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March 17 Quirk Update


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#241 FupDup

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Posted 16 March 2015 - 04:49 PM

View PostOzealot, on 16 March 2015 - 04:46 PM, said:

Why? Well you can kill yourself with fire, no? I don't understand.

The Flamer currently CAN kill the mech firing it, actually.



It would be nice if the Puma's hardwired Flamer was better than that...

#242 Dagorlad13

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Posted 16 March 2015 - 04:55 PM

View Postkeith, on 16 March 2015 - 04:22 PM, said:


so IS can get up to -50% of certain stats, clans can stack up to 4%. something seems off to me.


IS pilots cry more....squeeky wheels and all.

#243 Amardez

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Posted 16 March 2015 - 04:58 PM

View PostPasternak, on 16 March 2015 - 02:13 PM, said:

The quirks are small because PGI is taking a different approach, first people complain they are over quirking and now you complain they are under quirking but above they stated exactly what they are doing. They are doing a little at a time to get it just right. I think they are fine as is, sure they are low but maybe it is all the mech will need, know knows? If not next pass which will hopefully be soon they will get better and better until they are worth piloting.



Low Would have been say 5% bonuses as opposed to the 25% bonuses to the IS they were handing out like candy and granted no one wants to see the 9s crap again where you have CW teams of them. But this is TOO low so low in fact it is insulting, and just a stat comparison to is mechs would have made that clear. Clans are MEANT to be the most versatile things in the universe (that is the flavor they need) but they are giving weapon bonuses not just weapon type, and in case of the summoner they have nerfed the worst clan heavy in the game.

#244 AlphaStruck

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Posted 16 March 2015 - 05:02 PM

Jester still needs a AMS and JJ quirks more than the other CPLTS need anything... You gave it the wrong and weak weapon boosts to start with and now throw it under the bus a 3rd time by doing nothing??? Remember you robbed it of a quirk do to the super awesome 2 JJ's. Just give it anything useful, a generic cool down or heat gen, FOR CRYING OUT LOUD SOME ARMOR FOR THE CT! It doesnt have side torsos so the CT armor is all it has to live on. Its a huge Jenner with less speed armor and mobility and you think its even remotely balanced?

PICK A MECH, 1 MECH , BALANCE IT AND BE DONE WITH IT!. At least this way we can stop having to rebuild everytime you decide to micromanage our builds with no input from us. The constant BETA test crap is getting old.

Better yet remove the quirk system and stop micromanaging. Just balance the base game.

P.S. The clans should be getting less quirks due to the over power clan weapons. If theyd bring them to a resonable level the 25-50% IS quirks wouldnt be needed to help "balance".

#245 Amardez

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Posted 16 March 2015 - 05:04 PM

View PostHeffay, on 16 March 2015 - 02:04 PM, said:


The nerfs for the 3 big Clan mechs are coming. This is just a point in time. It's not the end state of the game.

The durability increase on the clan quirks can't be ignored either. They are doing what they can to increase TTK through the quirks, which is really the right answer. Giving significant DPS increases to more clan mechs is a mistake.



The durability increases are ok but no one wants to play a Hit point sack that can't hit back and in the case of the summoner it NEEDS significant bonuses seeing as they stripped it current 10% bonuses which still left it worse then the worst IS heavy in my opinion, for a main stay of the franchise it is insulting to see so few of what was one of the major invasion mechs that should show it is way below the par.

#246 Hillslam

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Posted 16 March 2015 - 05:13 PM

The best part of this thread is watching the QQ from those forum Kings who clearly and actually thought the clan quirks were going to move the other clan chassises to the broke a$$ jokes that are the current Timber, Dire and Scarecrow lvls.

#247 Naduk

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Posted 16 March 2015 - 05:18 PM

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.


I will say however that the +12 internal structure on the Puma's legs is pretty strong. Nearly all of the weapon quirks however...not so much.


keep in mind that those values are percentages
AND they stack with modules

so given that most clan weapons have much larger numbers on their range , damage and heat for most weapons
a small percent still equals a large boost that is comparable to most quirks the IS has gotten

saying 2% out loud and with out context wont feel as nice as 50%
but throw that into context and its more like 20% of 100 vs 2% of 600

it was also mentioned that these numbers will go up or down after performance evaluations

#248 Tuefel Hunden

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Posted 16 March 2015 - 05:20 PM

View PostHillslam, on 16 March 2015 - 05:13 PM, said:

The best part of this thread is watching the QQ from those forum Kings who clearly and actually thought the clan quirks were going to move the other clan chassises to the broke a$$ jokes that are the current Timber, Dire and Scarecrow lvls.



No, but it would be nice if the Adder Prime was as playable as the Panther 10K. Instead, we get a slap in the face.

#249 Grabbabrewski

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Posted 16 March 2015 - 05:20 PM

For months Russ has been talking about increasing the Summoners jumping capability as a high priority because of all the JJ's that are locked into it. What happened? Maybe I missed something. Remove some, or make them be worth having for something other then climbing over rocks or up steps....

#250 lol lol lol lol lol lol lol lol

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Posted 16 March 2015 - 05:21 PM

Soooooooooooooooooooooooooooooo happy I decided not to buy anything since Wave 2. Fool me once... twice... ect.

I thought I'd hold onto my wallet until I saw how serious the powers that be were about making good on fixing and balancing things, you know, making the underdogs more "competitive." That's both IS and Clan... moreso Clan. But yeah... *pats wallet* No sale.

Seriously, PGI, the quirks are pretty much junk and does nothing to appeal to me to change my mech meta if my intentions are to win. Actually, the Adder Prime was a funny troll slap in the face. Your plan with that mech is to help people overheat a tiny bit faster (ERPPC COOLDOWN +2%)if they run ERPPC's?Is it that hard to reference the TDR-9S on how to quirk an ERPPC/Energy boat?

God help the Nova....

Edited by 00ohDstruct, 16 March 2015 - 05:24 PM.


#251 Mcgral18

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Posted 16 March 2015 - 05:21 PM

View PostHillslam, on 16 March 2015 - 05:13 PM, said:

The best part of this thread is watching the QQ from those forum Kings who clearly and actually thought the clan quirks were going to move the other clan chassises to the broke a$$ jokes that are the current Timber, Dire and Scarecrow lvls.


"CLAMS OP PLZ NERF"

Really? You think 2% is a reasonable quirk for the Badder?


Now that's funnier than this quirk list.

#252 Dagorlad13

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Posted 16 March 2015 - 05:26 PM

View PostHillslam, on 16 March 2015 - 05:13 PM, said:

The best part of this thread is watching the QQ from those forum Kings who clearly and actually thought the clan quirks were going to move the other clan chassises to the broke a$$ jokes that are the current Timber, Dire and Scarecrow lvls.


IS Large Lasers, ERPPC quirks, FIRESTARTER....

View PostGrabbabrewski, on 16 March 2015 - 05:20 PM, said:

For months Russ has been talking about increasing the Summoners jumping capability as a high priority because of all the JJ's that are locked into it. What happened? Maybe I missed something. Remove some, or make them be worth having for something other then climbing over rocks or up steps....


Yah, max amount of hard mounted JJs and you can barely make it up the side of one of the canyons in Canyon Network.

#253 Navid A1

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Posted 16 March 2015 - 05:27 PM

Clan Quirks...

Is this the best you can do?... really?.... is this some kind of joke?

OOOONNNNEEEEE percent tweaks? oonnneee?.... yeah... right... i fear that 1% can definitely make them different.

- Take a look at adders. apart from their many shortcomings those things can not boat anything...so why not heat gen quirks?
Adders were always known as ERPPC carriers balanced by low armor and slow speed. Now you give the an enormous 2% ( -_- ) ERPPC cooldown?... to make them hotter? ... :blink:
you give IS boaters whopping quirks like -20% heat gen and such...

- I can't even begin to explain why IFR quirks are the fail of the year right now. (IFR-prime the most pathetic variant gets the most pathetic CT quirks... yeah... that shows you totally know what you are doing)

- Why go through so much 1% 2% on the summoner?

- poor Mr. Gargles...


And one more thing.... when do you guys are going to realize that faster ERPPC quirks only make a difference (in a negative way) when they are above 20% and shooting at enemy 800 meters away?

who decides these things?

God helps the Nova.

-_-

Edited by Navid A1, 17 March 2015 - 03:20 AM.


#254 jeirhart

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Posted 16 March 2015 - 05:33 PM

Rundown of Clan 'mechs:

Ballistics:
  • -Only good Clan ballistic is the Gauss Rifle which is superior to the IS Gauss Rifle in every way.
  • -Clan LBX (all LBX really) are and have always been garbage. It suffers from the FPS "shotgun" where only useful at close range and completely ineffective beyond that.
  • -Auto-cannons, instead of a solid slug like their IS counterparts, each shot is multiple smaller slugs. Hit reg now applies to multiple shells and can be spread or partially dodged.
  • -Ultra auto-cannons useful only when boated in numbers. A la the Dire Wolf. Bringing a Dire-Wolf to CW is wasteful (see below).
  • PPCs potential for use but run very hot. Can not be boated like the IS does.


Missiles:
  • -Clan LRMs come out in streams as opposed to large groups. Makes it easier for AMS to shoot down. All CW maps are nicely tailored to move into cover from LRMs and the consensus among competitive players is that LRMs are almost entirely useless
  • -SRMs are great for the most part as long as you are bringing Artemis. Unfortunately only Sulfurous Rift really lends itself for their use as both Boreal and Hellebore would require your team to be moving aggressively to get any use of of them.
  • -SSRMs are purely better than their IS counter parts. As the IS has used Light Rushes to great effect in CW, they are a great mercy. Unfortunately you will require the cooldown module to get good use out of them.


Lasers:
  • -Large Pulse sync nicely with ERML for added range and damage
  • -Each Clan laser runs hotter for longer duration for more damage.
  • -Remains the workhouse of the clans, almost every 'meta' build relies on lasers for damage output
  • -Recent IS quirks have neutralized or surpassed Clan lasers on certain 'mechs


Clan Lights:
  • -No clan light (currently) is better than the IS lights favored by the IS.
  • -Mist Lynx weaker than IS counter parts. Mostly a tonnage filler or used in gimmicky methods
  • -Kit-Fox paper thin armor without the speed to keep itself safe. ECM and range so you are support.
  • -Adder slightly more armored than kit fox. Snipe in the back or quick brawl to your death in the front.

Clan Mediums:
  • -All Clan Mediums with the exception of the Stormcrow are waste of tonnage
  • -Ice Ferret lacks JJs to make use of its speed. Giant walking fridge blown to bits.
  • -Nova has no load outs that make it superior to the Stormcrow despite having JJs. Hit boxes are garbage.The trial version will explode and die with a single alpha just to punctuate how garbage this thing is.
  • -Stormcrow if you are running a Stormcrow, you are running one of a few viable builds: Lasers, Laser+SRMs, or SSRMs.


Clan Heavies:
  • -Timber Wolf is still god-king of Clan 'mechs thanks entirely to a single laser load-out slightly altered per playstyle
  • -Mad-Dog has hit box problems. Ghost heat hurts its SRM potential and LRMs are garbage
  • -Hellbringer benefits largely from ECM but blow out that left torso and GG for that 'mech
  • -Timber Wolf can do nice splat build but you will mostly want to bring that sinlge laser build

Clan Assaults:
  • -Almost each and every one of these is far too slow and immobile to be used in CW.
  • -GAR is all arm mounted and those arms are LOW, is not better than a Timber Wolf.
  • -WHK, while faster than DWF, is not better than a Timber Wolf.
  • -DWF is slow as all hell and while powerful, will get picked apart. Also requires you to bring a Clan light which means you are handicapping yourself in the hope the DWF does great work. 100 tons is a lot of waste if you die fast.



The quirks done in this pass do nothing to change any of the above. None of the clan quirks make the 'mechs altered anymore viable than they were previously when compared to the standard 3SCR+1TBR or 2SCR+2HBR.

Edited by jeirhart, 16 March 2015 - 05:38 PM.


#255 Mcgral18

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Posted 16 March 2015 - 05:35 PM

View PostNavid A1, on 16 March 2015 - 05:27 PM, said:


God helps the Nova.



I have a terrible fear it's going to lose it's current 10% heat reduction, to offset those 120% and 150% heat nerfs.

That HGN lost the heat gen...


That would make this mech, which is already a blast furnace, even hotter. You can only hope it gets adequate armour quirks to offset that. Certainly doesn't look hopeful right now.

#256 Molossian Dog

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Posted 16 March 2015 - 05:58 PM

Query:

Looking at the Treb and Quickdraw.

If you think a Mech needs 14 bonuses...maybe there is something wrong with it to begin with? Something very basic?

How many man-hours were put into this? Wouldn´t those man-hours would have found a better use in actually, I dunno...fixing the actual problem?

Also TBT-3C. Still useless. No raison-être. As usual.

--------------------------------------------------

The rest of the thread, page upon page of clammer agenda, is entertaining enough, though.
You get a brownie point just for that.

Edited by Molossian Dog, 16 March 2015 - 05:59 PM.


#257 El Bandito

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Posted 16 March 2015 - 06:07 PM

A1 loooove~~~~!

I want PGI to fix the dumbo ears instead of giving it more structure though...


View PostMolossian Dog, on 16 March 2015 - 05:58 PM, said:

Query:

Looking at the Treb and Quickdraw.

If you think a Mech needs 14 bonuses...maybe there is something wrong with it to begin with? Something very basic?

How many man-hours were put into this? Wouldn´t those man-hours would have found a better use in actually, I dunno...fixing the actual problem?

Also TBT-3C. Still useless. No raison-être. As usual.


Yeah, fix the size scaling already.

Edited by El Bandito, 17 March 2015 - 05:26 AM.


#258 MoonUnitBeta

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Posted 16 March 2015 - 06:11 PM

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

A POST! A REAL POST!
*pinch*
YES! NOT A DREAM!

#259 WazOfOz

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Posted 16 March 2015 - 06:40 PM

Cheers for the update Tina.

#260 vashdevalis308

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Posted 16 March 2015 - 06:43 PM

Love watching clanners ***** when they are given something that brings up their mech's potential, I say let them have the quirks they think they want and give the IS the clan's targeting computers.





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