

Suggestion For Quirks
#1
Posted 27 March 2015 - 05:35 AM
Onto the suggestions...
Remove all current weapon based quirks from all clan mechs.
Give every clan mech intuitive adaptable quirks that depend on the weapon allocated in the hard point.
As an example of what I mean by this. Let's say you are building a laser vomit kind of Hellbringer, or rather a mix of C-LPL and ERMeds. Let's say you equip that C-LPL in a side torso, as soon as you do a quirk is added that, just as an example, reduces C-LPL duration and heat generation by 8%.
Another example, is lets say you equip that gauss rifle in the arm of that Dire Wolf. As soon as you put it in the slot a quirk is added reducing gauss rifle cooldown.
Etc etc.
I would also like to see any clan mech that does not have access too Endo and FF, be give the option to purchase and equip it, but just cause them to have heavier drawbacks then say if an IS counterpart purchases and equips the armor/structure upgrade.
Thanks for reading.
#2
Posted 27 March 2015 - 05:38 AM
#3
Posted 27 March 2015 - 05:40 AM
It also just reduces flavor in general, because every Clan mech would have the same quirks (especially due to the copy-and-paste ERML/LPL/Gauss/etc. Clan meta). Having pre-set quirks means that your mech has a clearly defined role to work around, rather than just being Gunbag A and Gunbag B.
The current system of quirks by Omnipod doesn't ruin the point of Omnis at all, because you can still mix-and-match your pods to create your ideal Mister Potatohead custom gundam build. So if you don't want the arm with ERPPC quirks, you can slide in the arm that has SRM buffs instead.
The real problems with the current Omni quirk system are as follows:
1. The values are weaksauce in many cases (lol 1% beam duration)
2. The specific choices for the type of quirks can be pretty derpy (ERPPC cooldown on a Puma? Whyyyyyyyyyy)
Edited by FupDup, 27 March 2015 - 05:42 AM.
#4
Posted 27 March 2015 - 05:51 AM
The main change I might make could be to move most of the leg quirks up to the CT to just make life easier (because I ran out of ideas for how to differentiate the legs). And of course tweak values here and there to not break the universe.
Edited by FupDup, 27 March 2015 - 05:53 AM.
#5
Posted 27 March 2015 - 05:53 AM
FupDup, on 27 March 2015 - 05:40 AM, said:
It also just reduces flavor in general, because every Clan mech would have the same quirks (especially due to the copy-and-paste ERML/LPL/Gauss/etc. Clan meta). Having pre-set quirks means that your mech has a clearly defined role to work around, rather than just being Gunbag A and Gunbag B.
The current system of quirks by Omnipod doesn't ruin the point of Omnis at all, because you can still mix-and-match your pods to create your ideal Mister Potatohead custom gundam build. So if you don't want the arm with ERPPC quirks, you can slide in the arm that has SRM buffs instead.
The real problems with the current Omni quirk system are as follows:
1. The values are weaksauce in many cases (lol 1% beam duration)
2. The specific choices for the type of quirks can be pretty derpy (ERPPC cooldown on a Puma? Whyyyyyyyyyy)
If weapons are underperforming then why can't the weapons themselves get buffed. Quirks seem like a lazy and potential more dangerous way to balance.
I think with the adaptable quirks the actual % can be small, as long as the underpowered weapons get tuned themselves.
You could even take my idea further and say the lower the max tonnage of the mech the higher % in quirks the mech gets as well as more quirks total. However IS quirks on some of the top performers def need a substantial reduction
#6
Posted 27 March 2015 - 05:55 AM
Knyx, on 27 March 2015 - 05:53 AM, said:
Because overperforming mechs using buffed weapons equals more bad. The medium laser is fine on its own. You don't want to buff it across the board for, say, the Locust when the Firestarter also uses them.
Edited by Rhaythe, 27 March 2015 - 05:55 AM.
#7
Posted 27 March 2015 - 05:57 AM
Knyx, on 27 March 2015 - 05:53 AM, said:
I think with the adaptable quirks the actual % can be small, as long as the underpowered weapons get tuned themselves.
You could even take my idea further and say the lower the max tonnage of the mech the higher % in quirks the mech gets as well as more quirks total. However IS quirks on some of the top performers def need a substantial reduction
The issue is that in some cases, the lighter mech actually manages to be more effective as it is, so quirk strength based on just mech weight could cause problems real fast... And ultimately, even with weight considered, some mechs just don't need any. The Crow is lighter than a Thor, but the latter could use some quirk lovin' while the former should get basically nothing.
None of this addresses the issue of cookie-cutter loadouts getting buffed on every mech. Preset quirks set an actual role for each pod to fulfill and can make different mechs use different builds. If you don't like the role of a certain pod, then just play the Mister Potatohead game and swap it for a pod you do like.
Edited by FupDup, 27 March 2015 - 06:00 AM.
#8
Posted 27 March 2015 - 05:58 AM
Weapon balance wont help weak mechs at all it will see them fall further due to other mechs using the same weapons and just been better.
The answer is mechs that can use the same weapon better ( quirks )
#9
Posted 27 March 2015 - 05:59 AM
Rhaythe, on 27 March 2015 - 05:55 AM, said:
Because overperforming mechs using buffed weapons equals more bad. The medium laser is fine on its own. You don't want to buff it across the board for, say, the Locust when the Firestarter also uses them.
I think that's not the best example because the IS ML* actually could maybe use a heat reduction to its original value as it is. It would help the weapon be more useful for people who want it as a backup gun (so it doesn't generate the same heat as their primary guns) and also just help the IS against the Clams in general.
*Also IS SL, because who uses them anyways?
#10
Posted 27 March 2015 - 06:06 AM
FupDup, on 27 March 2015 - 05:59 AM, said:
And my Swayback will be grinning mightily if it happens. Rich getting richer and such.
FupDup, on 27 March 2015 - 05:59 AM, said:
Yeah!!
*quietly hides his Locusts under a rock while no one's looking*
#11
Posted 27 March 2015 - 06:08 AM
Rhaythe, on 27 March 2015 - 06:06 AM, said:
Note that it would probably warrant another pass over IS ML heat quirks in general, as would any other weapon balance change...
Rhaythe, on 27 March 2015 - 06:06 AM, said:
*quietly hides his Locusts under a rock while no one's looking*
You're the 0.1%.

#13
Posted 27 March 2015 - 06:12 AM
For diversity and fun not for realism and what would crush who in reality.
#15
Posted 27 March 2015 - 06:15 AM
FupDup, on 27 March 2015 - 06:12 AM, said:
Small Laser using lights are a minority within the minority...
I don't care about Kill-to-Death ratio. Can you tell?
Back on topic - quirks aren't ideal, but they DO add a new layer of customization strategy to the game, so I've learned to like them. Do have to be careful with them when buffing weapons, however. Otherwise, the crying that happened during the 3ERPPC Thundernewb Crisis comes back.
#16
Posted 27 March 2015 - 06:23 AM
There is a lot of room for the idea to evolve.
#17
Posted 27 March 2015 - 06:47 AM
Also it's not just clans, in regular que I see probably 80% of the mechs in every match are IS (prob cuz of cost). But in CW 75% of the IS mechs I see are either Stalker, Tbolts, Ravens or Firestarters. Many of these are due to hugely over tuned quirks. Which is exactly the cookie cutter builds, as you say, should be frowned on.
Edited by Knyx, 27 March 2015 - 06:58 AM.
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