>>>>> Yes jump jets need fixed. But they need fixed for all mechs so that is a topic for other threads <<<<
Summary for you skimmers.
1. More durability.
2. More agile.
3. More mid/short range fire power. LPL, LL, AC
4. Not a return to jump sniping or sniping at all.
5. Dragon Slayer will never be made a top tier sniper again by PGI so give it other weapons quirks so it can be useful.
Ok just wanted to start talking about Victor quirks. My desire is something that would make it better at the new mid range meta with its limited hard points but not give us ppc sniping again. I would also like the quirk foster a fast and agile Victor. The Victor is supposed to be a fast and agile 80 ton assault. Not a slow and lumbers under armored assault. It should be competing in the 70-85 ton range of mechs.
OK lets face it the main thing is if people are going to play it it need to offer something when comparing it to the TW. Since the TW is the standard all mechs in this weight range are judged by. And no it does not have to be as OP as the TW but just offer something in relation to it.
Here is what I think would work balance wise so that people play it but its not OP and does not brink back the front loaded PPC/AC sniping.
1. Make it more durable than the TW. (I think this should be done to IS mechs in general.) It is already a tough mech but does need to run XL engines. With todays firepower the left and right torso get shot out very quickly even when twisting etc. So lets give it GOOD left and right torso armor quirks. Even maybe a small center toro quirk.
2. Give it agility quirks since it is supposed to be agile. The Victor is limited on hard points so it tends to make you take a few larger heavier weapons. This in turn makes you take a smaller engine. And pretty soon its not fast and agile any longer its just under gunned and slow or average agility.
3. Give it more mid range and short fire power. This is where it is set apart from the TW and other Clan heavies. It will have a shorter duration but also shorter range. But with quirks it the heat and cool down will be reduced. So the Clan mechs will be better at long mid range range but the Victor will be better at a shorter mid range. (Compared to typical laser vomit Clan mech.). There does not have to a huge difference in range to make this work.
How to do it.
Dragon Slayer and K. Both of these mechs have three energy hard points. This is important now that IS mechs do not get ghost heat on 3 LLs or LPS. So lets give these mechs really good quirks for energy heat, energy cool down and a bit of range but not over doing it. This will give it a good solid short mid range punch. The LPS work really well here with the right quirks. Next lets give them a little bit of AC quirks and SRM quirks. This helps fill out the fire power on its limited hard points but at the same time leaving it open to many builds.
If we do this to the DS and K we will have nice mid/short range mechs that do not break the game.
Next the B. The B makes most sense as getting good UAC5 quirks and Laser quirks. Yes you could give is UAC5 and PPC quirks also. Personally I would rather not but hey lets see what happens.
Finally the S. The S is already a good brawler but just short range and lacking a bit in durability. I think just the changes to durability and agility is all it would need.
OK so there you have it. New Victor quirks that make them a real option to take in the 70-85 ton mech range without being OP.
Edited by XX Sulla XX, 10 April 2015 - 08:03 PM.