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Quirk Updates For April 7Th!


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#121 Navid A1

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Posted 06 April 2015 - 11:04 PM

View PostKoniving, on 06 April 2015 - 08:41 PM, said:

...
The S LT is clearly superior because it features a 3 degree larger Yaw Rate.
The B LT is otherwise exactly identical except for this detail.

Why should we ever use the B LT aside from the acceleration/deceleration buff for a complete Nova B? Why are the quirks otherwise identical for the B and S left torsos? What would give us a real reason for using it?

Just sayin', because if this got overlooked then what else has? There should totally be a group of highly perceptive players pre-screening these things. :huh:
...


Same story with IFR-PRIME CT compared to other variants' CT.

The sole reason behind IFR-prime's inferiority gets less quirks to make it even more inferior... and that affects the fate of a whole variant as we can not change the CT pod.

IFR-prime is so so so dead.


I only wish that the person behind the quirks could take these simple things into account or at least have more than a few matches in mechs he wants to apply quirks to.

Edited by Navid A1, 06 April 2015 - 11:05 PM.


#122 CHH Badkarma

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Posted 06 April 2015 - 11:11 PM

yay 14.4 heat clan erppcs instead of 15...

#123 Koniving

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Posted 06 April 2015 - 11:16 PM

View PostNavid A1, on 06 April 2015 - 11:04 PM, said:

Same story with IFR-PRIME CT compared to other variants' CT.

The sole reason behind IFR-prime's inferiority gets less quirks to make it even more inferior... and that affects the fate of a whole variant as we can not change the CT pod.

IFR-prime is so so so dead.

I only wish that the person behind the quirks could take these simple things into account or at least have more than a few matches in mechs he wants to apply quirks to.


I'm not seeing the "matching yet slightly better" aspect of the CT where one's got a better CT than the other but otherwise identical quirks.

What I do see is an issue where the CT has weapon specific bonuses that can combine with the arm's bonuses. ---Ah. The Prime's CT doesn't have a weapon. And because it doesn't have any weapons, it seems to have fewer quirks (the total accumulative numbers used in percentages is 50.)

IFR Prime gets 50 total CT bonuses. + 5 Complete set.
IFR A and C gets 58 total CT bonuses. +5 Complete set.
IFR D gets 52 total CT bonuses. +5 Complete set.

Yeah, the Prime got screwed on the CT.

Meanwhile the Prime legs and C's legs got screwed. Only 5 as a total bonus per leg, while the A gets 10 and the D gets 16. (I'm never gonna use anything but the D's legs).

#124 ulrin

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Posted 06 April 2015 - 11:27 PM

Oo No
All that yellow color make me bad, cauz in France, yellow is the "cocu's color" (ur girl wiz another), and.... All that yellow make me thinking about my girl who's gone wiz gran-pa.... im so sad... U hurt me PGI, Did u do that volontary ? I only accept a free gargoyle (even yellow !!) as reparation !!

Muahahah

#125 SaltBeef

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Posted 06 April 2015 - 11:34 PM

I am eager to try the Warhawk, Adder, Nova's structure / armor is what these mech need not weapons buffs they are advanced and they should be able to soak damage as they cool off.

#126 John80sk

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Posted 06 April 2015 - 11:36 PM

Aaaaaand... they look mostly pointless. A few minor usable quirks here and there, but mostly unusable on any type of sensible build. I'd spend more time trying to find gems, but my retina are already burning... and I don't think they're there.

Seriously, if the quirks can't be stacked over 10% guys, just don't bother. It makes for a bunch of unnecessary text both here, and in game.

Oh, and if you're quirking a trash tier weapon such as the LBX, don't bother unless it's a significant quirk. Look at the massive quirks the Cent-D has for them, and the thing still barely sees use.

#127 Tarogato

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Posted 06 April 2015 - 11:40 PM

View PostSoy, on 06 April 2015 - 03:48 PM, said:



5

and it loses a lot of turn rate, kinda a big deal for quickpulsing / soaking properly in gcannon.

before it was 30 turn rate, now it's like.... 5 turn rate. are you having trouble understanding this?

View PostSoy, on 06 April 2015 - 03:53 PM, said:


NVA-PRIME LEFT TORSO
TORSO TURN RATE (YAW): 10.00 %

NVA-PRIME RIGHT TORSO
TORSO TURN RATE (YAW): 10.00 %

NVA-PRIME CENTER TORSO
TORSO TURN RATE (YAW): 10.00 %

whats point of structure buff when the mech can't turn fast enough to soak in proper places... it just lost all that and became a sitting duck.



I can't be the only person disappointed that the Nova can torso twist at all. It's not suppose to have a bloody hip in the first place, it shouldn't be able to twist more than a few degrees. It was my favourite mech back in Mechwarrior 2 because it was actually implemented properly as a non-twisting mech and it was unique. And then PGI ruined it in this game by giving it a hip and consequently scaling it to the size of a barn even though it's actually suppose the smallest Clan mech in the invasion.

Personally I won't be buying one until they remodel it so it's done properly. (never) Can't torso twist? No problem, give it better turning rate and jumpjet turning rate quirks. It was equipped with five jumpjets for a reason...

Also, I'll be disappointed if they ruin the Viper in just the same way. Which they will. Undoubtedly.

Posted Image

Edited by Tarogato, 06 April 2015 - 11:41 PM.


#128 Navid A1

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Posted 06 April 2015 - 11:42 PM

View PostKoniving, on 06 April 2015 - 11:16 PM, said:


I'm not seeing the "matching yet slightly better" aspect of the CT where one's got a better CT than the other but otherwise identical quirks.

What I do see is an issue where the CT has weapon specific bonuses that can combine with the arm's bonuses. ---Ah. The Prime's CT doesn't have a weapon. And because it doesn't have any weapons, it seems to have fewer quirks (the total accumulative numbers used in percentages is 50.)

IFR Prime gets 50 total CT bonuses. + 5 Complete set.
IFR A and C gets 58 total CT bonuses. +5 Complete set.
IFR D gets 52 total CT bonuses. +5 Complete set.

Yeah, the Prime got screwed on the CT.

Meanwhile the Prime legs and C's legs got screwed. Only 5 as a total bonus per leg, while the A gets 10 and the D gets 16. (I'm never gonna use anything but the D's legs).


yes. The mindset behind less quirks on the prime CT is because it does not have any hardpoint there.

The thing that makes CT an important part in an IFR is that it can make a big difference in total weapon count of the mech (as high as 25% even). You can mix and match other pods and use the best... but not the CT. They could at least increase the numbers for its quirks compared to superior variants or they could get creative and introduce new quirks like higher heat cap and such... I mean...something that could encourage the use of a IFR-Prime.
The quirk team should realize that CT is not a pod... its the whole mech variant. If a CT is so decisive in choosing a variant, then more attention should be paid to making things balanced for that particular chassis

#129 Shadow Magnet

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Posted 06 April 2015 - 11:43 PM

I take the basic -10% energy heat gen quirk was removed from all Novas, right?

Great, so builds with > 6 pulse lasers got 5% heat gen nerf. Just what the Nova needed. Oh well, time to use only the SL build. Build diversity succesfully reduced...

If the Nova would have kept the basic 10% energy heat gen quirk plus the new LA+RA quirks it would make much more sense. But oh well...

Summoner, Gargoyle, still not attractive.

I doubt that the little % heat gen quirk of the Adder will make up for 2 CERPPCs :rolleyes:

PGI, could you please use 5% instead of 1-2% steps for your quirk passes? At this speed we will reach the useful quirk range of combined 10-15% at the end of the year. Couldn't we switch directly to that? :mellow:

Edited by Shadow Magnet, 06 April 2015 - 11:45 PM.


#130 Sjorpha

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Posted 06 April 2015 - 11:58 PM

View PostShadow Magnet, on 06 April 2015 - 11:43 PM, said:

I doubt that the little % heat gen quirk of the Adder will make up for 2 CERPPCs :rolleyes:

PGI, could you please use 5% instead of 1-2% steps for your quirk passes? At this speed we will reach the useful quirk range of combined 10-15% at the end of the year. Couldn't we switch directly to that? :mellow:


-14% heat is a significant quirk, even on IS mechs. Please tell me which other light, IS or Clan, can use 2 ERPPCs effectively at all? None, only the Adder can. You got something really nice here.

Overall it's looking very good, a lot of people seem to miss how important armour and structure bonuses are, and how much difference even minor quirks does. Especially like the new nova quirks, I might buy them back again now :)

So now let's go ahead and give the Grasshopper useful quirks, yes?

Edited by Sjorpha, 06 April 2015 - 11:59 PM.


#131 charov

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Posted 06 April 2015 - 11:58 PM

View PostMcgral18, on 06 April 2015 - 10:28 PM, said:


Agility is also a big part. Compare the BJ1x to the Crow.

Both are fast Medium mechs with considerably amounts of hardpoints.

The BJ1x gets 8 hardpoints while moving 116Kph.
The Crow gets up to 10 hardpoints while moving 107Kph.

The BJ1x has a torso yaw angle of 96
The Crow has a torso yaw angle of 156


Hm....

I agree, but the agility is a consequence of the bigger engine (except for the yaw angle, of course). I mean, you can put a huge engine on a Awesome, but that does not compensate for its very big hitboxes :S

Why many IS players cry? Because the Crow has very good hitboxes and it's also very agile. The Stalkers has also good hitboxes but, due to it's smaller engine + reduced twist, can't spread the damage as other mechs do (TW). Finally, the Stalker has been around for a while, every player knows how to deal with it.

#132 Alienized

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Posted 07 April 2015 - 01:03 AM

i just wonder when all these broken Firestarters will get fixed.

#133 Xione87

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Posted 07 April 2015 - 01:06 AM

View PostMike Forst, on 06 April 2015 - 04:48 PM, said:

There are no major IS Mech quirk changes this patch.


But... but... my Cat-K2 really would like some PPC quirks so it's actually viable in it's intended role...

Oh well, guess it's stuck as a Boomcat then.

#134 Koniving

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Posted 07 April 2015 - 01:24 AM

View PostTarogato, on 06 April 2015 - 11:40 PM, said:

I can't be the only person disappointed that the Nova can torso twist at all. It's not suppose to have a bloody hip in the first place, it shouldn't be able to twist more than a few degrees.


You're not the only one. One thing I noticed is that most of the No Twist mechs have some of the best twist in the game. Jenner, Catapult, Nova, Adder, Kitfox, Locust, Cicada, the list goes on.
Spoiler

Edited by Koniving, 07 April 2015 - 01:30 AM.


#135 quantaca

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Posted 07 April 2015 - 01:38 AM

I feel that this is what the first pass should have been but well at least its a step (maybe even a leap) in the right direction, i agree that some more generic quirks were needed and maybe even a bigger set of 8 bonus, because with the set you (the developers) know what the hardpoints are going to be.

I do miss some speed tweaks for the light mechs, although i get that they're supposed to be pokers like the panther not harrassers like say a firestarter but in that case some of the quirks are wrong (ie machine guns dont make sense for a poker).

Also i think that the nova and the warhawk should be put through the copier at say 80/90%? And while you're at it throw in the grasshopper, awesome and kitfox as well :)
im actually in favour of a redesign for a whole lot of mechs, low slung arms i can deal with they get greater movement to compensate, but torso weapons at belly button hight makes a lot of mechs (players) rather useless as on a lot of maps they will only be shooting terrain or exposing themselves to return fire for quite some time and no amount of armor/structure buff will overcome that flaw, now im not saying make them all pokers with shouldermounts, but something like nippelheight might be nice , although i get that this will reduce the difference in playstyle

#136 Lily from animove

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Posted 07 April 2015 - 02:11 AM

@Mike a few questions:

why is the adder flamer listed? will it now be removeable?

What happened to the Novas general 10% heatquirk?
It's not listed as removed, not listed as a quirk that stayed nor as altered.

what was the intention of the NVA structure buffs? +8 ona dragon soued CT? why so lousy? yet arms and even legs got massive HP buffs. WHY? its pointless to buff these when people simply aim at CT's and ST's because NVA is too easy to hit there than anywhere else. It's not a centurion that can hide its CT.

So who is in charge to give out quriks, and to reevaluate these quirks on the entire picture of mechs?

Why do mechs with identical CT's and legs even get different quirks? and then sometimes totally pointless ones. This just killed a few chassis enitely, and further the entire idea what omnimechs should be.
I go through the adder quirks, and I see absolutely no reason why I should choose anythign else tha the adder prime variants, no matter what other loaout I put on.
Which means basically of the 3 adders I own, you made 2 obsolete by having nonsense quriks.

Seriously matter on this topic: People have bought mechpacks where they got different variants of omnimechs, yet with this it is hardly imagineable why I should not try to get a refund on ALL the packs.
This is no **** now. Because now I have 3 mechs that I can give the SAME laodout when CT has the same hardpoints that do not differ, but because of the "ideas" at PGI they perform differently good with this loadout. THAT can not be and should not be. I do understand that a clanmech having a different CT may have different quirks, like the DWF's are. I can uderstand when a mech gets buffed/nerfed, but indivdually givign quriks on exact the same base mechs, that are supposed to be omnimechs is just cerating pseudoomnimechs. Omnimechs that can not really swap components without suddenly beign inferior to the other variant just ebcasueof base quriks. Now I am stuck with 2/3 mechs being inferior that I need to replace with the other variant? Where is the sense inthis? where is this still an omnimech? Why would anyone buy omnimechs anymore?

Whats the point of my non prime adders? in MWO mobility is more important than some yaw angles and rates. Whats the point of my NVA Prims and S's when B and A is the way to play MWO? So the point is to switch my omnimechs loadout to something inferior that is the same loadout on the same visual chassi is what?

View PostSoy, on 06 April 2015 - 03:53 PM, said:

NVA-PRIME LEFT TORSO
TORSO TURN RATE (YAW): 10.00 %

NVA-PRIME RIGHT TORSO
TORSO TURN RATE (YAW): 10.00 %

NVA-PRIME CENTER TORSO
TORSO TURN RATE (YAW): 10.00 %

whats point of structure buff when the mech can't turn fast enough to soak in proper places... it just lost all that and became a sitting duck.



whats the point of a Nova turning when it anyways has so huge hitboxes everyone cna hit it at any location ti wants. turn rates are rather irrelevant on the nova.

View PostGamuray, on 06 April 2015 - 04:16 PM, said:

Sure, nova lost 10% torso yaw rate. To me, it twisted too fast (my mouse sensitivity, despite ingame sensitivity being almost nil, made it difficult) It lost 10% yaw rate, but gained ~80 structure, 10% accel/decel, and the heat gen was made more weapon specific. (which only harms the spl build, which I found rubbish anyways since you were a glass cannon getting within spitting distance of the opfor (screams dumb idea). Now you have the durability for your size and can accelerate faster to get back behind cover or move forward from a standstill


+8HP tp a mech sized CT, you call this durable? only if you have no aim at all.

#137 Inspirati0n

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Posted 07 April 2015 - 02:34 AM

Posted Image

omg... again...
what is it? has not funny...

Stalker-4N gets very hot (70% !! ) for 6xLargeLasers, it is necessary to lower the rate to 25%
Raven 3xERLL ? need to do so he shot without penalty and not quite warmed
Firestarter 8xSPL? Need more, x12
BlackJack 50% reload speed? Need 100% !!

Stop improve clans !!
P.S. please add 2% range for MachineGun in GAR-C LA

Edited by Inspirati0n, 07 April 2015 - 02:42 AM.


#138 Knyx

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Posted 07 April 2015 - 03:12 AM

still failed to fix the core issues of each mech.

Where is endo for Ice ferret and Garg?

Where are the side torso hardpoints for gargoyle?

and nova? what a joke

#139 John McHobo

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Posted 07 April 2015 - 03:12 AM

First off: I like that Clan Mechs get quirked -some of them need it badly.

But I don´t understand why so many people find the quirks underwhelming.
Remember :
-You can puzzle those mechs together as you want, so any part with a significant quirk will end up on every chassis.
-Clan weaponry is powerful, any weapon quirk to a clan weapon has stronger consequences
-I like the idea to give clan mechs more quirks for mobility and durability to show their superior workmanship

I don´t think weapon buffs are necessary. What might be interesting is an ammo quirk: Certain mechs get more ammo per ton for their trademark weapons.
One very important thing: If someone is going for the full set bonus, you know exactly what quirks he gets, so I suggest you reward this with a bigger set bonus, since the puzzling aspect falls out then.

A thought about the Nova: Everyone wants it to run cool, but consider this: The Nova is infamous for its ABILITY to overheat, it has one of the nastiest Laser-Alphas you can put up on a medium. Give this mech the ability to use its firepower constantly and it will be overpowered and simplified. Why is everyone so mad about a mech that simply needs good heat management and timing after its Alpha?

#140 Widowmaker1981

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Posted 07 April 2015 - 03:13 AM

Ive only really looked at the Warhawk and Adder in detail as they are the only 'bad' (i.e. not TBR, HBR, SCR or DWF) mechs im ever likely to use much (once we get wave 3).

Adder:
Great start, added some heat gen, so thats definitely an improvement. It might now compare a little better to the Panther 10k:

Panther Quirks/Advantages:
25% heat reduction, 40% velocity, 25% cooldown, 20kph faster, JJs, better hitboxes

Adder Quirks/Advantages:
15% heat reduction, 15% velocity, better hardpoint locations (torsos, not all in one arm), slightly tougher (no death on ST loss. Its a light so legging is still how you die though), slightly better PPCs (splash.. damage score padding.. yay?) and about 20% more cooling from additional DHS. (PNT = 2.3h/s ADR = 2.8h/s)

Its a good start. Id still say the Panther wins the matchup, but only very slightly now (though bear in mind this is the worst panther.. not really coming close to comparing to the 9R with 2xPPC, but thats more an issue with clans having no standard PPC tbh)

Warhawk:

Its.. ok. Itll help, but im bumping my head into a problem that annoys me enough ill probably still keep it shelved, which is that the entire point of having weapons mounted in crappy low slung arms is that you gain lateral arm movement, making snap shots and tracking faster targets a bunch easier. The way i do that at the moment is to have 2xERPPC in the left arm, and use the WHK-B right arm with 2xLPL in so i can have a LAA. These quirks dont allow that really.. well they do, but they limit you to 7.5% velocity and 4% heat rather than 15 and 8. I see why its been done this way, but it sucks (and the best fix imo would be to add a LAA option to either of the WHK-Prime arms). A Warhawk that cant move its arms laterally is pointless to me unfortunately.





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