

March 17 Quirk Update
#381
Posted 17 March 2015 - 03:23 PM
#382
Posted 17 March 2015 - 03:24 PM
On the quirks themselves--I think quirking the Clans in small increments is a smart move.
#383
Posted 17 March 2015 - 03:38 PM
CHH Badkarma, on 17 March 2015 - 01:46 PM, said:
Come on pgi, 8v12 or 10v12. Its not that hard to do. I would say 10v16 but I dont know if they can swing that
Agree x10000000000000000000000000000000000 quirks is a terrible mechanic and is a crutch to let them pump out a billion tiny little band-aid solutions, rather than a real solution.
#384
Posted 17 March 2015 - 03:47 PM
makbeer, on 17 March 2015 - 03:38 PM, said:
Agree x10000000000000000000000000000000000 quirks is a terrible mechanic and is a crutch to let them pump out a billion tiny little band-aid solutions, rather than a real solution.
Yes, uneven groups can already be done in private matches, so the only limitation to it being done in pub matchs is the lack of desire to do it. I would love to see the Clan nerfs get greatly reduced and the queue changed to two Clan Stars vs three IS Lances (10 ,vs 12 for the ignorant). Yes, this would separate groups into Clan or IS, but the mixed queues kill immersion anyway.
#385
Posted 17 March 2015 - 04:07 PM
Adder's main problems are speed, heat and CT
quess what none of the quirks address? yup, thats right, speed, heat and center torso.....
#386
Posted 17 March 2015 - 04:11 PM
IronClaws, on 17 March 2015 - 03:47 PM, said:
Biggest limitation
Remember the rewards change and how many people were livid and quitting etc.
12 v 8 massively reduced rewards
"Well then up them per mech"
Then players get left out
"Up the bonus across the board"
Incentive to ghost drop for $
etc etc.
Then they need to undo all quirks and restore clans to their original form...yikes that's a lot of back tracking.
I'd rather see more CW modes and action added in, make the solo queue part of some greater plan for CW yada yada "which could lead to fun scenarios of 12 scouts vs 8 clan mediums" where there's a distinct disadvantage with better reward if you win or lose.
Bulletsponge0, on 17 March 2015 - 04:07 PM, said:
Adder's main problems are speed, heat and CT
quess what none of the quirks address? yup, thats right, speed, heat and center torso.....
That's it?! Well why the heck were we all bitching, sheesh, don't we all feel stupid for questioning the cool down timer.
Edited by shad0w4life, 17 March 2015 - 04:12 PM.
#387
Posted 17 March 2015 - 04:13 PM
#388
Posted 17 March 2015 - 04:17 PM
shad0w4life, on 17 March 2015 - 04:11 PM, said:
Remember the rewards change and how many people were livid and quitting etc.
12 v 8 massively reduced rewards
"Well then up them per mech"
Then players get left out
"Up the bonus across the board"
Incentive to ghost drop for $
etc etc.
Then they need to undo all quirks and restore clans to their original form...yikes that's a lot of back tracking.
I'd rather see more CW modes and action added in, make the solo queue part of some greater plan for CW yada yada "which could lead to fun scenarios of 12 scouts vs 8 clan mediums" where there's a distinct disadvantage with better reward if you win or lose.
That's it?! Well why the heck were we all bitching, sheesh, don't we all feel stupid for questioning the cool down timer.
ee what?
you just rise reward for killing clans
should be since day one of clans
ouu well ghost drops sux
CW mechanics sux badly and need to be changed anyway
Edited by Jaeger Gonzo, 17 March 2015 - 04:19 PM.
#389
Posted 17 March 2015 - 04:44 PM
Why is the Adder bad?
1) Slow Light
2) Huge Light compared to other Lights
3) Too few hardpoints
4) Fixed Flamer in CT
5) No JJ
6) No ECM
The combination of point 1 and 2 make this mech fragile, while point 3 makes it useless. While the Nova as a counterexample is fragile too, it can at least mount 12 energy slots, meaning it can still be used as a risky glass cannon. The Adder, while having the same problem of low survivability, can't do that.
In order to make it worth the slow speed and huge geometry, one must up the damage potential of this mech.
You can do that by:
- Increasing the amounts of harpoints (x2 flat)
- Give it the ability to mount Jump Jets
It will still not be a good mech, but at least you might find one or two every 100 matches then. Other than that, increase the speed of that thing by a speed quirk. The engine is fixed and it needs to be faster to be useful. Give it +7.5% speed. Now, this mech is probably able to go 1:1 against a standard Firestarter in about 20% of all cases. It should be 50/50, but we want diversity, right?
So, again: You see the problems above what makes this mech bad and you just have to fix that by adding Quirks or possible equipment for this mech. Not having ECM is already a huge dealbreaker, so it needs firepower and speed. Face it against a Firestarter with 5 Med pulses or 8 SPL and get something out of it that at least comes into the same region.
#390
Posted 17 March 2015 - 05:16 PM
I a long fight, i weared a catapult( LRM) down - the problem was: the LBX hit most of the time, but...LBX, nuff said
It still has way too less podspace for enough ammo, and with the prime arms, very little energy hardpoints.
Even with the ballistic quirks, its still best played as an energy boat - in my opinion, the quirks are nice, but not usefull.
Switch them to something usefull for it, maybe +50% ugliness.
Or give it back this nice glow it had when it came out!
#391
Posted 17 March 2015 - 05:26 PM
The Ice Ferret is one of the worst mechs in the game, and 5% quirks are not going to help it.
The Gargoyle seems to be getting mostly ballistic quirks, which it can't run because they're too heavy.
The Adder at least has some quirks it can use, but they're not enough to really make a difference.
If you are going to add quirks that do not support the current meta for the mech, then it has to be a more significant change. A 5% change is incredibly pointless when you're already dealing with a small value (usually 2-4 here).
#392
Posted 17 March 2015 - 05:37 PM
#393
Posted 17 March 2015 - 06:52 PM
#394
Posted 17 March 2015 - 07:09 PM
In this way some "ballistics mech" are losing capability like the "Nova", in the other hand, thanks for the quirk to the Hunchback was about to sell it... now can figth
#395
Posted 17 March 2015 - 07:10 PM
#396
Posted 17 March 2015 - 07:34 PM
Alienized, on 17 March 2015 - 02:14 PM, said:
ye, maybe PGI should listen to THEM alot more.
I've finally mastered the Mist Lynx line; and let me tell you, the MLX does not need "iterative" 1-2% quirks. It needs huge, Locust-level quirks immediately.
My stats say that I am averaging 257.85 damage per round in my MLX-C, which is the best of the three. For reference on mechs I am leveling, the Hellbringer Prime, which still doesn't have basics, is doing 461 damage per round on average; the damage numbers are almost the same even though the Hellbringer has slightly more than half as many rounds as the MLX. If you're worried about comparing apples to oranges, well, my Kitfoxes are averaging ~375 per round between the three of them.
I will flat out state that the Mist Lynx is the worst mech I have ever piloted, and I've been running Awesomes since beta. This is a mech that's so bad that I am actually incredibly proud of that 257 average damage. The average player on a winning team in MWO does 250 per round, according to last year's stats. The fact that I have taken a mech this bad and achieved average level with it is undoubtedly my biggest achievement in MWO.
What's wrong with it you ask? Well, it's hard to get started because there's so much, but here goes:
-It has an incredibly anemic maximum of five hardpoints, and a grand total of six tons to work with after armor. The locked CAP in the head and six JJs don't help at all.
-Speaking of the JJs not helping at all, there's very little that these six tonnage wasters can do that the two in my Jenners and Kitfoxes can't. The one thing they're excellent at is generating heat- you can get to over 30% from the JJs on Terra Therma, and it's actually possible to kill yourself from overheating without stepping in the lava or firing a shot. The JJs are your lifeline as a light, and you need them to maneuver, but they're worthless, because it becomes a choice between moving and shooting. The small engine doesn't help either, as it means only seven of the sinks are true 2.0 DHS.
-The arms and legs fall off at a glance. Even with +12 in the legs and +16 in the arms, there's nothing you can do; it's almost impossible to get through a match without losing at least one limb, and hey, surprise, all the guns are in the arms.
-It's not really fast enough to have a lag shield, and the model is chunkier than a Firestarter. The Mist Lynx, much like the Locust, survives only when the enemy decides that they have better things to shoot. The moment they think you're worth the trouble, there's pretty much nothing between you and the MechLab again. At least Commandos and Locusts get an extra 50kph that helps them get out of trouble.
-Even if you try to stay out of close range danger, the MLX makes a terrible sniper because the arms are in relatively low mounts. It's okay though, the most ferocious long range weapons you can take are an ER LL + ER ML; again, you're so little threat to the enemy team that they let you shoot them until the end because your guns don't really do much.
So what about quirks then? I'm guessing next patch I get to look forward to +2% ER ML cooldowns on a mech that already runs too hot, and if I'm lucky, they won't take away the torso quirks like they did with the Summoners. But what the mech really needs is serious heat reduction bonuses, both for JJs and the weapons, and it needs either a speed or armor quirk. It also needs to be able to ditch the CAP and locked jumpjets, but that's not going to happen, so I won't even bother asking. What it absolutely doesn't need is some worthless machine gun range and overheat damage quirks, but given the trend so far, that's what I am expecting.
Edited by aniviron, 17 March 2015 - 07:35 PM.
#397
Posted 17 March 2015 - 07:48 PM
aniviron, on 17 March 2015 - 07:34 PM, said:
If it was an IS robot, it could be badass little Gundam.
Ditch the AP, lose 1 JJ, dump 3.5 tons into engine, wind up with a 250XL. So, you get to have a full 10 TrueDubs.
You also get to move 162, untweaked. 178 after 10%, while still having 4 tons of pod space and 5 JJs.
Wouldn't that be half decent? 4 ERMLs would be too hot for even 10 TrueDubs, but 4 SPLs or 2 ERMLs 2 SPLs make for half decent loadouts moving at that speed.
Alternatively, Jesus Box and a ERLL while either taking a smaller engine or sacrificing 2 more JJs.
If 180 is deemed too fast, or "Look 'Ma, no arms!" becomes "Look 'Ma, no hitreg!" you could use the next TT engine size of 225, for 9 TrueDubs. It would move 151/166 instead.
Without dropping ANY hardwired equipment, you still have those 4 tons of pod space. Drop the BAP and 2 JJs....you have identical pod space as you presently do, 6 tons.
I don't care if you'd have to take an IS XL to do that...totally worth it.
#398
Posted 17 March 2015 - 07:54 PM
Let's think about this for a moment. What are the downsides of a stock Adder Prime? Well, it's slow (for a Light), bulky, and only has a maximum of three weapons. Out of these, two of them are high-heat, high-cooldown, high-damage weapons, also known as C-ERPPCs. What did the Adder Prime omnipods get to help with these weapons? Velocity quirks. Why? No, really. Why? When I play in my Adder, there's one thing I wish I had; better heat reduction. I've played an Awesome-8Q that ran three PPCs, and because of its quirks, it ran those PPCs like a total boss. I could spew artificial lightning all over the place and not have to worry too much about heat, because that Awesome was designed around PPC usage. There's even an ERPPC variant of the Awesome that's pretty much the same thing, but for ERPPCs. Why, may I ask, is this not the case for the Adder Prime? It wants big energy weapons because that's the most optimal option for it, due to hardpoint restrictions. And, due to it being a light, it doesn't have the tonnage to back up two C-ERPPCS with enough heatsinks for decent cooling, which really hurts the Adder, making it have to work around hit and run. By the way, hit and run doesn't work that well when you need to get into a fight, fire off two shots, then run around for thirty seconds just so you can pop in again. I want this thing to be a threat, not a walking boiler.
And this isn't the only problem I have with the Adder quirks. You gave it bonuses to the arms and legs. Oh, for most lights, that's perfect and wonderful. Not for the Adder. The Adder is slow, and as such, there is no need at all to shoot them legs. On top of that, sure, the weapons are housed in the arms, but if you're taking damage, it's either to the CT or a side torso. You lose a side torso? Well, that arm's gone, so those extra points sure did you good to keep you from losing that arm. I also look at the missile Adder, hoping for something decent. Nope, it's tiny spread decreases. I doubt those numbers are even a notable difference from before the patch.
If you want to quirk the Adder up to make it a decent Clan 'Mech, here's the opinion of a Wolf Mechwarrior;
1. The Prime variant has big problems with heat due to those ERPPCs. Do something about that.
2. People don't target the Adder like other Lights. Beef up its CT and Side Torsos, and you give it much greater survivability.
3. Agility is good for almost any 'Mech. I like what you guys did here, but I'm wondering if you could push it just a bit more.
#399
Posted 17 March 2015 - 08:06 PM
Draykin, on 17 March 2015 - 07:54 PM, said:
Let's think about this for a moment. What are the downsides of a stock Adder Prime? Well, it's slow (for a Light), bulky, and only has a maximum of three weapons. Out of these, two of them are high-heat, high-cooldown, high-damage weapons, also known as C-ERPPCs. What did the Adder Prime omnipods get to help with these weapons? Velocity quirks. Why? No, really. Why? When I play in my Adder, there's one thing I wish I had; better heat reduction. I've played an Awesome-8Q that ran three PPCs, and because of its quirks, it ran those PPCs like a total boss. I could spew artificial lightning all over the place and not have to worry too much about heat, because that Awesome was designed around PPC usage. There's even an ERPPC variant of the Awesome that's pretty much the same thing, but for ERPPCs. Why, may I ask, is this not the case for the Adder Prime? It wants big energy weapons because that's the most optimal option for it, due to hardpoint restrictions. And, due to it being a light, it doesn't have the tonnage to back up two C-ERPPCS with enough heatsinks for decent cooling, which really hurts the Adder, making it have to work around hit and run. By the way, hit and run doesn't work that well when you need to get into a fight, fire off two shots, then run around for thirty seconds just so you can pop in again. I want this thing to be a threat, not a walking boiler.
And this isn't the only problem I have with the Adder quirks. You gave it bonuses to the arms and legs. Oh, for most lights, that's perfect and wonderful. Not for the Adder. The Adder is slow, and as such, there is no need at all to shoot them legs. On top of that, sure, the weapons are housed in the arms, but if you're taking damage, it's either to the CT or a side torso. You lose a side torso? Well, that arm's gone, so those extra points sure did you good to keep you from losing that arm. I also look at the missile Adder, hoping for something decent. Nope, it's tiny spread decreases. I doubt those numbers are even a notable difference from before the patch.
If you want to quirk the Adder up to make it a decent Clan 'Mech, here's the opinion of a Wolf Mechwarrior;
1. The Prime variant has big problems with heat due to those ERPPCs. Do something about that.
2. People don't target the Adder like other Lights. Beef up its CT and Side Torsos, and you give it much greater survivability.
3. Agility is good for almost any 'Mech. I like what you guys did here, but I'm wondering if you could push it just a bit more.
Adder quirks seem fine to me...

P.S. If anyone knows how to take screenshots while using dual monitors with this game please let me know so I can stop taking pictures of potatoes with my phone.
Edited by XSurusX, 17 March 2015 - 08:09 PM.
#400
Posted 17 March 2015 - 08:14 PM
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