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March 17 Quirk Update


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#481 Telmasa

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Posted 20 March 2015 - 01:01 PM

My 2 cents tossed in here:

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 FORGE88

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Posted 20 March 2015 - 05:25 PM

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

Edited by FORGE88, 20 March 2015 - 05:26 PM.


#483 Summon3r

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Posted 21 March 2015 - 09:11 AM

View PostFORGE88, on 20 March 2015 - 05:25 PM, said:

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


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 Ultimax

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Posted 21 March 2015 - 12:12 PM

ADR-Prime
+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 Navid A1

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Posted 21 March 2015 - 01:04 PM

View PostUltimatum 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 LordKnightFandragon

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Posted 21 March 2015 - 04:08 PM

I just hope on Warhawk quirk day, it gets a nice shiny PPD boost to it's PPCs....

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 Andi Nagasia

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Posted 21 March 2015 - 06:50 PM

i afraid the Nova will lose its Energy Heat Gen Quirk and probably get faster Energy cool-down

#488 Dagorlad13

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Posted 21 March 2015 - 06:56 PM

View PostAndi Nagasia, on 21 March 2015 - 06:50 PM, said:

i afraid the Nova will lose its Energy Heat Gen Quirk and probably get faster Energy cool-down


If that happens, PGI might as well just remove the Nova from the game.

#489 Richgar

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Posted 21 March 2015 - 07:12 PM

Gargoyle needs real quirks. There's no reason to use it. Can't believe I spent 15mil on it... I feel so dumb :(

Edited by Richgar, 21 March 2015 - 07:13 PM.


#490 Andi Nagasia

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Posted 21 March 2015 - 08:01 PM

im waiting for the Next Quirk Pass,
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

#491 Dagorlad13

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Posted 21 March 2015 - 08:03 PM

View PostRichgar, on 21 March 2015 - 07:12 PM, said:

Gargoyle needs real quirks. There's no reason to use it. Can't believe I spent 15mil on it... I feel so dumb :(


I am having fun in mine, can't wait for my Executioner.

#492 EAP10

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Posted 22 March 2015 - 06:52 AM

View PostIronClaws, on 21 March 2015 - 08:03 PM, said:


I am having fun in mine, can't wait for my Executioner.

Same! The cauldron born also looks beast!

Edited by EAP10, 22 March 2015 - 07:28 AM.


#493 EAP10

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Posted 22 March 2015 - 07:27 AM

While everyone waits for viable summoner quirks, I have a few builds I play on mine for people.

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 LordKnightFandragon

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Posted 22 March 2015 - 07:31 AM

View PostIronClaws, on 21 March 2015 - 06:56 PM, said:

If that happens, PGI might as well just remove the Nova from the game.

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 FupDup

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Posted 22 March 2015 - 09:47 AM

All right, I'm going to actually take some time and churn out some Puma quirks that could actually help the little gundam be more effective and worthwhile. I'm going to run through each variant one at a time and try to think up some quirks that fulfill these criterion:
  • 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
Also note that the values I choose below may seem somewhat conversative. I’m being careful with this because I don’t want to spawn another Thunderthug 9S forum flamewar. Don’t get too caught up with the minute details.









Let’s get started…

ADR-PRIME
Spoiler



ADR-A
Spoiler



ADR-B
Spoiler



ADR-D
Spoiler



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 Mcgral18

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Posted 22 March 2015 - 10:17 AM

View PostFupDup, on 22 March 2015 - 09:47 AM, said:

All right, I'm going to actually take some time and churn out some Puma quirks that could actually help the little gundam be more effective and worthwhile. I'm going to run through each variant one at a time and try to think up some quirks that fulfill these criterion:

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 FupDup

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Posted 22 March 2015 - 10:22 AM

View PostMcgral18, 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. :D

Edited by FupDup, 22 March 2015 - 10:31 AM.


#498 Quicksilver Aberration

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Posted 22 March 2015 - 10:23 AM

View PostMcgral18, 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 TibsVT

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Posted 22 March 2015 - 11:03 AM

Dear PGI,

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 LordKnightFandragon

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Posted 22 March 2015 - 11:58 AM

View PostKelesK, on 22 March 2015 - 11:03 AM, said:

Dear PGI,

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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