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March 17 Quirk Update


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#461 Tuefel Hunden

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Posted 19 March 2015 - 05:28 AM

Mike....

Thanks for the responses. It is very helpful to know we aren't being ignored. It really cuts down on the angst.
I have been focusing on the Adder. I really want to love that little mech, so I have decided to give it a far shake. The added ERPPC velocity does in fact help. The +15% does make it easier to connect with your target. It is much easier to connect with the ERPPC's on the Panther 10K. A non-quirked ERPPC (IS or Clan) has a velocity of 1050. The Adder (using both ERPPC arms) gets a 15% bonus, which equates to 1207.5. The Panther 10K a 40% bonus to the ERPPC velocity, which is 1470. Remember that the Panther can move much faster and can sport at least one jump jet while packing 2 x ERPPC.

The heat issue is pretty serious. The Panther 10K gets a 25% reduction to ERPPC heat (12.5% ERPPC Heat and 12.5% Energy). This equates to higher DPS as you can shoot more often. Coupled with the fact that the Panther has a velocity advantage that allows for better rate of actually hitting your target.

Both the Adder and the Panther enjoy acceleration and deceleration quirks. Oddly, these really do make a game play difference. This is the one area that the Adder is actually superior to the Panther. This is offset, however, by the fact that the Panther can move at a higher speed and has jump jets.

When I compare the two in actual game play, the clear winner is the Panther. It really doesn't bother me that the Panther is superior, what bothers me is how much superior it is. After all, I play them both. It is my opinion that the Adder would come into it's own with the ability to handle heat a little better and perhaps a tad more ERPPC velocity. The velocity is almost good enough. The heat issue is my major concern.

Edited by Tuefel Hunden, 19 March 2015 - 05:40 AM.


#462 Anakha

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Posted 19 March 2015 - 06:10 AM

My quirk suggestions and more in line with what I was expecting from PGI to offset the Summoners deficiencies:

SMN-Prime

RA (1E)
Armor +15
Energy Cool down 15%
ERPPC Velocity 10%

RT
Turn Rate 10%

CT
Acc/Decc 25%
Speed 5%

LT (1M)
LRM Spread 10%
SRM Spread 10%
Missile Velocity 10%
Missile Cool down 25%

LA (1B)
Armor +15
LBX Cool down 10%
LBX Velocity 10%
LBX Spread 10%

RL
Armor +15
JJ Heat Generation -25%
JJ Recharge 15%

LL
Armor +15
JJ Heat Generation -25%
JJ Recharge 15%

SMN-B

RA (2M)
Armor +15
LRM/SRM Spread 2.5%
LRM/SRM Velocity 2.5%

RT
Reverse Rate +10%

CT
Acc/Decc 25%
Speed 5%

LT (1AMS/1M)
AMS Range 10%
Missile Cool Down 15%
Missile Velocity 10%

LA (2M)
Armor +10
LRM/SRM Spread 2.5%
LRM/SRM Velocity 2.5%

RL
Armor +15
JJ Heat Generation -25%
JJ Recharge 15%

LL
Armor +15
JJ Heat Generation -25%
JJ Recharge 15%


SMN-C

RA (2E)
Armor +15
Laser Duration -10%
Energy Heat Generation -5%

RT
Torso Yaw Rate +10%

CT
Acc/Decc 25%
Speed 5%

LT (1M)
Missile Cool Down 25%
Missile Velocity 20%

LA (1B)
Armor +15
UAC Cool Down 10%
UAC Velocity 10%
UAC Jam Chance 5%

RL
Armor +15
JJ Heat Generation -25%
JJ Recharge 15%

LL
Armor +15
JJ Heat Generation -25%
JJ Recharge 15%


SMN-D

RA (2E)
Armor +15
Laser Duration -5%
Energy Heat Generation -10%

RT (1AMS/1B)
Ballistic Velocity 10%
UAC Jam Chance 5%
Turn Rate 5%
Torso Yaw Rate 5%

CT
Acc/Decc 25%
Speed 5%

LT (1AMS/1 Balistic)
AMS Range 30%

LA (2E)
Armor +15
Laser Duration -5%
Energy Heat Generation -10%


RL
Armor +15
JJ Heat Generation -25%
JJ Recharge 15%

LL
Armor +15
JJ Heat Generation -25%
JJ Recharge 15%

Notes:
Most of the missile quirks tied to the LT since that is the one most commonly used as a single launcher with minimal additions for the arms when added.

Laser quirks in the arms can be mixed/match for less duration or heat depending on preference.

Ballistic quirks in LA for LBX or UAC depending on preference supplemented by the RT since that is where many people put them so they can keep their energy hard points .

Armor quirks added to the arms since that is where most of the firepower comes from and are shot off easily.

Armor, JJ heat generation reduction, and JJ recharge quirks for the legs and the fixed JJ's.

#463 Summon3r

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Posted 19 March 2015 - 06:38 AM

View PostDeathlyEyes, on 19 March 2015 - 04:25 AM, said:

The summoner got screwed. Put a bigger Er Ppc velocity speed buff on it, 15% should be good. Do the same to the Warhawks.


velocity bonus to an arm that has a single E hard point is not very useful, 10% E cooldown and a 10% erppc cooldown on the other hand would be ok

#464 Red1769

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Posted 19 March 2015 - 07:15 AM

The first I'd like to hit on is the Highlander and Summoner. Both were famed for their jump jets...jump jet quirks. Greater height and/or jump distance would be nice...especially on the Highlander since there's really no point in putting JJs on it currently. This could be applied to the Nova and Victor as well, along with any other IS assault/heavy or Clan heavy/assault mechs famous for jumping. And I mean fixed on the Clan side, where every varient has them whether they want to or not, not the S varients like on the TWolf, Dire Wolf, and Kit Fox. I know the Nova isn't a heavy or assault, but it needs a lot of help to have something to boast about over a Stormcrow...it especially needs heat gen quirks. Then it might take on a Cent. regularly.

Then there are the weapon quirks. They are pathetic on the Clans. 5% to 7.5% per pod for something is more appropriate. The cooldown quirk on the Adder also isn't the right "buff" to it at all...it should be heat generated since that is where the thing is lacking. The Kit Fox and Adder are pocket mediums, give them something to make them decent pocket mediums. Focusing at least somewhat on what each was famous for could be good for them. *looks at the Warhawk Prime and its quad PPCs and potential heat gen quirks*

I like the idea to make them more generalized compared to the IS specific quirks...as the Omnis were known for versitility. But unless there is multiple pods of the same number of hardpoints, I'd stick with the 5-7.5% per pod to see what happens. As is though, I don't even want to bring my Adder out for a spin.

While it is nice that you're not starting off with uber quirks, this is also starting off way too low.

#465 Mike Forst

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Posted 19 March 2015 - 10:02 AM

View PostStarCom Drozdovskiy, on 19 March 2015 - 01:52 AM, said:

After update 17 March

Posted Image

Posted Image


This post appears to be in the wrong thread.

#466 Lyoto Machida

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Posted 19 March 2015 - 10:22 AM

View Postprocess, on 16 March 2015 - 12:31 PM, said:

Clan armor and agility quirks = niccccccccce.
Clan weapon quirks = Posted Image


Fixed that for you.

#467 Boyka

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Posted 19 March 2015 - 11:36 AM

@ Mike Forst

I found a problem with the Ice Ferret.
I run a C variant: CT and RT stack together +26° torso turn angle (13+13).

With all elite efficiencies unlocked (basic x2) total torso twist is 193° +25° for the arms. and here the issues..

The torso stuck at 180° and if you trying to turn further, it bounces back 10° instantly, so it's impossible to go over 180° and if you turn too far you got an annoying bounce effect.

Without the C-RT Pod the total torso twist decrease to 177° which gives no trouble.

Hope you can fix it..

Edited by Boyka, 19 March 2015 - 11:38 AM.


#468 Evan20k

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Posted 19 March 2015 - 11:37 AM

I think the only thing I can really add to this thread that hasn't been said already a hundred times is I'd like to see a torso twist speed increase on the Gargles.

#469 JaegerDjinn

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Posted 19 March 2015 - 11:50 AM

View PostBulletsponge0, on 16 March 2015 - 03:14 PM, said:

the ERPPC on my Enforcer 4r has a range of 993m with the module...

where do the clans have the range advantage over that?

And so the thunderbolt 9se with LPLasers, but you can mount your ER med lasers on anything we are talking about a few mechs with quirks and mods. the mad dog is over powered with its 114-117 alfa from streaks or srms.The clanners are still far more powerful then the IS will ever be.

#470 Bulletsponge0

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Posted 19 March 2015 - 12:28 PM

View Postjjyn, on 19 March 2015 - 11:50 AM, said:

And so the thunderbolt 9se with LPLasers, but you can mount your ER med lasers on anything we are talking about a few mechs with quirks and mods. the mad dog is over powered with its 114-117 alfa from streaks or srms.The clanners are still far more powerful then the IS will ever be.

mad dog is over powered..until you look at it and its side torsos fall off

and that huge alpha? you get one shot with it....and then the higher heat of clan weapons shuts it down or you are forced to chain fire

#471 Felio

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Posted 19 March 2015 - 12:51 PM

Thanks for checking in, Mike.

It seems to me that a lot of these weapon quirks are functionally zero. What I mean is they won't change the outcome of anything on the battlefield. For example, I would be surprised if 18 C-SRMs were fired and a single missile hit a different location due to a -4% missile spread. Functionally zero.

OK, so maybe someday, somewhere one might hit a side torso instead of an arm, but it's certainly not going to affect any choices I make as a player. And they are all like that. In maybe 1 in 500 shots will 7.5% C-ER PPC projectile speed make the difference between a hit and a miss. With 2% missile speed, it has to be something like 1 in 100,000.

These mechs were selected because they are the least played. That's driven by perception. So help us out with the perception here. If you have models showing we're wrong, show us.

#472 Mcgral18

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Posted 19 March 2015 - 01:00 PM

On topic:

Will there be another 4 mechs with quirks added on the next patch(per faction), as well as the iterative quirks being...iterated, or will it just be whichever selection of mechs per patch?

View Postjjyn, on 19 March 2015 - 11:50 AM, said:

the mad dog is over powered


Posted Image

Edited by Mcgral18, 19 March 2015 - 01:04 PM.


#473 FORGE88

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Posted 19 March 2015 - 02:03 PM

Remove all quirks already lol you cannot try make old tech stack up against new tech. end of.

#474 Mike Forst

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Posted 19 March 2015 - 04:22 PM

View PostMcgral18, on 19 March 2015 - 01:00 PM, said:

On topic: Will there be another 4 mechs with quirks added on the next patch(per faction), as well as the iterative quirks being...iterated, or will it just be whichever selection of mechs per patch? Posted Image


I don't have an exact schedule yet. My week has been very busy with non-quirks related stuff as well and I don't want to over-promise anything. I'll know more for sure next week.

#475 Navid A1

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Posted 20 March 2015 - 01:11 AM

View PostOzealot, on 19 March 2015 - 11:29 PM, said:

Hello Mr. Forst, can you try to rescue the Mist Lynx? Please?

What I would like to see added:
- speed quirk similar to the Summoner, but I'd like to see 10% at least
- weapon range quirks for CER Small Lasers
- acceleration/deceleration quirks improved
- maybe additional armor buff for arms (or you get your 3d artist to remodel the hardpoints to be smaller [like Kit Fox] because they add way to much volume to the already big arms)

This Mech is now already not used very often, when the Arctic Cheetah arrives absolutely nobody will play a Lynx. You can't even use ECM without losing hardpoints and limiting your weapons to one arm. So please be generous.

Thanks for consideration.


Mist lynx can only use armor buffs to arms.
... And some SERIOUS heat gen buffs... otherwise it is fine... it wrecks faces...

PGI.... CLAN LIGHTS SUFFER FROM HAVING LESS THAN 10 TRUEDUBS (0.2 dissipation DHS). They have small locked engines.. take that into account in the quirks. give them heat gen buffs.

Edited by Navid A1, 20 March 2015 - 09:53 AM.


#476 Striker2237

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Posted 20 March 2015 - 03:12 AM

.......Can I has 20% more heat management for my MadCat please? Kinda sucks having to chain fire on EVERY clan mech I own.......really defines slow burn.....

Edited by Striker2237, 20 March 2015 - 03:14 AM.


#477 Molossian Dog

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Posted 20 March 2015 - 04:55 AM

I am wondering.

Apparently freakishly huge, gorrila-arm toting, terrible hitbox wielding, no spare tons for DHS having TBT-5J Pulse Boats were terrorizing the peasants.

Did anyone notice? I didn´t.

--------

But don´t let my post interfere with the apparent and imminent doom that is the "not enuff buff" scandal of our friendly neighbourhood clammerz. Please, by all means, carry on.

#478 Navid A1

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Posted 20 March 2015 - 09:55 AM

View PostStriker2237, on 20 March 2015 - 03:12 AM, said:

.......Can I has 20% more heat management for my MadCat please? Kinda sucks having to chain fire on EVERY clan mech I own.......really defines slow burn.....


Not sure whether serious or not? <_<

#479 Mcgral18

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Posted 20 March 2015 - 10:04 AM

View PostOzealot, on 19 March 2015 - 11:29 PM, said:

Hello Mr. Forst, can you try to rescue the Mist Lynx? Please?

This Mech is now already not used very often, when the Arctic Cheetah arrives absolutely nobody will play a Lynx. You can't even use ECM without losing hardpoints and limiting your weapons to one arm. So please be generous.


It just needs the mechlab unlocked.

Remove BAP, remove a JJ, upgrade to a 250XL engine, move 178Kph with 4 tons of pod space (and 4 E hardpoints), profit.
It would become a superior Commando, or even a superior Spider, complete with 10 TrueDubs.
No longer a Myth Lynx, a viable Clam light.

Even a 225XL would be good, moving at 166ish, with 5 tons after you remove the AP, while keeping all 6 JJs.



The mechlab is what gimps the bad Clams. Remove that, and the only thing that hurts them are hitboxes. You fix the overengined, the underengined, those hurt by hardwired equipment, etc...


Never going to happen, of course. We'll get more mechpacks complete with robots that are slightly more optimized than the next.
I wouldn't mind Endo+Ferro being unlocked for certain robots (sub Tier 2), perhaps with TT engine selection for those same robots.

Edited by Mcgral18, 20 March 2015 - 10:05 AM.


#480 MATRAKA14

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Posted 20 March 2015 - 10:16 AM

View PostAlistair Winter, on 16 March 2015 - 12:17 PM, said:

I like where this is going, but...

The K2 and Jester are unchanged.


59 likes thats impresive. pgi make somthing about the k2 please.





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