

March 17 Quirk Update
#481
Posted 20 March 2015 - 01:01 PM
I wish that the Inner Sphere quirks had been implemented the same way. I imagine you'll be going back and doing more passes and so on as time goes by...it's just the key words there are "as time goes by" - meaning in the meantime, we players still play with the 25-50% weapon buff'd mechs that just blow competition away, literally.
I do admit I don't understand the existence of quirks that are less than 5% - but to be fair I don't think quirks more than 12.5% (so 25% if they stack) make sense either.
#482
Posted 20 March 2015 - 05:25 PM
Edited by FORGE88, 20 March 2015 - 05:26 PM.
#483
Posted 21 March 2015 - 09:11 AM
FORGE88, on 20 March 2015 - 05:25 PM, said:
this is a good point, if you want a semi balanced mechwarrior game then advance the time line a little.... as much as i like to see the AWS a viable mech in the game it is 400 year old tech vs 50-75 year old clan tech. barring this it will be non-stop QQ from both sides as it is now while one side is continually nerfed and one side buffed..... that or start taking the topic of more IS mechs then clan mechs on the field seriously which obviously means a rewind in quirks/nerfs.
#484
Posted 21 March 2015 - 12:12 PM
+15% CERPPC velocity is decent
+CERPPC CD is not, mech already runs too hot with 2 of them - like ludicrously hot, on top of that +4% is functionally irrelevant.
If it's going to run CERPPCs, even just one of them because 2 is basically untenable, it needs -heat.
Ultimately the stock load out is awful. You can not run 2x CERPPCs with only ELEVEN Dual Heat sinks.
On top of this, the Engine is a 210.
That means it only has 8 Built in DHS.
Built in DHS have higher dissipation rates than DHS you add.
This is why this mech, and build, desperately needs -heat gen.
ADR-A
These weapon quirks are functionally useless.
-4% missile spread is irrelevant, even if you combine omni-pods for 4 missles and nothing else.
-2% Laser Duration is literally un-noticable in game, even if we combine with ADR-D LA, we only get -4%
CERMLAS = 1.15s duration
-4%
CERMLAS = 1.04s
A whole tenth of a second.
ADR-D
This one has +missile velocity, but only +4%.
Velocity is good, but you can't get enough value even if you combine pods from the A & D here.
It needs to be all -spread or all +velocity or the numbers need to be way higher.
Ballistic CD is irrelevant, and is basically a joke build for the Adder.
ADR-B
More ballistic cooldown, already covered.
Energy/Laser cooldown, which could be interesting, but generally speaking not enough to matter and we get back to the heat issues.
This is a Light Mech, 35 tons.
It is physically quite large compared to other 35 tonners.
It is shaped poorly with arms that stick out and legs that are easy to shoot.
It has no JJs, no ECM and is limited to a maximum of 4 usable hardpoints.
The quirks simply do not go anywhere near far enough to mitigate all of these negative attributes.
#485
Posted 21 March 2015 - 01:04 PM
Ultimatum X, on 21 March 2015 - 12:12 PM, said:
ADR-A
These weapon quirks are functionally useless.
-4% missile spread is irrelevant, even if you combine omni-pods for 4 missles and nothing else.
-2% Laser Duration is literally un-noticable in game, even if we combine with ADR-D LA, we only get -4%
CERMLAS = 1.15s duration
-4%
CERMLAS = 1.04s
A whole tenth of a second.
...
Actually 0.96 x 1.15 = 1.104
so a whole 0.046 seconds.
You know what is funny?... The server ticks at 1/20 second or 0.05 s (i think). This means that the game DOES NOT EVEN SEE that.
So.. one more time... when should we expect an explanation behind these lol numbers?... yup 4% cooldowns... or 4% MG range (can you believe this one?... 4% MG range on summoners...with both ballistic torsos)
#486
Posted 21 March 2015 - 04:08 PM
LA: CERPPC PPD +25%
RA: CERPPC PPD +25%
total, 50%, end result? a 15/15 CERPPC
Then, on those same arms,
LA: CERPPC VElocity: +10%
RA: CERPPC VElocity: +10%
Then it has some 1200+m/s.....then it will be a decent loadout. But right now, yikes...they fire alot, they make alot of noise, but nothing really happens on the other end, 600 some damage into a mech, 1 kill, whihc was an AFK jager with an XL lol. several volleys even into the back of a Trebutchet or something, nothing lol,.
#487
Posted 21 March 2015 - 06:50 PM
#489
Posted 21 March 2015 - 07:12 PM

Edited by Richgar, 21 March 2015 - 07:13 PM.
#490
Posted 21 March 2015 - 08:01 PM
i feel the ADR IFR SMN & GAR will get more meaning full weapon Quirks,
and i think the MLX NVA MDD & WHK will be next to get Acel/decel turn ect Quriks,(and sucky weapon Quirks)
i hope im wrong but i have a feeling
#493
Posted 22 March 2015 - 07:27 AM
SMN-PRIME
RA: 2×C-ERPPC
LA: 2×C-ERSML
LT: 1×C-SSRM6
This build is actually great for jumpsniping, and the twin ppcs deliver quite a punch. The smalls are for backup and the ssrm is mainly for lights.
SMN-B
RA: 1× C-SRM6 1×C-SSRM6
LA: 1× C-SRM6 1×C-SSRM6
LT: 1× C-SSRM6
CT: 1× CLAP
This build is great fun for pugs, despite having to get up close to your targets. Use cover a lot and jumpjet above them. The active probe allows you to lock on the ecm mechs, but you can remove it and a ton of ammo and put in artemis.
(The summoner d I just keep the way it is, but you can change it to:)
SMN-D
RA: 2×C-ERMEDL
LA: 2×C-ERMEDL
RT: 1×C-GAUSS RIFLE
This build is great at range, but lacks in ammo. You could switch to two medls and two smlls for an extra tin of ammo. Use cover well in this build, and remember your low slung arms.
Summoners just require a lot of love to work well. I wish all you summoner pilots luck in the metagame.
#494
Posted 22 March 2015 - 07:31 AM
IronClaws, on 21 March 2015 - 06:56 PM, said:
What shoud happen is the ST with those locked DHS should be where there is -5% Heat generation and 2.5% Heat dissipation quirk goes, so the mech gets a combined -10% heat gen and +5% heat dissipation.
#495
Posted 22 March 2015 - 09:47 AM
- Are useful
- Inspired by the stock loadout (i.e. if it comes with ERPPCs, it's gonna get more effective ERPPCs)...
- ...But with a little bit of leeway here and there for flexability
- Are possible within the current implementation of quirks (work with what we've got)
- Help the mech compensate for some of its innate weaknesses
Let’s get started…
ADR-PRIME
ADR-A
ADR-B
ADR-D
Thoughts? Values too high or too low, just right? Is the general idea good even if the specific values are off?
Edited by FupDup, 22 March 2015 - 10:31 AM.
#496
Posted 22 March 2015 - 10:17 AM
FupDup, on 22 March 2015 - 09:47 AM, said:
Thoughts? Values too high or too low, just right? Is the general idea good even if the specific values are off?
I would swap the LRM quirks on the A to a general Missile quirk, or half and half.
Otherwise, they seem pretty good. Perhaps a touch down, but I like them as a starting point. Would be nice to restrict the quirk to the component, though.
Your using the Prime STs as incentive does a similar thing, at least. It makes them worthwhile, perhaps even enough to sacrifice the high mounts.
#497
Posted 22 March 2015 - 10:22 AM
Mcgral18, on 22 March 2015 - 10:17 AM, said:
I would swap the LRM quirks on the A to a general Missile quirk, or half and half.
Otherwise, they seem pretty good. Perhaps a touch down, but I like them as a starting point. Would be nice to restrict the quirk to the component, though.
Your using the Prime STs as incentive does a similar thing, at least. It makes them worthwhile, perhaps even enough to sacrifice the high mounts.
I edited the A to have a small generic missile spread reduction for those who want to Spladder. Maybe I could change the way the spread got split, perhaps throw a small cooldown bone to all missiles, but overall the variant's purpose was to be a fire supporter with some backup small wubs in case things hit the fan. It wasn't built for SRM brawling.
Quirks restricted to just one location are probably not within the current coding abilities, and it just adds another layer of complication anyways. I don't think it's really worth the effort, we can just adjust the values up or down to get to a better place.
Note that some of the quirks kinda did "need" to be high, for things like ballistics (because energy and sometimes missiles are just waaay better on lights) and the Prime side torsos (no hardpoints at all, meaning if you take both then all you get is just 2 hardpoints total!). I dunno. It's all just an academic exercise anyways, unless Frosty or someone decides that they see a few ideas they like.
EDIT: I slightly split the LRM cooldowns from the A's arms and added a small generic cooldown to the A's CT as well. As said before, it wasn't built for SRM brawling, so it wouldn't make much sense to quirk it specifically for the player-made Spladder build. Otherwise, I demand that all variants come with handsome LPL quirks for my long-range Wubber build.

Edited by FupDup, 22 March 2015 - 10:31 AM.
#498
Posted 22 March 2015 - 10:23 AM
Mcgral18, on 22 March 2015 - 10:17 AM, said:
I would swap the LRM quirks on the A to a general Missile quirk, or half and half.
Seconded.
Maybe if you really want it to be a decent lurmer, boost the cooldowns so that it can be roughly on par with the 4J if you stack the right pods?
Edited by WM Quicksilver, 22 March 2015 - 10:26 AM.
#499
Posted 22 March 2015 - 11:03 AM
Changing the ER PPC cooldown on my Adder Prime is not going to change the fact I already need to stagger the shots severely to keep it from overheating.
Love Kel.
P.S. To clarify, you're making the bad situation worse.
Edited by KelesK, 22 March 2015 - 11:11 AM.
#500
Posted 22 March 2015 - 11:58 AM
KelesK, on 22 March 2015 - 11:03 AM, said:
Changing the ER PPC cooldown on my Adder Prime is not going to change the fact I already need to stagger the shots severely to keep it from overheating.
Love Kel.
P.S. To clarify, you're making the bad situation worse.
THe issue isnt they are to hot, they should be. THey should be hot to fire. The issue is they only deal 10 damage for that 15 heat.
PGI needs to put damage quirks on the CERPPC maining Clan mechs.
WHK-P, SMR-P and ADR-P
Should be for the adder: 20% less heat, 10% more damage, 20% velocity
SMR: 20% LEss heat, 20% more damage, 20% velocity
WHK, 20% less heat, 30% more dmg. 30% velocity
Its hot, its slow to charge, its slow to travel and it deals no damage.....atleast not worthy of its heat. Even a Pulse laser does 13.....CERPPC should do atleast that...13/13.5? that would be great.
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