 3LPL?

Glad its getting LBX and UAC5 quirks.

Either STOCK MODE s coming...

Or 2%-4% is " Just the tip?" ??????

#143 Wingbreaker

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Posted 16 March 2015 - 02:25 PM

View PostKain Thul, on 16 March 2015 - 02:12 PM, said:

I thought NGNG was just PGI's PR wing? Can not believe my eyes right now.


I write fiction and am a TacCom for a CW unit. I also help the town hall meetings by gathering relevant questions. I do not pull punches when I see something being done wrong.

Ask my unit how much of an ******* I am when they need an infusion of git gud.

#144 Parnage Winters

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Posted 16 March 2015 - 02:27 PM

Glad I didn't bother buying the other Adder variants. These quirks do nothing to change that the prime variant is a overheating nightmare. Why is the panther able to do just fine with ppc's but the clan Adder is stuck with pew pew overheat. At least the velocity increases will help a tad but honestly If this is your quirks for Clan mechs I'll just ignore them because it's pretty clear they ain't going to be a big deal.

#145 Brody319

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Posted 16 March 2015 - 02:30 PM

Did you change the Gargoyle's movement profile?!

Thats all I want, I don't care about quirks.

#146 Chef Kerensky

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Posted 16 March 2015 - 02:32 PM

View PostKain Thul, on 16 March 2015 - 02:20 PM, said:


If that happens I hope thousands of players leave this game.


Nerfing the Mad Cat, Loki, and Ryoken to make them "fair" isn't feasible without completely crippling them because their strengths lie in a number of fundamental things that make them good to begin with; they're mobile, they have good hitboxes, they have high weapon hardpoints, they can boat, they can afford to lose a side torso and even turn half of their mech into dummy shield components, the list goes on. The only way to "bring them in line" with everything else the clans have would be to do something ridiculous like increase weapon heat until they explode every time you alpha strike.

Mechs with similarly good hitboxes/hardpoints like the Catapult K2 and Puma could be just as competitive if they didn't run so hot, and if PGI wants to encourage variety then they should be concentrating on bringing everything else up to speed. That, or they should design maps that actually make brawling not only viable, but preferable to medium-range fighting or long-range sniping because as it stands, it doesn't really stack up the way it should.

#147 huskinater

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Posted 16 March 2015 - 02:34 PM

Just wanna say I like where this is going and that my time in smurfy just got more interesting!

#148 Apnu

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Posted 16 March 2015 - 02:35 PM

Oh and one other point, which isn't quirk related, why can't we put the Cat's arms back to their original size. Please do this. PGI can add 20 armor points to each arm and they'll still be the prime target and fall off in seconds. They're so big a toddler can hit them

#149 Corbenik

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Posted 16 March 2015 - 02:35 PM

All I can say now is https://youtu.be/Z0GFRcFm-aY

#150 Koniving

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Posted 16 March 2015 - 02:39 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.


It'd be great -- if the IS also had similar increments in their performance. Say start out with super low percentages and increment as necessary rather than "ZOMG ER PPC BUFF 50% heat reduction!! AWESOME INCREDIBLE SUPER POWER!!!" Still can't believe PGI's response was essentially, "Wait, why is everyone using only ER PPCs?"

Now if PGI used limb-specific quirks instead of global quirks tacked on by omnipods... that'd be really awesome and very balance-able rather than min/max heaven.

(Also why are the legs made stronger? It's not like it does a lot of jumping, though I can understand the legging to disable it. I never had an issue with the legs; my issue is enemy LRMs frying the torsos or how large I am as a target.)

#151 Kain Demos

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Posted 16 March 2015 - 02:39 PM

View PostChef Kerensky, on 16 March 2015 - 02:32 PM, said:


Nerfing the Mad Cat, Loki, and Ryoken to make them "fair" isn't feasible without completely crippling them because their strengths lie in a number of fundamental things that make them good to begin with; they're mobile, they have good hitboxes, they have high weapon hardpoints, they can boat, they can afford to lose a side torso and even turn half of their mech into dummy shield components, the list goes on. The only way to "bring them in line" with everything else the clans have would be to do something ridiculous like increase weapon heat until they explode every time you alpha strike.

Mechs with similarly good hitboxes/hardpoints like the Catapult K2 and Puma could be just as competitive if they didn't run so hot, and if PGI wants to encourage variety then they should be concentrating on bringing everything else up to speed. That, or they should design maps that actually make brawling not only viable, but preferable to medium-range fighting or long-range sniping because as it stands, it doesn't really stack up the way it should.


People like you and I understand this but the average "bad" out there just gets killed by certain 'mechs (because they stand still too often, do not torso twist, etc) then comes here to cry to PGI to nerf it into tears. For every post like yours I see 20 others that want all clams nerfed into the ground, "just because".

#152 Koniving

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Posted 16 March 2015 - 02:40 PM

View PostAlienized, on 16 March 2015 - 12:28 PM, said:

Energy weapon cooldown +15%

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

Shorter. I know it's poorly written.

#153 terrycloth

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Posted 16 March 2015 - 02:40 PM

The standard IS 'this mech is mostly okay but we gave it a few quirks because it isn't top tier' quirk values are 10-15%.

I'd expect the 'bad' clan mechs to get roughly the same values stacking omnipods. But they're not -- it's 2-4% after stacking instead.

So, yeah. This is kind of crazy.

#154 kf envy

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Posted 16 March 2015 - 02:41 PM

hmmmm..... ok Russ seeing how your turning an blind eye to mechs that still need help and the slap in the face with some of the summoner quirks how do i go about getting my money back for wave3

#155 ST0RM3R

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Posted 16 March 2015 - 02:42 PM

Are you serious??
+4% cooldown of erppc on adder against 25%+module on panther? Stop joke with us. WTF is this?! +10t to dropdeck, back ghostheat to 3+ LL, much better quirks. Maybe you delete clan mechs and clan factions? I think this would be better than what are you doing now.

#156 Bulletsponge0

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Posted 16 March 2015 - 02:43 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

ok...here's a question...

say I have an adder....I use the prime's arms with their CERPPC quirks..but I put the CERPPCs in the A variant's side torsos..

do I get those quirk bonuses if the weapon isn't in that omnipod?

#157 BARBAR0SSA

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Posted 16 March 2015 - 02:46 PM

View PostBulletsponge0, on 16 March 2015 - 02:43 PM, said:

ok...here's a question...

say I have an adder....I use the prime's arms with their CERPPC quirks..but I put the CERPPCs in the A variant's side torsos..

do I get those quirk bonuses if the weapon isn't in that omnipod?

From my understanding all quirks in the omnipods equipped are universal across the mech, and combine for a total bonus like IS mech quirks.

Edited by shad0w4life, 16 March 2015 - 02:46 PM.


#158 Tasker

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Posted 16 March 2015 - 02:47 PM

View PostSorrowcry, on 16 March 2015 - 02:42 PM, said:

Are you serious??
+4% cooldown of erppc on adder against 25%+module on panther? Stop joke with us. WTF is this?! +10t to dropdeck, back ghostheat to 3+ LL, much better quirks. Maybe you delete clan mechs and clan factions? I think this would be better than what are you doing now.


Is winning 64% of the time not enough for you? lol

#159 Quicksilver Aberration

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Posted 16 March 2015 - 02:47 PM

View PostKoniving, on 16 March 2015 - 02:39 PM, said:

(Also why are the legs made stronger? It's not like it does a lot of jumping, though I can understand the legging to disable it. I never had an issue with the legs; my issue is enemy LRMs frying the torsos or how large I am as a target.)

Play against the better players and you understand why the additional leg structure is great. Long lasting legs are the most important feature of a light unless significant damage has been done to a side torso for whatever reason. Part of the problem is the Adder just draws fire because of its size (40 tonner size) and shape (King Crab "bird" profile), and lacks the speed to even escape a bad situation. That's why I'm a little confused about the arm structure quirks, considering my torsos take more damage than they do outside of being on the wrong end of a Streakcrow/dog that I can't even outrun. I'd trade that arm structure for even stronger legs, or a stronger torso.

Edited by WM Quicksilver, 16 March 2015 - 02:49 PM.


#160 Wingbreaker

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Posted 16 March 2015 - 02:49 PM

View PostTasker, on 16 March 2015 - 02:47 PM, said:


Is winning 64% of the time not enough for you? lol


That stat is so goddamn skewed it isn't funny, though. A 64% winrate that is on queue entirely open to teams or singles and results in at least half of the games being organized vs unorganized is likely going to shift in favor of whoever has the most teams.

And frankly, I doubt it's 64% right now.





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