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March 17 Quirk Update


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#401 Loren Ward

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Posted 17 March 2015 - 08:58 PM

View PostXSurusX, on 17 March 2015 - 08:06 PM, said:


Adder quirks seem fine to me...
Posted Image#ADDERMASTERRACE

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.


So much fail I don't even know where to begin

#402 JC Daxion

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Posted 17 March 2015 - 09:02 PM

Sweet... so glad more tweaks to quirks!...

#403 Hades Trooper

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Posted 18 March 2015 - 12:12 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


Mate i've stacked the quirkl bonuses as much as possible for the summoner and the best i can get is 4% on missile velocity and spread 4% reduction using all 3 of the onmi pods,

4% is shitte compared to things like 10% for catapults and other 12.5% laser, 12.5% large laser bonues that satck for 25%

so don't try and bullshit me, these summoenrs quirks are pretty close to pointless and have done next to nothing to improving the summoner

not to mention the only laser buffs the summoer gets is 1 onmi pod thats 1% for laser 1% for er large, so 2% total is again craptastic when ur giving innner shpere mechs 12.5 lare 12.5 er large laser combo's,

make it 5% for each type then where talking some kinda effect.

Plus i see you nerfed the Summoner prime left arm, it went from 10% ballistic cooldown to 5% for ballsistics and some lbx buffs, nice way to claim to be buffing things while actually slipping in a nerf.

you not fooling me mate.

Edited by Hades Trooper, 18 March 2015 - 12:15 AM.


#404 Thanatos31

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Posted 18 March 2015 - 12:17 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


so I can have 4% ?! after stacking all the Omnipods?!

Oh and great that I can now overheat even faster in the Adder.

Russ, these quirks really aren't anything but disappointing to the Clan players. Have you seriously thought you would help the chassis this way?
What BUILDS did you have in mind when you gave the gargoyle it's REVERSE SPEED (WTH) quirks?!

#405 W00DSTER

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Posted 18 March 2015 - 12:19 AM

i dont know never been a fan of the quirk system its all lame

#406 Rear Admiral Tier 6

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Posted 18 March 2015 - 12:20 AM

thanks for saving the IV-4

#407 Colonel Jaime Wolf

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Posted 18 March 2015 - 12:22 AM

I'm just miffed that the Firestarter does not use any flamers at all. I think the darn thing should be a flamer specialist. Quirk and fix flamers in such a way that the mech lives up to its name please please with nutella on top. thanks.

And while you're at it, give the Inner Sphere Inferno SRMs. yay

#408 Asmosis

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Posted 18 March 2015 - 12:31 AM

View PostFupDup, on 16 March 2015 - 12:11 PM, said:

I like that the Clan mechs are being done on a per-Omnipod basis. I also like that many identical pods, such as CT's, are being somewhat differentiated (even if not much).

...But the values on most of them seem pretty darn low. -1% laser duration? 2% missile velocity? Quirks like that won't really change the mechs' effectiveness very much.



while I agree it wont have much effect on the weapons effectiveness, we need to keep in mind with clan mechs its more about adding a bit of flavor to the otherwise bland/generic omnipods since the reason we have quirks in the first place is the clan tech superiority.

If you could for example have a -2% laser cooldown on each omnipod, that'd equal some IS mechs quirk bonus which would be counter productive.

To strike a balance, I would be more in favor of moving to the traditional "set bonus" like in ARPG's where you get an increasing level of quirk bonus as you complete an omnipod "set". like the somewhat useless full set bonus of +2.5% exp

#409 Boyka

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Posted 18 March 2015 - 01:56 AM

View PostXSurusX, on 17 March 2015 - 08:06 PM, said:


Adder quirks seem fine to me...
Posted Image#ADDERMASTERRACE

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.


Try "ALT+PRINTSCRN" to capture a screen shot of the active window.

#410 NeoCodex

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Posted 18 March 2015 - 02:35 AM

I've managed to do some insanely high scores with Adder too (and that's before any buffs), and I'm far from being an exception in the Adder 100+ score/1000 damage club (I think my top was around 800.. ussualy run out of SRM by than - and it's more important to kill than do 1000 damage), there's many others too. But none of that was easy, for any of us, even against bad teams - scoring that high still is lucky.

A good pilot, good team, with the best possible situation for your build don't make a good mech. It's not a mech that would carry any games, it still needs help.

Edited by NeoCodex, 18 March 2015 - 02:37 AM.


#411 Mcgral18

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Posted 18 March 2015 - 03:02 AM

View PostSorbic, on 17 March 2015 - 08:14 PM, said:

Anyone have a list of the clan quirks before this patch?


Smurfy, bottom right. It has old builds as an option.

#412 A Vieira

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Posted 18 March 2015 - 03:37 AM

Not related to the quirks themselves, but you do realise that there isn't an updated official quirk list? (If there is, I don't know where it is).
I, and probably lots of other players, would like to have a list with all the quirks (just like this post but with all the mechs) that is updated with each patch in the same link (just add new quirks in different color).

I remember you put up a list for the December patch in PDF, but as far as I know it was never updated. This:
https://static.mwome...2017%202015.pdf
Anyone who wants to search for a specific mech or quirk, other than mechlab (which is slower than searching a text file), has to resort to 3rd party sites like smurfy or user made lists.

As the quirks grow in number and complexity I believe this would better help players to keep up to date with them.

Edit: The link was published with the Feb 17th Update, which only included updated mechs, and not full list.

Edited by A Vieira, 18 March 2015 - 07:26 AM.


#413 Tuefel Hunden

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Posted 18 March 2015 - 04:56 AM

I ran some tests last night on the Adder Prime. I like the velocity quirks, they seemed to help a bit. I managed to pull off an awesome score of 185, 230, and 190. Then I ran my Panther 10K. Match scores were higher. I pulled off 330, 450, and 375

The Adder still has serious issues with heat.

#414 XSurusX

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Posted 18 March 2015 - 07:03 AM

What makes this damage score special is this is the first match I played post quirk. I consistenly post high numbers in this chassis. My most played mech is the Adder. Simply put I couldn't be happier with the quirks they added. I was already satisfied with the offensive capability of the mech and to me it feels like PGI watched how I play and said "This is how the Adder should work" and quirked it to fit my playstyle perfectly.
20%accel/decel is perfect for peeking behind friendly mech or cover to drop a quick alpha and then ducking behind cover again. The additional structure reduces the chance of me losing an arm, which is my biggest threat to poking. As a light, additional leg structure always goes a long way to the survivability of the mech. I have absolutely no issues with heat in this mech as well.
My number one rule in the Adder is to never be the only target the enemy can see.

Thanks for the alt+printscreen tip, I'll give that a try and see if that works for me.

Edited by XSurusX, 18 March 2015 - 07:04 AM.


#415 Alienized

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Posted 18 March 2015 - 08:38 AM

View PostTuefel Hunden, on 18 March 2015 - 04:56 AM, said:

I ran some tests last night on the Adder Prime. I like the velocity quirks, they seemed to help a bit. I managed to pull off an awesome score of 185, 230, and 190. Then I ran my Panther 10K. Match scores were higher. I pulled off 330, 450, and 375

The Adder still has serious issues with heat.


do you use 2 er ppc on the panther?

#416 FupDup

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Posted 18 March 2015 - 09:17 AM

View PostAsmosis, on 18 March 2015 - 12:31 AM, said:

while I agree it wont have much effect on the weapons effectiveness, we need to keep in mind with clan mechs its more about adding a bit of flavor to the otherwise bland/generic omnipods since the reason we have quirks in the first place is the clan tech superiority.

If you could for example have a -2% laser cooldown on each omnipod, that'd equal some IS mechs quirk bonus which would be counter productive.

To strike a balance, I would be more in favor of moving to the traditional "set bonus" like in ARPG's where you get an increasing level of quirk bonus as you complete an omnipod "set". like the somewhat useless full set bonus of +2.5% exp

A bonus for a full 8/8 set would be nice because of how hugely suboptimal most stock hardpoints are, but I still think that mix-and-match Mister Potatohead style could stand to be a bit stronger than they are now for the sub-par Clan models (obviously no buffs of any kind for the tops ones).

#417 Jody Von Jedi

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Posted 18 March 2015 - 09:21 AM

PGI,

Thanks for the QKD quirks!

Especially for removing the LRM10 quirk from the 4H. It was the right thing to do. Now all missile systems benefit from the general quirks.

I like the direction of the quirks in general. Although you kind of wrecked my TBT-3C build, but hey, you win some, you lose some.

#418 Tuefel Hunden

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Posted 18 March 2015 - 09:22 AM

View PostAlienized, on 18 March 2015 - 08:38 AM, said:


do you use 2 er ppc on the panther?


Yep.

#419 Alienized

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Posted 18 March 2015 - 09:30 AM

View PostTuefel Hunden, on 18 March 2015 - 09:22 AM, said:


Yep.


thats already one of the biggest problems of this game. IS lights with quirks can do 2 er ppc.
it should never be possible to do such loadouts in any battletech game. its completely out of balance.
the Adder was and should be the only light that can do that because it was designed for that.
the quirks on that panther are a absolute joke without any slot restrictions to make it impossible to use 2 er ppc on it.

#420 Nooee

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Posted 18 March 2015 - 09:33 AM

It is hard to believe that the Div's Fail to see that Nerfing the Heavy Metal further is of little use. You have already Nerfed it to almost non-use. With the addition of these Qurks, it is even less effective as a missile platform. Thanks for stealing the real cash money that many people paid for this mech when it was released. This is the main reason I will no longer spend real money on this game. You Buff lights so much that no Assault mech can fight them due too the broken hit detection. The speed of the light mech is such that they out run the Missiles. Only direct fire weps are effective against lights and only within 30 meters. Yet you buff them further with Qurks. Talk about balance, that will never happen in this game with the PPC, ERPPC, CERPPC and auto-cannons. With each patch this game degrades and is less enjoyable. This will cause players that have been playing form the beginning to take a long brake. Perhaps checking back in time to see if improvements have been made. Of which I seriously think will not happen. This is mainly due to the FACT that with each patch more things are broken than are corrected.
HGN-HM
Ballistic Cooldown +10% Ballistic Velocity +10% Laser Duration -10% Missile Cooldown +10%

Edited by Nooee, 18 March 2015 - 09:35 AM.






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