I had been tinkering with some of the omnipod quirks from the new/current batch... just trying to optimize a bit (it's a PITA... but for a min-maxer, it's kinda fun and expensive).
The only KNOWN use for that is to increase the max reverse speed cap for mechs... as this was initially introduced to MWO when the Phoenix Pack was released (Oct 2013). However, we didn't have UI 2.0 (and it sooooo works as intended right?) so it was hard to get the info that was needed.. at least for me.
Now we have the opportunity to understand this feature.... for science.
So, I'll briefly explain the quirk in 3 parts... because it's magical.
1) Background - Did you know the Hellbringer is as agile as the Timberwolf (and the Nova, Summoner, Maddog, and Gargoyle) w/o quirks?
2) Usage - Who is your quirk daddy and what does he do?
3) Thoughts - Whose bright idea was to link speed to all this stuff?
1) Background - I'm doomed with writing all this stuff
One of the things that has been often mentioned, but often not understood is how speed is related to a lot of other things in MWO... where the not-speed tweaked AND not-quirked IS Mediums that run @ 81 kph are "as agile" as the Clan Heavies that run @ the same speed.
This is honestly why they needed many different quirks (mostly torso twisting) to compete. The speed directly controls Acceleration, Deceleration, Turn Speed, AND Torso Twisting (including Arm movement - there may be more that I'm not aware of though).
I can't say that I like this design as MW4 proved that having various and different attributes allow uniqueness in a chassis. A 81 kph Light is technically the same agilitywise as a 81kph Medium, a 81kph Heavy, and a 81kph Assault (like the Gargoyle). It's sad but true.
So, if you thought the sub-250 trudub issue was a problem, this is just one more issue on the table.
Reverse speed is usually 2/3 or 66.7% of the mech's top speed. There are exceptions to that rule... particular the Phoenix Pack Lights... where they are 75% of the mech's top speed.
This is listed as +12.6% reverse speed in the UI. To calculate this...
.667 [aka 66.7%] * (1 + .126) [reverse speed bonus) = ~.75 [aka 75%]
When you increase the reverse speed... I suggest you look @ the mouse hover over graphs that the mech has. The easiest comparison is to compare the Hellbringer and the Timberwolf for confirmation of them "being the same" statwise (although, please don't use the Timberwolf-S as that has negative torso twist quirks, and will obviously have a slower torso twist value).
Anyways, Compare the Commando-2D to the any other Commando that is not the Death Knell.
For the Commando-2D, you can see the speed on the X-axis in the graph change a bit when it hits the "2/3 speed mark".
The Commando-1B (as an example) has that graph "moved over" a bit towards the right.
Remember how Reverse Speed is 2/3 of the max top speed? When quirked, the "top speed" is "moved over"... towards where it would be "75%" top speed. Compare the graphs.
Everything else seems to revolve around the new 75% value, instead of the previous 66%. This implies that you'll get indirect benefits for other aspects (accel, decel, and turn speed).
I could be totally wrong (it wouldn't be the first though), but the mech becomes more responsible as a result.
I wrote a long while ago about trolling in Commandos... and while I did have tons of fun (trolling bad Lolcusts w/o quirks), I had thought most of the benefits could be attributed to a large engine (I did use the bigger engines)... I think the increased agility is actually more contributed to the Reverse Speed tweak.
Since the game is built completely around a formula for the all things I've mentioned, it might not be farfetched that this isn't a placebo... rather Reverse Speed quirks actually makes mechs more agile. The Adder gains the greatest benefit (up to +15% reverse speed).... not that will make it a lesser Badder.
So, how do we use this?
2) Usage - Who doesn't like Mr. Pototohead?
It's easier to test out with the omnipods on the legs... since a number of the quirked clan mechs have said quirk. Just add the appropriate omnipods on the legs, and you can see the graph "shift over" to the right side a bit more.
If you are an IS user, you should use smurfy's to identify mechs that have said quirk... like the Urbie or some of the sub-35 ton Lights. It is somewhat night and day depending on the mech and playing it for a bit. Of course, you could always find a few outliers (Highlander-733P, Highlander-732, Trebuchet-5J). So... it's a limited set, but I'm sure there will be more soon.
What does this all mean for the future?
3) Thoughts - I thought the acceleration quirks were exciting... and the Gargles...
While these quirks don't mean Clans OP in any way.. it does make many of the bad Clan Mechs a bit better. On the other hand, the Mist Lynx is still a terribad mech... and in need of its own separate thread. Regardless... this is a better boost for agility that is well needed, but you need to commit to 5% (both leg omnipods or CT-based quirk) to make it useful. Who would have thought a quirk that only increased the Mist Lynx reverse speed slightly (like 2kph or so) would actually be more useful in disguise?
Ironically, I did the research with the Adder (it has the best reverse speed quirks) when I wanted to optimize.. and found the graph fascinating... and I needed/wanted to manipulate that further.
Go figure right?
Note: As an aside, the future speed loss nerf when losing a Clan XL side torso will inevitably affect all of the above... like what legging does to a mech... where reverse speed quirks can still mitigate the effects (reduction in accel, decel, turn speed is the result of an altered top speed), but moving @ 40kph (sub-Dire Wolf speeds) or 50kph (with the lame speed retention module) will still be a drag.
Constructive comments and feedback appreciated. Let me know if I'm actually talking about a placebo or if that I'm not actually talking out of my arse. Thanks.



























