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March 17 Quirk Update
#81
Posted 16 March 2015 - 01:12 PM
#82
Posted 16 March 2015 - 01:12 PM
I love that some are getting generic-ish Laser and not energy quirks.
Love the IV may be useful ... ST quirks? YES.
Love that HGN is getting mobility.
#83
Posted 16 March 2015 - 01:13 PM
Gas Guzzler, on 16 March 2015 - 01:07 PM, said:
I was most interested in the Highlander, and it looks like they tried to address the mobility and general survivability, so that is cool... will see how it ends up turning out. Was hoping for some energy heat reduction but oh well.
cool cant wait for the 1%'s to go to 2%'s and the 2%'s to go to 3%'s.... but remember guys they stack............ oh and the GAR still has a huge movement type and a KGC has a large movement type LMFAO
#84
Posted 16 March 2015 - 01:14 PM
Highlanders
- Additional arm armor is really cool especially on HM, since HGN arms tend to tank a lot.
- Mobility quirks are finally here, but they're not enough. 5% is barely noticeable and won't help this extremely sluggish 'Mech. HGNs need at least 10-15% torso twist rate bonus for all of them for a start.
- 732, 733, 733C stay the same in terms of weapon quirks. Very mild quirks that fail to specialize the 'Mechs.
- 733P, my current favorite is nerfed by the removal of its heat generation reduction quirk.
Also, glancing upon the list; why would you nerf the Treb-7M? Was it too good? Were they overwhelming the solo queue? Also, Trebs don't need side torso structure but they need massive boosts to CT because their CT hitbox sucks in everything. Quickdraw needs massive armor bonuses like the Zeus to compensate for its out-of-whack scaling.
Seriously, they need to stop dumping these quirks 2-3 days before the patch. Post them up before you send them to testing and LET the community give feedback. Get those responsible for the quirks on the forums and let them speak to the community. Whoever is responsible for the quirks certainly don't have an idea how some 'Mechs work or play.
/end rant
Edited by Tahribator, 16 March 2015 - 01:15 PM.
#85
Posted 16 March 2015 - 01:15 PM
![:)](https://static.mwomercs.com/forums/public/style_emoticons/default/smile.png)
Edited by The Great Unwashed, 16 March 2015 - 01:24 PM.
#86
Posted 16 March 2015 - 01:17 PM
******* beautiful.
It's a start.
It's a ******* start. At least there's something happening.
PUT IN MORE WORK PGI keep hammerin away, thanks.
Edited by Soy, 16 March 2015 - 01:18 PM.
#87
Posted 16 March 2015 - 01:18 PM
Davers, on 16 March 2015 - 01:07 PM, said:
No their position is that Storm Crow and Timber are top tier mechs, and rightfully so. They have not said all clan mechs are superior.
I play both sides...they both have great mechs, in 12 v 12 where ammo dependency doesn't factor in clan mechs can do good, take a SRM6 x 6 Mad Dog, you can rack up the damage picking off solo targets. Problem is that build is VERY niche and not used in CW.
Laser vomit timber, great damage, try using it against an IS light rush on sulphurous, you're going to have your legs chewed out while trying to keep your heat under control.
There's so many variations and changes that CW has that cause it to be a completely different game.
High alpha with long face time and massive heat penalty vs Less damage much more heat efficient and faster refire, so actually more sustained damage per second, along with much shorter burn times which translate in to more of the intended damage going to a location, can make a massive difference.
Ok with that out of the way
Would you take the newly quirked Adder or Ice Ferret in to a serious match thinking it would be competitive? Or Firestarter, Black Jack, Enforcer, Cent? (IS +10T CW so I'll toss in 50T mechs) or would you think it's lackluster still?
No one here is asking for a change to weapons that would benefit Timbers or Crows keep that in mind.
#88
Posted 16 March 2015 - 01:18 PM
Tahribator, on 16 March 2015 - 01:14 PM, said:
Highlanders
- Additional arm armor is really cool especially on HM, since HGN arms tend to tank a lot.
- Mobility quirks are finally here, but they're not enough. 5% is barely noticeable and won't help this extremely sluggish 'Mech. HGNs need at least 10-15% torso twist rate bonus for all of them for a start.
- 732, 733, 733C stay the same in terms of weapon quirks. Very mild quirks that fail to specialize the 'Mechs.
- 733P, my current favorite is nerfed by the removal of its heat generation reduction quirk.
Also, glancing upon the list; why would you nerf the Treb-7M? Was it too good? Were they overwhelming the solo queue? Also, Trebs don't need side torso structure but they need massive boosts to CT because their CT hitbox sucks in everything. Quickdraw needs massive armor bonuses like the Zeus to compensate for its out-of-whack scaling.
Seriously, they need to stop dumping these quirks 2-3 days before the patch. Post them up before you send them to testing and LET the community give feedback. Get those responsible for the quirks on the forums and let them speak to the community. Whoever is responsible for the quirks certainly don't have an idea how some 'Mechs work or play.
/end rant
The 733P has heat generation quirks now? And they took those out? Ugh, that't not good. I didn't remember that it had them.
Would agree that they need a bit more torso twist rate, I think only one of them got a buff to that at all.
#89
Posted 16 March 2015 - 01:19 PM
Tina Benoit, on 16 March 2015 - 12:06 PM, said:
You might notice a change to the quirk design process starting with this patch. We are going to be switching to a more iterative quirk design process for the near future. As such, these quirk changes in general are not as large as some of those that were previously added. We will evaluate the performance of these quirks and make further adjustments in the future as warranted based on the results.
Call me a purist, but I don't like the +5% Speed bonus for the Summoner. I would replace it for more expressive quirks of Rate of Fire and Heat Generation.
#90
Posted 16 March 2015 - 01:20 PM
#91
Posted 16 March 2015 - 01:20 PM
Gas Guzzler, on 16 March 2015 - 01:18 PM, said:
The 733P has heat generation quirks now? And they took those out? Ugh, that't not good. I didn't remember that it had them.
Would agree that they need a bit more torso twist rate, I think only one of them got a buff to that at all.
733P has a -10% energy heat generation quirk. It's being axed. 733C had 10% torso twist speed quirks initially(when they first came out) but it was removed ever since.
#92
Posted 16 March 2015 - 01:21 PM
+20% Ballistic Cooldown on the Gargoyle? That sounds pretty sweet.
Since all the pods add up you can get some pretty decent quirks
#94
Posted 16 March 2015 - 01:22 PM
Kain Thul, on 16 March 2015 - 12:13 PM, said:
The Gargoyle at 15% accel/deccel looks nice too--hopefully it gets its movement profile altered as well.
This. ^
And I miss some serious Energy Generation quirks for the Nova.
EDIT: and good quirks for the Kit Fox. And the Mist Lynx.
Edited by Odanan, 16 March 2015 - 01:26 PM.
#95
Posted 16 March 2015 - 01:24 PM
shad0w4life, on 16 March 2015 - 01:18 PM, said:
Would you take the newly quirked Adder or Ice Ferret in to a serious match thinking it would be competitive? Or Firestarter, Black Jack, Enforcer, Cent? (IS +10T CW so I'll toss in 50T mechs) or would you think it's lackluster still?
Of all the mechs you mentioned, only the Firestarter can be considered 'competitive', and when the Arctic Cheetah arrives it will be curious if it remains 'top tier'.
#96
Posted 16 March 2015 - 01:27 PM
![:P](https://static.mwomercs.com/forums/public/style_emoticons/default/tongue.png)
#98
Posted 16 March 2015 - 01:28 PM
#99
Posted 16 March 2015 - 01:29 PM
Nice changes to my favourite mechs, the 4H
WELL PLAYED
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