@Bishop: Here are my thoughts on the Atlas:
-Already has DDC, S, and BH as some of the stronger ones.
-Needs MISSILE quirks too, so lower some ballistic for some missile.
-I'll explain a few others too.
(Oh and BH doesn't have gauss)
Atlas BH:
+10% more speed.
+10% torso twist.
+20-30% more AC20 cooldown + velocity, along with 20-30% MPL heat gen.
+RT, LT, CT need 20 per structure + armor. Give or take 5-10 more armor and structure on arms.
Atlas RS:
+10% more torso twist and arm reflex.
+20-30% more Gauss cooldown + velocity, along with 30-40% LL/ER LL heat gen.
+RT, LT, CT need 20 per structure + armor. Give or take 5-10 more armor and structure on arms.
+50% less damage when Gauss explodes.
Atlas K:
+50% more AMS range.
+40-50% more Gauss cooldown + velocity.
+RT, LT, CT need 20 per structure + armor. Give or take 5-10 more armor and structure on arms.
+50% less damage when Gauss explodes.
+10% torso twist.
+If XL then 30% extra torso twist, 10% speed. Have to compensate for suicide mission.
Atlas D:
+15-30% All SRMs range + cooldown.
+20-30% AC20 cooldown + velocity.
+10% torso twist.
+RT, LT, CT need 20 per structure + armor. Give or take 5-10 more armor and structure on arms.
Atlas S:
+RT, LT, CT need 20 per structure + armor. Give or take 5-10 more armor and structure on arms.
+20-30% All SRMs cooldown + range.
+10% Streak locking speed.
+AC20 10-20% cooldown + velocity.
Atlas DDC:
+RT, LT, CT need 20 per structure + armor. Give or take 5-10 more armor and structure on arms.
+COMMAND CONSOLE QUIRK!!!!: ECM reaches farther out, LRMs and SSRMs lock 10% faster, Zoom magnifies farther, When typing in chat or pressing caps lock (whatever button) for voice comms you get 10% extra defense as a defensive reporting shield to spot targets and spread info. <-- Might be a better idea here than comms shield.
+AC20 10% cooldown + velocity.
+All SRMs 10-20% cooldown + range.
The total for AC20/Gauss/SRMs is as said including the amount of ballistic/missile cooldown. I hope this gives ideas and it does swell to us; of course I want more quirks for other mechs too. Awesomes should practically get double the armor, if not also raise the speed cap (or give extra speed), and also give it moar heat gen quirks. We have so much **** we can do, yet PGI will give us 5% machine gun range. ggclose.
*Note that not all mechs use "stock mech" weapons, but who is gonna run an AC10 on an Atlas? Not enough boom, really only comboed with PPCs etc.
Couple more ideas to throw around:
+XL doubles amount given if not triples amount given extra armor for torsos.
+Case protects armor to 95% not blowing up.
+Ammo/Gauss is auto-Cased in CT/RT/LT.
+Missile locking speed increases for all (this might suck as then people will turn to legibly usable Lurmtlases)
+Flamer quirks for Boars Head: Increases speed and does 50% extra heat to enemies, while having another 10% speed. Also should be given extra raw damage, being able to potentially melt ammo inside the enemy and/or blow the gauss and/or core an enemy without damaging armor itself.
+Steiner Scout quirks: NARC/Tag quirks here, NARC 30-40% cooldown + velocity, TAG has a special quirk where one dot drop will have radar leakage and TAG will remain on the target for 2-3 extra seconds without needing to hold the button.
+kapusta's post made me think of this: When NARC/tag attached to DDC, DDC can deactivate it with Command Console.
Edited by luxebo, 20 March 2015 - 11:30 PM.