Knyx, on 07 April 2015 - 03:12 AM, said:
still failed to fix the core issues of each mech.
this is the issues, most got quriked, but the majority of eal issues were not really fixed.
arms, yar and turn rates and angles? 4% srm/lrm spread? does the average pilot with his aim even have any effect off this? Wow, it got quriks, because someone decided to quirk them, but much sense was not in the most of them.
John McHobo, on 07 April 2015 - 03:12 AM, said:
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?
the Nova's issues are differnt ones.. yes fully laserboaring is hot. It should.
But:
the CT and leg quirks made prime and S pointless, because nonsense quirks and less mobility than A and B variants.
So with the issues the Nova has, no one is going to choose prime or S if he has some understanding about how this turns out.
The Nova as a dragon like CT but only got 8hp, while some arms even got 26. But what for? with soemwhat aim you cna easily hit the ST or CT, so all the arms buffs are pointless. So again an issues adressed was quirked but not in the right way, better would ahve been 12 HOP across CT, ST, arms. or even 15. But the legs? They never needed some.
@Widowmaker
yes the 2 PPC adder, maybe, but lets be hones, look a the base adders, which one would you chosse? I see currently no reason why on ANY adder I want to built I should not use a prime CT+legs. The problem of many quirks is they either do not adress the issue of a mech, or they do not differ in importantance.
compare them:
ADR Prime:
25% acc/decc
10%reverse speed.
ADR-A
10%Acc/dec
12 turn angle
10%T-yaw rate
5%reverse speed
ADR-D
10%Acc/dec
6 turn angle
20%T-yaw rate
ADR-B
10%Acc/dec
5% Turn rate
Turn rate speed 5%
So no idea why but the reverse speed and acc/decc are vital for popping maneuvers.
The turn speed may be iportant for srm circling and running between opponents.
Which makes:
The prime having usage for pooping over the A and D. because angle rates? lol pitiful till nonsense.
The B having the advantage on circling over the A and D.
B and prime, compete on the situation. But A D ? they compete about the place they gather dust in the mech hangar.
So this chocie is by raw comaprison, with no other mechs than itself already a rather no brain decision.
Same for missiles. if you use a build with only 2 M in use, 4%(8) spread, vs 3%(8) velocity? Hmm, honestly, both values are so low, they will not even be my motivation to choose one of them. Simply the question if I want my M in the arms or Torso is way more meanign full than any of these two quirks.
same for PPC's I will palce them in CT. because thats what matters more than the quirks at all. yet 15% heat gen on the arms is decent enough to choose the arms as well. So I will miss the acc/decc rate ot the priems 8-set. But honestly, higher more save torso location for hillpopping of my PPC's vs 2,5% acc/decc that the prime set brings? thats very much a no brain decision vs the arms. Yet I will not run the ADR-A for the setboni, because 15% PPC heat and velocity vs 4turn angle and 2,5% yaw rate? Again a no brian decision.
So in the end on many clanquirks we have gotten, half are meanignless at all, because they are either outclassed by other pods, or can't compete with the decision of the hardpoint location, because the "gain" of the quirks is less than the gain of hadpoint locations.
So a 2 laser, 2 Missile Adder will not be choosen by the pod quirks, it will simply chosen by my favour of the M's being in the Torsi or Arms. because 4% cooldown or 4% heat gen, or 6% duration are so tiny and meaningless. Same for the missile spread or velocity.
and non of these quirks, make the mech really more appealign or better at all except maybe the PPC quirks.