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March 17 Quirk Update


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#341 Wintersdark

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Posted 17 March 2015 - 10:28 AM

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

Understood, but even stacked... they're really low.

I get incremental changes, I really do. I get not wanted to push them beyond Holy Trinity Levels because those are admittedly too high as it stands, though the upcoming XL ST loss speed nerf will help. But these are so low, on such lackluster chassis... I'm really disappointed. They're not even remotely close to enough to make those chassis worthwhile.

I suppose my fear here is that over time, we've heard the "small incremental adjustments" a lot of times, followed by a tiny change that's not readdressed again. Generally (and I understand this) because of a simple lack of time to do it.




So, what's the road map for looking at these changes? In a couple weeks, are you going to address these mechs again, or make another very minor set of quirk changes on another set of sub par clan mechs?

I'm fine with really small adjustments and basically inconsequentially small start if they are quickly iterated upon... but without that, while this obviously didn't hurt any of those mechs, it doesn't really help them either.

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.


I too would really like to see changes to the leg (and head, for that matter) omnipods to actually make them interesting. Make the choice of which omnipod you mount in those legs a relevant choice.

View PostProsperity Park, on 17 March 2015 - 08:49 AM, said:

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.


If the resultant quirks added up to such levels, the 2% individual quirks would matter more. But precious few of those onmipod quirks are actually stacking to anything due to a lack of similar quirks on other pods.

#342 Arc Viper

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Posted 17 March 2015 - 10:28 AM

Am I the only person that wants to see a change to the flamer that makes it have some use on the battlefield? I'm thinking PGI has completely forgot this weapon exists.

Adder:

Reduction in ppc cooldown. Still can't take flamer off. Lol

Looks like the Adder mech still sucks. Can't wait for the next patch. PLEASE FIX THE FLAMER

#343 EvilCow

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Posted 17 March 2015 - 10:29 AM

So we go from the pointless quirks of 1% to grotesque increases of 50%.

It must make sense but I don't know in which alternate universe.

#344 callmejon

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Posted 17 March 2015 - 10:32 AM

View PostAlienized, on 16 March 2015 - 12:30 PM, said:


thanks. im quite happy that not much will be changed on the QKD-5K =)

i am kind of sad they didnt change the 5k though it is fun how it is with 6 medium laser, giving it a LL range quirk to optimize its abilities would of been nice.

#345 Yosharian

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Posted 17 March 2015 - 10:33 AM

Lmao these Adder quirks... to think I actually considered mastering one of these.

#346 Frost Lord

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Posted 17 March 2015 - 10:37 AM

View PostArc Viper, on 17 March 2015 - 10:28 AM, said:

Am I the only person that wants to see a change to the flamer that makes it have some use on the battlefield? I'm thinking PGI has completely forgot this weapon exists.

Adder:

Reduction in ppc cooldown. Still can't take flamer off. Lol

Looks like the Adder mech still sucks. Can't wait for the next patch. PLEASE FIX THE FLAMER


you should see a good ember pilot some times damage isn't the only answer I have been in a group of fore in my ember with stock wepons and we killed 8 mechs buy our selves because i kept most of them on critical heat leaving them barely able to use the odd laser without risking over heating meanwhile the rest of my lance firing concentrated bursts killed them quickly. granted they are a bit more situational on cold maps as you need to wait a bit longer before you start hitting them.

Edited by Frost Lord, 17 March 2015 - 11:02 AM.


#347 PraetorGix

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Posted 17 March 2015 - 10:38 AM

Sure we can stack pods... for a whooping maximum of -2% laser duration for example. Whoa that's some OP stacking there.
Seriously, visualize the impact of this. A Clan MedLas will fire 23 milliseconds faster. 23 MILLISECONDS.
I cannot understand why even take the time and make the effort to do something so annoyingly inconsequential. Starting low and keeping things safe is one thing. Making something that looks more of a token gesture to please angry players who in many cases spent real money on these underwhelming chassis is another entirely. And now, what if these ridiculous amounts stay untouched for months because there are other more pressing matters to resolve? What if other mechs that need a lot of help stay in the waiting queue for ever only to see this same kind of bland measure taken? I really hope to be horribly mistaken and that these quirks are revised ASAP.
But what irritates me the most is that the Mist Lynx was ignored, I'm still waiting for the quirks for this poor mech.

Edited by Cmdr Hurrell, 17 March 2015 - 10:51 AM.


#348 Alienized

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Posted 17 March 2015 - 10:38 AM

View Postcallmejon, on 17 March 2015 - 10:32 AM, said:

i am kind of sad they didnt change the 5k though it is fun how it is with 6 medium laser, giving it a LL range quirk to optimize its abilities would of been nice.


nope.
it shouldnt be a long range sniper. if they would have done that it would have received ER large laser quirks and not a large laser range quirk.

also its a close-medium range designed mech with maybe a lrm10 as long range support.
doing 6 med laser is propably a waste of the mech after all, rather go with 2 large laser + 4 med laser + srm4 or a bigger engine instead of a srm.
personally i use 2 large pulse laser + 4 med laser as weaponry with 4JJ's.
good versatility and usability everywhere + lots of punch.

i dont even wish for large pulse laser quirks for it before they do something to limit boating with large energy weaponry.

#349 RomeoOscarXray16

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Posted 17 March 2015 - 10:43 AM

OmG, just like game time,,, read the original post.

The part that says "Further adjustment". It amazes me how some can only complain.
READ the original post before bit**ing.

#350 KGB GRU

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Posted 17 March 2015 - 10:58 AM

View PostInRev, on 16 March 2015 - 12:38 PM, said:

I don't even think those Clan weapon quirks were worth the time it took to put them in the spreadsheet.


This. The weapon quirks for clans are just silly, stackable or not just silly. You can't be that out of touch with your own game can you?

#351 045

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Posted 17 March 2015 - 10:59 AM

I'm glad they are starting with minor quirk changes. I do not believe these are significant enough but it's a start. I still believe that in order to level out clan mechs, being able to upgrade Endo-steel and FF would work well. It won't make any of them stronger than the most optimized clan mechs (Timber Wolf, Stormcrow, etc.) but it would hopefully make chassis like Summoner and Nova more popular. Of course you would need to purchase new omnipods with the appropriate structure.

#352 CutterWolf

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Posted 17 March 2015 - 11:04 AM

View PostChester63, on 17 March 2015 - 10:43 AM, said:

OmG, just like game time,,, read the original post.

The part that says "Further adjustment". It amazes me how some can only complain.
READ the original post before bit**ing.


Read it, and yet I'm still seeing IS mechs roll out with 10% or better quirks! It amazes me how some can only see one side of the story.

#353 Xetelian

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Posted 17 March 2015 - 11:10 AM

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


-2.5% heat damage is NOT useful even if it does stack..

#354 Frost Lord

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Posted 17 March 2015 - 11:16 AM

View PostChester63, on 17 March 2015 - 10:43 AM, said:

OmG, just like game time,,, read the original post.

The part that says "Further adjustment". It amazes me how some can only complain.
READ the original post before bit**ing.

this

View PostKGB GRU, on 17 March 2015 - 10:58 AM, said:


This. The weapon quirks for clans are just silly, stackable or not just silly. You can't be that out of touch with your own game can you?

one thing they could do is make some bonuses better if they take X components of the same make like the 2% xp bonus but with the clans superior weapons buffing them dramatically from the start will cores more problems then its worth with balancing, clans have such a massive range advantage as it is, perhaps the summener deserves to have some extra range but that's probably it and if you increase the rate of fire you will need to make weapons cooler to deal with all the heat clan weapons create or it would be redundant, and if you take away the one drawback (heat) the clans have then they will be unstoppable.

#355 Mcgral18

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Posted 17 March 2015 - 11:39 AM

View PostFrost Lord, on 17 March 2015 - 11:16 AM, said:

...if you take away the one drawback (heat) the clans have then they will be unstoppable.


You mean, they can't even offset the 20% extra heat on the ERML or the 150% heat of the other small and med lasers, despite having a MAXIMUM OF FOUR LASERS?!


Badder is Bad. Suckonner will suck. Mr Gargles...well, he will get stuck on some pebbles.


The Fridge will hurt itself less with heat.

#356 GZBLASTERMASTER

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Posted 17 March 2015 - 11:43 AM

Geezus man....I have to partially agree with everyone else. 1 and 2%??? Why mention it at all. No one takes the time to hack or break in any weapon system for a "2%" benefit, even in real life. Maybe some western gunslingers, but if one of them eats 2 more burritos than the other guy, his 1% goes right out the window(???) Any improvements are appreciated, I am loosely wrapping my mind around the concept that Clan Mechs in the lore are supposedly more advanced in the first place in most ways, but a Star Captain that has been pushing that Summoner trial after trial, refit after refit, for years will have quite a bit more than a 2% benny when fielding those same omnis repeatedly. If you fellas are going to boost these Clan mechs like this, just stop telling us what the percentages are and let the results show in combat. I can almost guarantee half of those crying about it didn't successfully utilize a 5% jump, now you've given them ammunition to shake their fist with blame when they get out there and still get blown to bits due to operator error...again.

#357 Jaeger Gonzo

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Posted 17 March 2015 - 12:08 PM

Kurita horn sux much. Its just so low quality work.

#358 Felio

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Posted 17 March 2015 - 12:43 PM

I get not wanting to overquirk and then have to go back and nerf... but why start out with quirks you know will not be enough? Wouldn't it be better to start at the low end of what you think might be enough?

#359 Wooosch

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Posted 17 March 2015 - 12:47 PM

After a few rounds with adder and goyle....the quirks solved not one of the many problems with these two chassis.
adder is still too hot, the goyle still suffers from his limited pod space.
also: 2% reduction in beamduration is, more or less, not noticeable.

the quirk on the iceferret for reduced internal damage was intended as a joke, or?

#360 Boyka

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Posted 17 March 2015 - 01:10 PM

I like the Ice Ferret Quirk: improved acceleration/deceleration rate and the ability to torso twist more than 180° with the C configuration.. It's paradise for me.. B)
Loved this mech before quirks and now it's awesome, GG PGI!





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