My two-hundred cents:
First off, I found myself extremely disappointed by the quirkset released for the mechs this pass. The types of quirks given make no sense. Reverse speed quirks? Mobility quirks on the ferret and gargoyle? I get it, I do. These mechs are supposed to be maneuverable, but
no amount of run speed can compensate for a total lack of offensive capability. Especially with the tiny maps we have. MWO is not a racing game; it is a tactical shooter/sim. How about those ERPPC velocity and cooldown quirks for the Adder? Fantastic until you consider that they only get about three shots off before redlining and can no longer shoot at all, leaving you waiting ages to cool off enough to pump another measly 10(+5ish) damage out and return to waiting.
Am I opposed to the mobility quirks or mild ERPPC quirks in and of themselves? Not at all, but
priorities, my dear Watson. They needed other quirks first and foremost. Specifically either a generic
ENERGY HEAT REDUCTION quirk or, alternatively, an
INCREASED HEAT DISSIPATION quirk. All of them. All of the mechs listed needed it, and needed it in a big way. A minimum of 10% would be a great starting point, IMO.
When you do not have the tonnage to split between firepower AND cooling efficiency, and need to choose one OR the other, then there is a clear issue that needs solving. Being able to accelerate 25% faster or go backwards 20% faster or have god awful (or, really,
ANY) machine gun quirks is just plain missing the point. To be a solid choice for their tonnage and weight class they need to bring
threat to the battlefield.
Do note, I say this as someone who can routinely pull 800 damage in a gauss Adder, 600 in a Mist Lynx, and even managed a 700 damage game in an Ice Ferret one night, but that does not mean the mechs are good. Well, the Adder kinda is, but given its competition being an ECM and jump capable mech it puts it in a rough place. Point is, the effort required to get the same sort of result out of these mechs is far and away beyond what would be required in virtually any other mech of similar role.
Secondly, I find it extremely disingenuous to lead a post off saying how they want to be taking small, iterative steps with the quirk passes from here on out, yet release quirks like +40 structure for IS mechs side by side with +1% or +2% quirks for Clan mechs. Quite frankly it comes across as slightly insulting. Like they think people cannot compare one set of numbers to another, and realize they are
unequally quirking things, and, worse, outright
lying on their own form about taking small iterative steps. Further still, it does nothing less but STRENGTHEN the perception that PGI has a massive,
massive hard-on for IS tech and is either extremely fearful of or disinterested in proper balance and equality for Clan mechs. The shear hypocrisy in the announcement alone is irritating to the extreme.
However, to the actual
concept of small, iterative passes? They should have done this from the get go, with IS tech too. They went overboard with it, IMO. A starting point of 5% would have been pretty safe. However, both tech trees should have, and for proper balance
need to, have small changes done rapidly until a semblance of balance is achieved.
Edited by Pariah Devalis, 19 March 2015 - 03:10 PM.