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March 17 Quirk Update


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#301 Kaeb Odellas

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Posted 16 March 2015 - 11:13 PM

Tiny incremental changes are incredibly boring. No one will notice a 4% change in anything.

This is like the first round of weapon modules all over again.

#302 Nightshade24

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Posted 16 March 2015 - 11:16 PM

View Poststrikebrch, on 16 March 2015 - 10:32 PM, said:

what do you mean with light tag?

Light tag is a TAG that has shorter range but is much lighter .3054 tech

http://www.sarna.net...cquisition_Gear

#303 RupeyUK

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Posted 16 March 2015 - 11:34 PM

I like it. Subtle for the clanners, some love for less pumped IS. Nice.

#304 The Great Unwashed

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Posted 16 March 2015 - 11:39 PM

So, I had a good night's sleep and looked at the quirk list again. I feel we are now at a situation where even quirk lists need quirks.
  • Remove weapon insults quirks. 2% range increase for MGs. 2% laser cooldown, 1% missile spread, 1% missile speed. These are not noticeable in gameplay and clutter this quirk list; if it is not 5% of something, please do not bother.
  • Why are you worried quirks stack in the omnipod system? Why distribute them such that they might? Did you not assign them yourself?
  • Do we get ghost quirks? If you add 3 laser bonuses they count for 4? Can the system become more convoluted please?


#305 Nightshade24

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Posted 16 March 2015 - 11:42 PM

View PostThe Great Unwashed, on 16 March 2015 - 11:39 PM, said:

So, I had a good night's sleep and looked at the quirk list again. I feel we are now at a situation where even quirk lists need quirks.
  • Remove weapon insults quirks. 2% range increase for MGs. 2% laser cooldown, 1% missile spread, 1% missile speed. These are not noticeable in gameplay and clutter this quirk list; if it is not 5% of something, please do not bother.
  • Why are you worried quirks stack in the omnipod system? Why distribute them such that they might? Did you not assign them yourself?
  • Do we get ghost quirks? If you add 3 laser bonuses they count for 4? Can the system become more convoluted please?


hush... I would take that god damn 2% or 4% instead of nothing.

#306 CHH Badkarma

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Posted 17 March 2015 - 12:03 AM

View PostWing 0, on 16 March 2015 - 11:58 PM, said:

You guys promised clan quirks yet you still havnt done it and its been 3 months now since you guys said that..... Seriously. What the hell?!


Good slap in the face is it not?

wonder if these 1% quirks and the 1 percenter tag will stack lol

#307 J0anna

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Posted 17 March 2015 - 12:33 AM

While I expected quirks to movement and toughness (internals and/or armor), most of these other quirks as jokes. 4% increase in MG range on the Summoner D - do you seriously expect MG summoners to become the new meta? Reverse acceleration quirks for the gargoyle? It took you months to figure these out? Sad to say, but you've been wasting a lot of time then. If this is an "iterative" process, then expect nobody to put MG's on the Summoner D, so iterate 0. Hell, if you gave it a 100% increase in MG range, I still wouldn't be tempted to put MG's there.

Then you announce a 20% speed reduction for a side torso loss. Congrats, there is now ABSOLUTELY no reason at all to use the weaker clan mechs. The gap between the better clan mechs and the worst ones is now a chasm. Lets see, which mechs will I use: Kitfox, no... Adder, never... Mist Lynx, no... Ice Ferret, not even on a bet... Nova, no... Stormcrow, yes... Mad Dog, no... Hellbringer, yes (though less so)... Summoner, lol, no... Timberwolf, yes (though I haven't used it in a long time anyway)... Gargoyle, only when I don't care about winning... Warhawk, no... Dire Wolf, no. Way to get people to play your game.....See you in June, I'll master my last package and see if there is anything left to this game.

#308 lshtaria

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Posted 17 March 2015 - 12:36 AM

Very lacklustre for those clan mechs.

But on the plus side I can finally dust off my Gauss + 3xLL Heavy Metal once again. I used to wreck face in that, the only assault I ever did :lol:

#309 Kmieciu

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Posted 17 March 2015 - 12:41 AM

The Summoner was actually nerfed: it lost the 25% ACCEL/DECEL & 10% BALLICTIC / ENERGY COOLDOWN


Edited by Kmieciu, 17 March 2015 - 12:51 AM.


#310 tangles 253

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Posted 17 March 2015 - 12:42 AM

View PostAlistair Winter, on 16 March 2015 - 12:48 PM, said:

Russ, thanks for posting here. Please, please have another look at the CPLT-K2. Arguably the most iconic PPC platform after the AWS-8Q, yet no one is using it for PPCs. It's just used for AC10s and gauss. It is begging for some PPC cooldown / heat reduction quirks. Not projectile speed or range.

Please, please, save the CPLT-K2!

Posted Image

yes, please remember the beloved k2 :)

#311 meteorol

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Posted 17 March 2015 - 12:51 AM

The doublenerfnuke to class 1 jumpjets wiped the HGN from the battlefield. Movement and small weapon buffs (compared to what other mechs got) won't bring him back. Even 8 tons of jumpjets give him a laughable lift. Without some considerable lift for the tons invested there is no reason to ever take him over the banshee (Even when comparing quirks).

Seriously, you obliterated this mech over night with the over the top nerf for class 1 jumpjets. JJ nerfs were needed, but class 1 got nuked way too hard. Even with those new quirks, i don't see a reason to use it. (Which is a shame, because i used to love my HGNs)

#312 Thorn Hallis

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Posted 17 March 2015 - 01:03 AM

The Clan quirks are pretty underwhelming. Is this PGIs way to say "Clans are OP!"?

#313 Nightshade24

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Posted 17 March 2015 - 01:16 AM

View PostThorn Hallis, on 17 March 2015 - 01:03 AM, said:

The Clan quirks are pretty underwhelming. Is this PGIs way to say "Clans are OP!"?

no

It will be when it gives the Timberwolf negative 50% heat reduction (aka 50% heat gain) for any laser that has "clan" in it's name and increases missle reload time by 20%.


****... I have said to much. I'm giving them ideas!

#314 lshtaria

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Posted 17 March 2015 - 01:19 AM

View Postmeteorol, on 17 March 2015 - 12:51 AM, said:

The doublenerfnuke to class 1 jumpjets wiped the HGN from the battlefield. Movement and small weapon buffs (compared to what other mechs got) won't bring him back. Even 8 tons of jumpjets give him a laughable lift. Without some considerable lift for the tons invested there is no reason to ever take him over the banshee (Even when comparing quirks).

Seriously, you obliterated this mech over night with the over the top nerf for class 1 jumpjets. JJ nerfs were needed, but class 1 got nuked way too hard. Even with those new quirks, i don't see a reason to use it. (Which is a shame, because i used to love my HGNs)

I know HoverJets suck but I always think it's such a huge tonnage investment for an assault either way. I think it can be put to a better use than JJ's.

Never ever played my Highlanders with JJ's.

My old favourite HM has huge buffs to arm armour. Granted its primary firepower comes from its arms but I think I only ever lost both arms once in a match :ph34r: Its hitboxes make XL's relatively acceptable. Add on top of that a few other gentle buffs and I now have an old favourite mech sitting in my garage that I can roll back out without actually having to make any changes.

Smeggy Metal
Gauss Cooldown 5
LL Cooldown 5
Advanced Zoom
Improved Sensor Range

Many would bork at that build but it worked for me, big time and I hope it's going to work again.

#315 ThrashInc

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Posted 17 March 2015 - 01:43 AM

Maybe Adder quirks were based on comments like these:

Quote

Then you really have bad taste :P The Adder is a nice little beast in the right hands. but it's fine people think its junk because it means they wont be wary when it comes slithering fangs ready.


#316 Lt Evgen

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Posted 17 March 2015 - 01:44 AM

Why not add 1 clan quirk? all additional clan DHS= 1.4 2

#317 The Great Unwashed

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Posted 17 March 2015 - 02:31 AM

View PostLt Evgen, on 17 March 2015 - 01:44 AM, said:

Why not add 1 clan quirk? all additional clan DHS= 1.4 2


For all heatsinks that are in engines and cannot be removed! I'm all for it as it actually makes sense.

Edited by The Great Unwashed, 17 March 2015 - 02:33 AM.


#318 Kmieciu

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Posted 17 March 2015 - 02:43 AM

View PostLt Evgen, on 17 March 2015 - 01:44 AM, said:

Why not add 1 clan quirk? all additional clan DHS= 1.4 2

Great idea. My 24 DHS Timberwolf would love it. Gotta cool down these 2xLPL+5ERML

Edited by Kmieciu, 17 March 2015 - 02:43 AM.


#319 Navid A1

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Posted 17 March 2015 - 02:48 AM

The clan quirks show how distant the one who did them is from the game.

PGI says that they want to do it iterative and in small doses. I gotta ask... what difference a 1% (or 2% total) change could possibly make?... what change are you looking for?... what effect are you looking for?...
who is behind these decisions?...tell him that there is wayone to improve: PLAY THE GAME before doing any Quirks.

I was going over the quirks again... it gets better and better the more you go over it.:
The IFR-Prime... the one that has no hardpoint in its CT... you would expect it to receive something to make it viable compared to its other variants...
what you get is reverse speed... why?... because other variants have an E slot in CT and they get the weapon quirks there. Basically giving a pathetic CT quirk to the most pathetic variant (because of its CT... 20% less weapons)... That is just the FAIL of the year.
man... this is so wrong... Please PGI... tell the person behind these lol-quirks to actually play MWO for at least 6 months before doing anything regarding quirks...
That single IFR example show that you are light years away from having an idea about the MWO that is being played currently... telemetry shows nothing... this game is played by people...not AIs.


man... why PGI can not do it right for one time?... one time you get 50% less heat super ppc 9S... and on another time you get 1% cool downs and duration...

its just...just ...
Spoiler

Edited by Navid A1, 17 March 2015 - 04:34 AM.


#320 Detriitus

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Posted 17 March 2015 - 02:57 AM

I love the Summoner in MWO. I own five of them and have found about 12 builds that are totally working for me. Therefore I wasn't eagerly waiting for this quirkpass to make the chassis better, but rather worrying that the quirks might streamline the number of viable builds even more.

Looking into each of my builds now I see it as follows:

Gauss/ERPPC is the only one that gets slightly worse. Gauss/ERM and 2UAC5/2ML get worse until the C's Omnipots are available, than the first will be just different and the second gets better.

All the others get better right away (and some more so with the C pots), even though I might be tempted to run them on Primes exclusively now, to keep the 25% acc/dec quirks. You say the quirks are not big? Its not much ... but it is more. We are still flying. ;)

What I really like is the differences in the center torso quirks (more acc/dec or more turning speed or more torso yaw or turn radius). But the non-prime quirks (especially that B reverse rate buff) don't feel big enough to be an alternative for the prime. So, bigger changes here, please, and I hope to see more build variety.


Finally though: These quirks would NEVER get me to play the Summoner, if I wasn't already addicted to it.





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