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March 17 Quirk Update


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#201 Triordinant

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Posted 16 March 2015 - 03:16 PM

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

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.

Thanks for the heads-up, Tina!

#202 Bulletsponge0

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Posted 16 March 2015 - 03:17 PM

View PostChef Kerensky, on 16 March 2015 - 03:04 PM, said:


Let me put this very simply because I explained it once before. Elo is based on winrate, and was originally conceived as a rating system for a game in which both players start under identical circumstances. Clans win 64% of the time. Clans and the IS are not symmetrical. Guess where that 100 Elo comes from.

so...clarify for me... the average elo of each team in that test was about 100 different... so you're arguing that the clans had the higher Elo because they were playing clans before that and thus winning more?

Did you take into account HOW PGI calculates Elo? i.e. that your Elo only goes up if you win a game you were predicted to lose... and it only goes down if you lose a game you were predicted to win...

#203 Ney Pryde

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Posted 16 March 2015 - 03:18 PM

View Postaniviron, on 16 March 2015 - 03:04 PM, said:

The assumption that seems to be made about the Adder, Ice Ferret, Summoner, and Gargoyle is that they can't be all that bad, they have access to clan weapons after all, right?

I'd argue that they're every bit as bad as the worst IS mechs right now. If I'm playing to win, I will take any IS light over the Adder, with the exception of the SDR-5V. Same thing goes for IS mediums and the Ice Ferret, heavies and Summoner, and assaults and Gargoyle. They're all so bad that having clan weaponry doesn't really do much to bridge the performance gap.

And before you round on me with "But anivirion, they're making baby steps towards balancing!" Yeah, except the Summoner Prime pods already gave it +10% energy cooldown, +10% ballistic cooldown, and +25% acceleration and deceleration. Despite these quirks, you'll notice that the Summoner hasn't been exactly overpowered for the last few months that it's had these, and somehow, I have to doubt the fact that reducing the quirk numbers (10% energy goes to 2%, 10% ballistic to 5, and accel/decel to 20%) is going to help the Summoner much at all. Even better, it trades its two decent +5 degree torso yaw quirks for an amazing -2% LRM/SRM spread!


^This, good god, this. I've been piloting Summoners forever. One of the few that actually use it. I mean its my favorite mech ever. And I'll go on record now. I DO NOT WANT IT TO BE TIMBER WOLF GOD TIER STATUS. But what I do want is a mech that I don't feel like is gimping the team by taking it.

So lets stop with this mud slinging at clan players complaining. Most of these quirks are jokes and we all know it. Were we asking for things like 25% weapon cooldowns?? God no. And theres no excuse to lower a value on a pod thats already barely working. These mechs arent being played for a reason and now at least in the case of the Summoner, we have less of a reason.

#204 W A R L O R D

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Posted 16 March 2015 - 03:25 PM

View PostHyper99, on 16 March 2015 - 12:41 PM, said:

Excellent work PGI.

IMO, instead of huge swinging changes they implement little tweaks. This is the way to do it. Not overdone blunders!

Keep it up!

Agreed!! - Better to go slow than over do it...PGI is being cautious which is a good thing :)

#205 Lostdragon

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Posted 16 March 2015 - 03:26 PM

These were really disappointing and completely underwhelming. I get they didn't want to go to far, but these quirks are just stupid. Why even bother?

#206 Summon3r

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Posted 16 March 2015 - 03:26 PM

View PostNey Pryde, on 16 March 2015 - 03:18 PM, said:

^This, good god, this. I've been piloting Summoners forever. One of the few that actually use it. I mean its my favorite mech ever. And I'll go on record now. I DO NOT WANT IT TO BE TIMBER WOLF GOD TIER STATUS. But what I do want is a mech that I don't feel like is gimping the team by taking it.

So lets stop with this mud slinging at clan players complaining. Most of these quirks are jokes and we all know it. Were we asking for things like 25% weapon cooldowns?? God no. And theres no excuse to lower a value on a pod thats already barely working. These mechs arent being played for a reason and now at least in the case of the Summoner, we have less of a reason.


couldnt agree more, and quite obviously it is my favorite mech of all time as well... tbh i expected cent-9d quirks for the prime LA for the lbx10 and at least some sort of JJ thrust bonus.

#207 Richter Kerensky

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Posted 16 March 2015 - 03:27 PM

View PostSorrowcry, on 16 March 2015 - 03:13 PM, said:

Shut up them first. Here we told about quirks but their beaten ego prevent the discussion about thread theme.


You're the guy who brought up the IS vs. Clan stuff in this thread first, dogg, but you'll also notice that a bunch of IS players are complaining that what they're doing to improve the worst Clan mechs isn't enough, because anyone with a brain realizes the more mechs are viable, the better the game is for both sides. The Adder sucks and these quirks aren't going to help it a whole lot.

#208 Anakha

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Posted 16 March 2015 - 03:27 PM

Summoner quirks are major league epic failure by PGI

#209 Mcgral18

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Posted 16 March 2015 - 03:28 PM

View PostDeathlike, on 16 March 2015 - 03:08 PM, said:


3) What's also hard to really understand is the LRM/SRM/missile and LBX spread that is mentioned here. I'd kinda wish smurfy put out that number, but I'd like to see the effects of the numbers in a more scientific approach (yes, for SCIENCE) as it's hard to qualify how effective said buffs would be. Just on paper... they really seem microscopic.



If it helps you, the Machine Gun has a spread of 1.5

isSRM6 has a spread of 5.7
cSRM6 has a spread of 5.9

All ISvsClan SRM launchers have that 0.2 difference

isSRM2 is at 4.8 for comparison with the SRM6



Now, I'm not entirely sure what that "Spread" refers to in dimensions, nor can I see what Artemis decreases it to.

Edited by Mcgral18, 16 March 2015 - 03:29 PM.


#210 Alilua

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Posted 16 March 2015 - 03:31 PM

Gargoyle prime is still going to suck, and alot of mech quirks seem very off. I only hope these get looked at again before the next patch. Summoner D quirks are pretty much a joke. Ice ferrets over heat quirks are pretty useless same with 1% durations pulse lasers even if they stack to a mighty 2%. The ice ferret missle boat (pretty useless build) gets unequal and underwhelming perks. Just about anything in the 1% to 2% quirk needs to be bumped up to at least a 5%. Highlanders need jumpjet quirks. Clan srms spread needs to be looked at.

#211 aniviron

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Posted 16 March 2015 - 03:31 PM

View PostW A R L O R D, on 16 March 2015 - 03:25 PM, said:

Agreed!! - Better to go slow than over do it...PGI is being cautious which is a good thing :)


They've been going slow for the past months. The Summoner has had a 10% energy and 10% ballistic cooldown for a long time now, and it actually gets smaller bonuses as of this quirk pass. Can you please tell me how this makes any sense?

Furthermore, we've also seen that 10% cooldown bonuses do nothing to help a chassis as bad as the Summoner, yet we're starting with 2% quirks on mechs with equivalent performance?

#212 Roper Band

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Posted 16 March 2015 - 03:32 PM

I love speed boost to the Highlander. I always saw it as more of a quicker mechs as opposed to the Atlas.

#213 Chef Kerensky

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Posted 16 March 2015 - 03:35 PM

*tiptoeing off of a bed of burning coals* Ha ha easy does it, don't want to overdo things.

#214 dimachaerus

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Posted 16 March 2015 - 03:41 PM

Now, if we can just get some ER-PPC heat redux on the Adder prime's arms, I'll break into my happy dance. Not asking for much, maybe 5-7.5% per arm since none of the other pods provide base energy weapon heat redux. That combined with it's 15%overall ERPPC velocity buff will be nice for this little guy, though still not as spammy as my PNT-10k.

Now I'm just waiting for ballistic quirks on my kit fox's right arm and I think I might just "squee" a little bit.

#215 Anakha

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Posted 16 March 2015 - 03:41 PM

Quirks fixed to an omnipod defeats the entire purpose of the clan omnimech platform. You are tying quirks to specific omnipods or weapons meaning we can NOT customize how we want to. That is a major failure on PGI's part.

#216 FupDup

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Posted 16 March 2015 - 03:43 PM

View PostAnakha, on 16 March 2015 - 03:41 PM, said:

Quirks fixed to an omnipod defeats the entire purpose of the clan omnimech platform. You are tying quirks to specific omnipods or weapons meaning we can NOT customize how we want to. That is a major failure on PGI's part.

The idea is that you can switch out the Omnipods to get the quirks you want to have. Pick and choose to make your Mister Potatohead custom gundam.

The issue is just that the specific values chosen are underwhelming, like 2% energy cooldown or whatever.

#217 Chef Kerensky

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Posted 16 March 2015 - 03:44 PM

View PostAnakha, on 16 March 2015 - 03:41 PM, said:

Quirks fixed to an omnipod defeats the entire purpose of the clan omnimech platform. You are tying quirks to specific omnipods or weapons meaning we can NOT customize how we want to. That is a major failure on PGI's part.


A more elegant solution would be to make the quirks per omnipod much, much better and just make it so they don't stack.

This way a Puma has 15% ERPPC velocity whether it decides to carry one or two of them, but not 30% just because it chooses to carry two.

Then all you have to do is actually make the quirks themselves good.

Edited by Chef Kerensky, 16 March 2015 - 03:45 PM.


#218 Wingbreaker

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Posted 16 March 2015 - 03:44 PM

Here, I'll blow all your pretty little heads. I don't think there should be a single clan mech with weapons quirks.

Movement, structure, JJs, whatever. Not weapons.

Except for AC/UAC

Those suck.

#219 OznerpaG

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Posted 16 March 2015 - 03:45 PM

even quirks won't help what ails the Summoner - pretty much all it's weapons are in low slung and wide-set arms so you have to do twice as much work to get a good firing position compared to the clan top dogs

getting results in a Timber is a pleasure. getting results in a Summoner is just plain work

#220 Nightmare1

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Posted 16 March 2015 - 03:50 PM

Hooray for an iterative system!

...And love for my QKDs and Summoners? Thank you PGI!





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