Jump to content

March 17 Quirk Update


625 replies to this topic

#321 MalodorousMonkey

    Member

  • PipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 283 posts
  • Location, location, location

Posted 17 March 2015 - 03:07 AM

I like that there are new types of quirks, but the clan weapon quirks seem mostly pointless. Am actually pretty disappointed.

Some people are saying, "Well the clans are already OP," but really, clan mechs like the Gargoyle are really subpar, even when compared to IS mechs. They really need a bit more love.

#322 Bulletsponge0

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Vicious
  • The Vicious
  • 2,948 posts

Posted 17 March 2015 - 03:29 AM

My impression is that these quirks aren't designed to improve bad chassis, nor are they designed to entice more people to play the least played clan mechs. They are designed solely so pgi can say.."see, we gave clans quirks too"...And in the least effective way possible.

#323 NeoCodex

    Member

  • PipPipPipPipPipPipPip
  • The Predator
  • The Predator
  • 799 posts

Posted 17 March 2015 - 03:35 AM

View Postarmyunit, on 16 March 2015 - 01:42 PM, said:

Kinda sad that most of the clan weapon quirks do almost nothing. Summoner even got slightly nerfed in some ways (the 10% energy cooldown on the prime RA was reduced).

Though I guess I shouldn't complain, the HP and mobility buffs to the Adder and Ice Ferret should be very nice, and the Summoner's mobility was also buffed even more (can't comment on the Gargoyle, since I don't own one).


Actually this gave me an idea. If they are so afraid to buff clan weapons, why not focus on even more mobility quirks instead? Remember when Russ was always talking about how he wanted the Clans to have a different "flavor"? More mobility is something they could work on further. I might as well even say buff the clan JJ thrust a little bit. Combined with how IS vs. Clan weapons work, this would actually start making some sense (more FLD damage against fast moving Clan mechs vs more range and dot on clan weapons vs slower IS).

Just a thought. They could try to continue working on what we have now, and further focus on giving the Clans advantage somewhere else than just the damage they're doing - again, different flavor! Faster, more agile and possibility to make some poptarty mechs again, but with some drawbacks like do you want more thrust on JJ for poptarting, it will also generate heat 50% more but you can still manuever fast around the terrain and poptart with it! Not as powerful as it was before, but moderately better as it is now with it's own balance tweak, so such as chasis is mostly good just for this role (considering the number of JJ that's hardwired in the chassis, this would fix the Summoner, tweaking it severely toward the role it was designed for, while not disturbing the clan weapon balance). Piloting these mechs would give a different flavor, it would take more a bit more skill to do well so it would not be too easy and too powerful. There's so many possibilities where they could go from here.

Edited by NeoCodex, 17 March 2015 - 03:43 AM.


#324 Tuann

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 203 posts
  • LocationIn your backyard, with a beer, chocolate and waffles

Posted 17 March 2015 - 04:29 AM

Lots of thoughts, lots of things to say,.. but 1 word sums it up :

FAIL

#325 TheSilken

    Member

  • PipPipPipPipPipPipPipPip
  • 1,492 posts
  • LocationLost in The Warp

Posted 17 March 2015 - 05:06 AM

Thanks for even more proof that you prefer IS over Clan PGI. Lackluster as usual it seems. You guys can do better than this.

#326 Wildstreak

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Civil Servant
  • Civil Servant
  • 5,154 posts

Posted 17 March 2015 - 05:12 AM

Low values is better than another Thunderbolt-9S especially since these are Clan Mechs.

There still needs be a nerf to the DakkaUltra Dire Wolf, maybe certain Timber & Crow configs.

I now see I have to change the Energy LA of the Adder I planned to use.

#327 Kazzun

    Member

  • PipPipPip
  • 84 posts
  • LocationNRW - D

Posted 17 March 2015 - 05:13 AM

I mean.... the community wanted incremental quirks not huge like the tdr erppc thingy, now pgi delivers some (look @ twitter) and all are whining... i wuold rather wait some weeks to see if those quick setps are adjusted to make c rappy mechs viable.

#328 Sturmwind

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 220 posts
  • LocationSolaris VII

Posted 17 March 2015 - 05:23 AM

Highlanders...still lowlanders!

And I really dislike the idea of less LRM spread (IS or clan) and - velocity for clanmechs...first of all it doesn't make any sense, secondly that's what Artemis, Tag, Narc and stuff should accomplish and lastly Clan-Lrms are already too accurate with too many missiles hitting the same component, while IS ones are going mainly CT / Legs depending on the mech-type.

1 or 2% changes won't do any noticeable change, and I think playing around with the burn-time on clanmechs isn't the best way to go. After all, the longer burntime was intended to balance the longer range, less weight aso issue. Don't start by fiddling around with that, please. In other words: Just forget about those quirks altogether if it's those low values anyways. It may look ok to you, but it's most likely little to no effect anyways.

Lastly, ERPPC quirks are not needed for ANY clanmech, honestly. We have the option to use a targetting comp of various size/weight to give them more speed and the like, we don't need quirks for that like the IS mechs that don't thave that option. That's stuff that's completely unecessary IMO. And I don't care if I have to sacrifice weight for that and slots - I want that advantage? Then I should be prepared to sacrifice those things for it! Otherwise, play them like the IS pilots have. And I say that although I love playing my ERPPC Clanmechs...

And yes, I'm pretty sure lots will disagree with this, but this is my personal opinion. The "Quirkening" has turned some things to the better, admittedly, but don't overdo it by coming up with complete nonsense things like the missile spread or ERPPC quirks for Clanmechs there.

Edited by Sturmwind, 17 March 2015 - 05:27 AM.


#329 L3mming2

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,304 posts

Posted 17 March 2015 - 05:40 AM

View PostWM Quicksilver, on 16 March 2015 - 12:25 PM, said:

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.


dous this mean 15% jam rate - 5% is 10% jamm rate (if it is this is a awsome quirk)

other option 15% - (15% * 5%) = 14.25% its not so awsome..

#330 Ozric

    Member

  • PipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 1,188 posts
  • LocationSunny Southsea

Posted 17 March 2015 - 05:43 AM

Summoner quirks eh? Honestly, they are more of a nerf than a buff.

Heat reduction quirks would have added free tons because less heatsinks, and better heat management means more (needed) dps anyway.

I love my summoners, but I don't know where PGI are going with them right now.

Edited by Ozric, 17 March 2015 - 05:45 AM.


#331 Mcgral18

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • CS 2019 Top 8 Qualifier
  • CS 2019 Top 8 Qualifier
  • 17,987 posts
  • LocationSnow

Posted 17 March 2015 - 05:50 AM

View PostKmieciu, on 17 March 2015 - 02:43 AM, said:

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


It it's a quirk, the GodTier robot with JJs won't get it.


Even limit it to the first 10, since the Kit Fox and Mist LYnx both lose 3 TrueDubs while the Badder loses 2 due to their tiny engines.

Making them all 2.0s as a quirk would be quite fair, since IS robots already get plenty of Ghost Heatsinks with their quirks. This just means the Clan ones would have to pay tonnage for that cooling.

#332 Inspirati0n

    Member

  • Pip
  • 10 posts
  • Google+: Link
  • LocationRJF

Posted 17 March 2015 - 06:06 AM

Posted Image

#333 Padre902

    Member

  • PipPip
  • Ace Of Spades
  • Ace Of Spades
  • 21 posts
  • LocationNova Scotia, Canada

Posted 17 March 2015 - 06:38 AM

I think a lot of people would benefit from taking a deep breath. PGI built a system to do clan quirks by ominipod. Good first step! Underwhelmed by the quirks so far? Fair enough. I'm sure they will evolve. Better to start too small and work up to a balance than overdo it off the top. Most clan chassis have a qualitative advantage over most IS mechs already, so did you really expect a massive boost? I bet your input will be more readily received by PGI if you dial the whine down from 11 ;)

#334 TheSilken

    Member

  • PipPipPipPipPipPipPipPip
  • 1,492 posts
  • LocationLost in The Warp

Posted 17 March 2015 - 06:53 AM

I'm gonna start buying lottery tickets so if I win I can buy the rights to Mechwarrior, Battletech, and the right to use Unseen designs.

#335 Anjian

    Member

  • PipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 2
  • FP Veteran - Beta 2
  • 3,735 posts

Posted 17 March 2015 - 07:12 AM

Even when stacked, it still looks to me the percentages are low.

#336 conquistadorst

    Member

  • PipPip
  • Bridesmaid
  • 31 posts

Posted 17 March 2015 - 08:08 AM

Doesn't look like the meta has changed but at least they improved some bad IS mechs that people who ignore meta decide to play, that will definitely help IS.

As for clan, the agility quirks on clan are great. Those are really easy to ignore since it's impossible to measure how they translate to damage. That being said the adder still looks pretty awful still, erred on the side of overcaution on that one. Most of the weapon quirks that were tossed in general just won't register outside a standard margin of error.

#337 Felicitatem Parco

    Professor of Memetics

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 13,522 posts
  • LocationIs Being Obscured By ECM

Posted 17 March 2015 - 08:49 AM

In order to have an effect on gameplay, any quirk should have a value of at least 5%... Any kind of 2% quirk is not going to be effectual, and it gives the impression that we're working with Spreadsheet Warriors... Which are the very thing that Developers derrided years ago.

#338 Michael Costanza

    Member

  • PipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 258 posts

Posted 17 March 2015 - 10:17 AM

Shouldn't things like acceleration and turn rates be in the Omnipod legs and not in the torsos?

Also, while 2% might not seem like much, that split second can make the difference.

Edited by Michael Costanza, 17 March 2015 - 10:17 AM.


#339 Thanatos31

    Member

  • PipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 165 posts
  • LocationEnroute to Terra

Posted 17 March 2015 - 10:19 AM

1%...

Machine gun range increase


LRM 2% change


Yet another slap in the face of your CUSTOMERS that FUND your company.

Posted Image

#340 CutterWolf

    Member

  • PipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 658 posts

Posted 17 March 2015 - 10:23 AM

View PostOzealot, on 17 March 2015 - 08:06 AM, said:

Just let the Clans die so you have to revive them. Seeing two to four Clan Mechs in solo queue per team on average. Can't wait 'til your house of cards collapses finally. We will see...


I so glad that others are finely seeing this too. I've been in drops where is was just my team mate and I in Clan mechs and no one else even counting the enemy team.

View PostMichael Costanza, on 17 March 2015 - 10:17 AM, said:

Shouldn't things like acceleration and turn rates be in the Omnipod legs and not in the torsos?

Also, while 2% might not seem like much, that split second can make the difference.


But you don't have any issues with your new quirks rolling out at 10% or better? Ya so much for the split second difference eh?





5 user(s) are reading this topic

0 members, 5 guests, 0 anonymous users