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Omg Pgi Wth Were You Thinking With Clan Quirks! (Or ...perhaps A Middle Ground On Clan Quirks?)

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#41 Ultimax

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Posted 18 March 2015 - 09:06 PM

View PostMike Forst, on 18 March 2015 - 08:58 PM, said:

Hey. I just wanted to let everyone in this thread know that I am collecting feedback here as well. I just wanted to make sure you know that you're not being left out. If would be better if you kept it to the main quirks thread though so it's easier for me to find all the feedback though.


Well that's good to know.

I will create a detailed write up on my thoughts and put it in that thread then.

#42 Bishop Steiner

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Posted 18 March 2015 - 09:09 PM

eh...does anyone know where the main Quirk thread IS? :blush:

#43 Mike Forst

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Posted 18 March 2015 - 09:12 PM

Here: http://mwomercs.com/...7-quirk-update/

#44 Saint Scarlett Johan

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Posted 19 March 2015 - 12:01 AM

They should have built the quirks based around the stock omnipods not unlike they did with the IS.

SMN-B
RA: 5% missile cooldown, 5% LRM cooldown
RT: +8 Internal structure
CT: +5% speed, 10% decel/accel quirks, 10% torso yaw range
LT: 10% NARC velocity
LA: 5% missile cooldown, 5% LRM cooldown

SMN-D
RA: 5% ERML heat gen, 5% energy heat gen
RT: 5% ballistic range
CT: +5% speed, 10% decel/accel quirks, 10% torso yaw speed
LT: 5% ballistic range
LA: 5% ERML heat gen, 5% energy heat gen

SMD-Prime
RA: %25 ERPPC velocity
RT: +8 internal structure
CT: +5% speed, 20% decel/accel quirks
LT: 5% missile cooldown, +5 internal structure
LA: 5% ERML heat gen, 5% energy heat gen


Stuff like that is what I was hoping for.

#45 Vassago Rain

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Posted 19 March 2015 - 01:05 AM

Because clans are OP, and IS is trash. That's why IS needed 50% bonuses to make people play them in the first place.

Edited by Vassago Rain, 19 March 2015 - 01:07 AM.


#46 Nick86

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Posted 19 March 2015 - 01:19 AM

View Postorcrist86, on 17 March 2015 - 08:22 AM, said:

Bishop, clan mechs start of with better base stats than is. A 5% increase for Chan's is closer to 10% compared to is. Yes the numbers are timid and weird, but that's what happens when you try to do maths that adjust for a curve


I think this guy's crack dealer earns secondary income somewhere in the PGI offices.. this is the only plausible explanation for this post. Dude, the clan quirks make little sense on the whole. 4%.. 2%... Trivial.

#47 Lily from animove

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Posted 19 March 2015 - 02:17 AM

View PostWidowmaker1981, 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.


#48 DivineEvil

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Posted 19 March 2015 - 04:30 AM

You guys are uinbearable morons. You were saying for months for PGI to implement changes in a more smooth pace, and now when they do as you desired, you keep whining.

There's little on the internet that can make me disgusted. You are the part of this minority.

#49 charov

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Posted 19 March 2015 - 04:37 AM

View PostDivineEvil, on 19 March 2015 - 04:30 AM, said:

You guys are uinbearable morons. You were saying for months for PGI to implement changes in a more smooth pace, and now when they do as you desired, you keep whining.

There's little on the internet that can make me disgusted. You are the part of this minority.

The point is not "how much", but "what" has been quirked. The adder is already hot as hell, why did they give it +2% on ER PPC cooldown instead of ER PPC heat gen? If the latter was the quirk introduced, almost no one would have complained.

#50 ThrashInc

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Posted 19 March 2015 - 04:47 AM

I would have, but I also didn't beg for smaller changes. I can look at the Panther, a mech that is identical to the Adder in terms of role, but better in terms of everything else and that's before quirks.

I can look at that mech, the Panther, and I can say, "Why isn't this what the Adder got"?

#51 Lily from animove

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Posted 19 March 2015 - 05:23 AM

View PostDivineEvil, on 19 March 2015 - 04:30 AM, said:

You guys are uinbearable morons. You were saying for months for PGI to implement changes in a more smooth pace, and now when they do as you desired, you keep whining.

There's little on the internet that can make me disgusted. You are the part of this minority.


The question is the way what got quirked in which side.

Take the adder, 12 structure to legs, thats quite a BIG quirk itself.

1% beamduration (or 2% if you use both pods). Thats turning the ERLL with its longets beam duration from 1,5seconds to 1,485 seconds or 1,47 for both. Cmon thats a nonsense Quirk, its effect is negliable. 30ms Latency has more influence on a mechs performance that this quirk. And now on a smaller laser this is even less as an effect.

2% heatquirk on the other side, that would have quite a more significant influence. So just because a quirk is low % does not make it puny. But some effects with small numbers are actually very puny or close to nonexistent.

Edited by Lily from animove, 19 March 2015 - 05:25 AM.


#52 Gyrok

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Posted 19 March 2015 - 06:04 AM

View PostDivineEvil, on 19 March 2015 - 04:30 AM, said:

You guys are uinbearable morons. You were saying for months for PGI to implement changes in a more smooth pace, and now when they do as you desired, you keep whining.

There's little on the internet that can make me disgusted. You are the part of this minority.


I think most people were looking at what IS got, and thought..."Maybe 5-10% at a time instead of 25% at a time...?"

Instead, we got irrelevant quirks with sub 5% numbers, except that MASSIVE freaking narc bonus on the summoner...still LOLing over that one pretty hard to be honest...

As for quirks, any summoner omnipod with a ballistic hard point needs cooldown quirks. You cannot meaningfully mount more than 1 big ballistic, and I suppose you could try 2 smaller ones, but that seems a bit poorly thought out. The prime arms need HUGE quirks, because otherwise everyone would use the extra energy slots for more weapons since the summoner is so hardpoint starved anyway. The D arms need either good heat reduction on ERMLs, or maybe generic energy heat reduction quirks. The missile hardpoints need to tighten the spread of missiles. I would say give the prime torso with 1M hardpoint a 5% buff for missile spread/cooldown, then give the arms maybe 1.25% each for the same.

Those are honestly pretty sensible quirks, and would do a lot more for the mech.

#53 Bishop Steiner

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Posted 19 March 2015 - 07:32 PM

View PostLord Scarlett Johan, on 19 March 2015 - 12:01 AM, said:

They should have built the quirks based around the stock omnipods not unlike they did with the IS.

SMN-B
RA: 5% missile cooldown, 5% LRM cooldown
RT: +8 Internal structure
CT: +5% speed, 10% decel/accel quirks, 10% torso yaw range
LT: 10% NARC velocity
LA: 5% missile cooldown, 5% LRM cooldown

SMN-D
RA: 5% ERML heat gen, 5% energy heat gen
RT: 5% ballistic range
CT: +5% speed, 10% decel/accel quirks, 10% torso yaw speed
LT: 5% ballistic range
LA: 5% ERML heat gen, 5% energy heat gen

SMD-Prime
RA: %25 ERPPC velocity
RT: +8 internal structure
CT: +5% speed, 20% decel/accel quirks
LT: 5% missile cooldown, +5 internal structure
LA: 5% ERML heat gen, 5% energy heat gen


Stuff like that is what I was hoping for.

Yes, but there is no reason to waste quirks and minor weapon systems. That is one thing I find irritating...specific quirks for it's "notable" weapon systems make sense, but for tertiary and support stuff, they should be touched by generic quirks, if at all. Rather have more quirk % spent on signature features of the stock design.

#54 Bishop Steiner

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Posted 19 March 2015 - 07:37 PM

View PostDivineEvil, on 19 March 2015 - 04:30 AM, said:

You guys are uinbearable morons. You were saying for months for PGI to implement changes in a more smooth pace, and now when they do as you desired, you keep whining.

There's little on the internet that can make me disgusted. You are the part of this minority.

Lol. Get over yourself. BTW? If I make a troll like you disgusted? Well, thanks, that just made my day.

Oh, and learn how to spell before calling others morons.

Edited by Bishop Steiner, 19 March 2015 - 07:40 PM.


#55 Saint Scarlett Johan

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Posted 19 March 2015 - 07:37 PM

View PostBishop Steiner, on 19 March 2015 - 07:32 PM, said:

Yes, but there is no reason to waste quirks and minor weapon systems. That is one thing I find irritating...specific quirks for it's "notable" weapon systems make sense, but for tertiary and support stuff, they should be touched by generic quirks, if at all. Rather have more quirk % spent on signature features of the stock design.


Whoops. I messed up that Summoner prime left arm. Meant for that to be armor buffs and ballistics cooldown.

#56 Bishop Steiner

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Posted 19 March 2015 - 07:41 PM

View PostLord Scarlett Johan, on 19 March 2015 - 07:37 PM, said:

Whoops. I messed up that Summoner prime left arm. Meant for that to be armor buffs and ballistics cooldown.

I was referring to things like buffing the Narc on the Bravo. IMO a needless buff. The primary systems are the LRMs, secondary are the SRMs. I would rather see the quirks focused on those than a relatively minor system like the NARC. Since it the other missiles that largely define the build. Ditto with things like quirking the MG on Delta, etc.

I have always been against the need to quirk EVERY weapon. A good example is the Hunchback. Is it known for the lasers, or it's AC20? It's the 20 that defines the mech. I would gladly give up any energy bufs to see the AC and the toughness (another hallmark) focused on. For example, Cooldown is fine, but how about instead of laser buffs, I'd rather see an ac20 heat reduction, or velocity/range boost. To me the lasers were never a system of note on the 4G (whereas of course, the 4P is a different story)

Edited by Bishop Steiner, 19 March 2015 - 07:44 PM.


#57 Andi Nagasia

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Posted 19 March 2015 - 07:42 PM

i hope im wrong but i feel that next Quirk pass will be MLX, NVA, MDD, WHK,
which will mean my Nova will lose its 10% heat efficiency probably for C-ER-ML cooldown,





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