Widowmaker1981, on 17 March 2015 - 07:47 AM, said:
See i agree.. i don't actually really care about the summoner personally (think its ugly as sin anyway) but its definitely not in a good place, and these quirks.. dont change my opinion of it.
The adder is what has me most fuming. I like PPCs, and i was thinking "Hey, the adder prime comes with twin PPCs, its famous for it almost as much as the Warhawk, SURELY its going to get some velocity and heat reduction for it.. might finally be usable!"
15% stacked velocity? little bit low but, hey, thats fine. its incremental.
WTF no heat reduction?? NONE? anyone played an Adder with 2x CERPPCs? .. guess ill.. uh.. carry on using my Panther?
I may already got used to much to the 2 PPC adder, So I don't have roublke with the PPC heat, yet of course it runs very hot.
What I have not understood at the quirks is the leg Hp's
they nearly never blow up that often, mostly after I lost a ST or such. Because especially the PPC adder is made for hill humping and then you rarely ever expose you legs.
And whats the sense to give arms that much structure. Especially with the upcomong Xl nerfs, why would I try to shoot off arms? anyone would go for the ST anywas, way easier to hit, and speed + heat penalty included once I blow it off.
buffing an arm with structure/armor on a FS9 or commando may work because of the humaoid shape, this arm can twisted at leats shield properly. But on the adder? arms can't shield vs pilots with some aim. so the entire arm buff is quite pointless. would have been better to take 3 or 4 structure off the arms quirks and put them into the ST's
btw why is that quirk thread in general discussions and not in the announcement section?
Further more, the CT quirks:
What is the point of the prime having 20% and the others 10%?
This means everyone is going prime CT and just using the other pods. The if the non prime CT's had something unique, like an additional E hardpoint or such, this would make sense.
Ok they have turn rate and yaw rate, but seriously, does any pilot consider these more important than the mobility? The adder is not a very twist friendly Torso, so torso mobility will not have much effect)
Guess I have to put mya Adr A into the mechhangar and buy another prime or use my prime (I) now.
Why?
Well, PPC's best position is the CT. Becaue higher hardpoinlocation, better hill humping, and much better survivability. This means using A pods. And not gettign the 5% acc/dec quirks. In my opinion still totally worth losing this mobility, since the CT already brings juicy 20% and PPC in the torsi are a lot better placed there.
So now I have to choose the arms to use.
at this point it's going to be interesting.
I can now use the PPC quirked arms.
But I know without elo MM in CW I will also face pilots with ratehr medicore or low aim, this is making the arms as shields not that useless.
so 15% ERPPC velocity, or 6more Structure per arm?
Well I would actually go with this
http://mwo.smurfy-ne...b60c3fa99216723
Maybe I would consider using the non DHS wiedling arm to use a prime pod. But the DHS is better invested in a D arm because of the 12 vs 6 structure quirk the D arms have over the prime.
So for usage of PPCs, I use a ballistic arm. Makes somehow not much sense, except considering min/max theory.
For the groupqueue, I woudl probably keep the priem arms, because the pilots there will most likley shoot my Torsi and not my arms.
At this point I am not sure how PGI rates different quirks.
10% acc/dec vs 20% yaw rate and 6% turn angle.
10% acc/dec vs 10% yaw rate and 12% turn angle.
10% acc/dec vs 10% turn rate
I have not any feeling now, where I would like to choose not the prime CT.
Edited by Lily from animove, 19 March 2015 - 03:02 AM.