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Quirks: Your Least Favorite!


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#241 Mirkk Defwode

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Posted 15 May 2015 - 07:30 PM

All weapon specific perks. They take away from the player's ability to be creative in the design of their mechs.

#242 Surn

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Posted 16 May 2015 - 11:28 AM

The only quirks I really dislike are energy range without energy duration or energy heat generation. For instance the Zeu 9S has 20% ER Large Laser Range... and cooldown.. but no Duration OR Heat Generation. This means the mech's roll is tenuous at best.

I use a 5 ERLL version effectively vs noobie CW groups that can be intimidated, but it is useless for comp ( which I do not participate in at this time) or when facing a good 12 man team. It just can't play to its potential.

I sincerely hope the new Zeu or GHR gets a combination of quirks that will make it useful in CW play. The dream (OP) combo would be 25% ER-LL Range, 15% Energy Heat Generation, 15% Laser Duration and an Acceleration / Deceleration Buff of about 10%.

Edited by MechregSurn, 16 May 2015 - 11:28 AM.


#243 Torchfire Katayama

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Posted 16 May 2015 - 02:42 PM

Least favorite quirks atm or the quirks gimping the clan on Tues, We already have lasers that burn twice as long as the IS counterparts now I get to look forward to three times as long? I think I can safely say that I, and many other clan players, will be parking our SCRs and TBRs, in the garage and covering them with a tarp for a long time.

The entire philosophy of the Clans is to focus on energy based weapons because they are low cost (both in terms of weight and C-Bills) and require no ammo. But now our mechs have been defanged, robbed of their primary weapons. They were already hot as hell to use to begin with. I thought that was punishment enough coupled with the long burn times.

What next? Wave III mechs released with negative quirks before they even hit the ground? Why can't we just flippin balance the weapons instead of having quirks period? Get rid of all quirks please, IS and Clan. Balance the game properly instead of applying a bandaid.

#244 Nightshade24

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Posted 16 May 2015 - 04:21 PM

Personally I can say the Timberwolf and Stormcrow quirks are my least favourite.

When I read the post containing it originally I heard that there will be quirks to differentiate between omnipods and help give birth to multiple builds for the chassis. (ie Timberwolf D getting ER PPC quirks for arms, Timberwolf prime with machine gun RoF, Stormcrow getting an LBX spread reduction and such. etc)

But instead it nerfed practically every omnipod. Which disappointed me.

#245 ZenFool

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Posted 16 May 2015 - 05:40 PM

Just STOP with the quirks. They have really gone off the range. Originally quirks were supposed to bring underperforming mechs up to par. Do I see Nova/KitFox quirks in this upcoming patch? No. Do I see Victor or Shadowhawk(both former top performers in IS now relegated to trash bin) quirks? No. Do I see ANY quirks that bring ANY underperforming mech up to par? NO. NO. NO!!!!!!!!!!

My least favorite quirks are the ones PGI throws in to shake up the meta and sell more mechs. Just STOP!

#246 Sable

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Posted 16 May 2015 - 07:59 PM

Any negative quirks specifically the newly announce negative quirks on the timberwolf omni pods. Quirks should only be positive increases and if a mech is good already without quirks then leave it without quirks. Who's going to look at a mech and see a bunch of red quirks and think yeah that looks goooooood. Trying to give you useful feedback.

#247 Mazzyplz

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Posted 16 May 2015 - 09:11 PM

someone said all structure quirks should be armor, and it should be treated like the gospel. it is the truth

yeah the weapon quirks are pretty bad! and it is true that they did not fix the broken chassis basically at all - the awesome, victor, quickdraw, all dragons except 1n... still underperformers and not adressed; just powercreep quirks that break the game

#248 Khobai

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Posted 17 May 2015 - 08:59 PM

Quote

someone said all structure quirks should be armor, and it should be treated like the gospel. it is the truth


for the most part thats true. but there are some exceptions where mechs should get structure quirks instead... for example mechs that routinely abuse gauss should never get armor quirks in place of structure quirks because susceptibility to crits is one of the only weaknesses gauss has.

#249 Mr Hunter

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Posted 19 May 2015 - 06:35 AM

The new Stormcrow quirks. Why are Lasers getting nerfed? I never see a stormcrow laser boat. I see Streakcrows everywhere 5x ssrm 6+ bap or even better lrm crows but laser vomit not so much.

#250 Mosadoff

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Posted 19 May 2015 - 06:43 AM

Finally I have an answer to topic's question.
Thanks to todays patch.

#251 Redshirt enraged

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Posted 19 May 2015 - 12:56 PM

View PostB8hunter, on 19 May 2015 - 06:35 AM, said:

The new Stormcrow quirks. Why are Lasers getting nerfed? I never see a stormcrow laser boat. I see Streakcrows everywhere 5x ssrm 6+ bap or even better lrm crows but laser vomit not so much.


Hm...i see them pretty often...especially in CW...got one myself on the prime.

But it´s nice of you to remember me on the other variants. ;)

#252 Titinus

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Posted 19 May 2015 - 01:22 PM

ok Stormcrows are probably one of my favorite mechs, I have streak boats, srm splatters but my favorite is a simple 5 laser 4 med 1 lp variant. now for having a 5 energy mech I am being penalized with a -21 cooldown and duration. my med lasers last longer than tag lasers now. my lp shoots like 5 blast over eternity. it is a simple build and has a modest alpha but it is still under high attack by PGI. I have more lasers by far in my Bj's, Grasshoppers, Nova's, Jenner's, fire starters, thunderbolts, battle masters, and more but none of them have any negatives in fact they are all positively quirked. to give a mech a cumulative -3 for each hardpoint is ridiculous and totally destroys the flavor of the mech. you give it the hard points but give it such a steep negative that it becomes pointless to use it. All this is going to do is stop people from using storm crows and move to another mech which you will eventually nerf again. I understand what you are trying to do but you are ruining the game for me and many of my clan mates. my clan had 130 members 4 months ago and we are down to less than 60 because of the way you are changing the game. its just too frustrating when something you are used to and happy with is taken away over and over again. my problem is I paid money for these mechs you are changing. it is like buying a car with the best drivetrain and the right color only to have it recalled and them switching out the V8 for a inline 4 then saying something else is wrong and replacing the whole car with a color you hate a smaller engine and saying hey you don't need AC right? please stop ruining the game for us... seriously...

#253 The Flying Gecko

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Posted 19 May 2015 - 01:57 PM

BWA HAHAHA

oh man, I haven't even tried to stormcrow yet but these timberwolves? I don't even know how to make one of these things

#254 Ceneakor

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Posted 19 May 2015 - 02:45 PM

Not too fond of the MWO quirk system. Easy to Maintain and Reinforced Legs are quirks, 50% weapon cooldown is not a quirk - it is just broken.

However should you insist on keeping it, this is what I would like to see:

No quirks + module to go over 20% ever.

Weapons specific quirks only for Mechs that were designed for a particular weapons system like PPC for the Awesome, LRM for the Longbow, Gauss Rifle for the Hollander, Flamer for the Firestarter, etc. and to a lesser extent an iconic weapon that the Mech is known for like PPC for the Panther, AC/20 for the Yen Lo Wang.

Role related quirks such as detection range bonus for scouts, armor bonuses for tanky mechs like the Atlas.

Mobility quirks for Jump Jet using mechs like the Summoner.

#255 Angel Devereaux

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Posted 19 May 2015 - 05:40 PM

The laser nerf quirks for the Timber Wolf and the Storm Crow, if you want to discourage boating lasers you should penalize per hardpoint that is actually used, there are some pods that I have NO CHOICE in taking which will give me a penalty even if nothing is equipped to it. Either change these ridiculous numbers or change it to only come into effect if the hard point is actually being used.

#256 Felio

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Posted 20 May 2015 - 09:05 AM

The Shadowhawk 2H. It's the only shawk with three ballistics, and if you don't use all three, all other variants are better.

Its quirk is Ballistic Velocity 7.5% and Ballistic Cooldown 7.5 %. This leaves three AC/2 as your only quirkable build, and it's not very good. All DPS, nothing front-loaded. Not enough free weight for SRMs or a PPC.

It should have either better AC/2 quirks or powerful machine gun quirks instead.

Three ballistics is the only "advantage" this variant has. In truth, bringing dual AC/5 or an AC/10 or AC/20, plus an extra missile or energy weapon in another variant, is better. Three ballistics needs to be made an advantage in practice, not just in the mechlab.

#257 The Flying Gecko

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Posted 20 May 2015 - 11:00 AM

Well I stripped all of my Timber-Puppies (for it is no longer a wolf). I'll be using The Hellbringer and Warhawk until you tone down that nerf to playable levels.

#258 Ano

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Posted 20 May 2015 - 12:40 PM

I know I'm late to this party, but I'd just like to add my vote for velocity quirks as my least favourite. I'm bad enough at estimating lead for targets, without the amount of lead for a given weapon varying from mech to mech. If PCCs or ACs are moving too slowly, then increasing the velocity (by a little) across the board is the better approach in my view.

#259 Maik Hawkins

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Posted 24 May 2015 - 05:40 AM

Please stop quirking around! Why did you nerf the little stormcrow, but the meta thunderbolt is dominating the whole battlefield like before? I´ve never heard that stormcrows ´re meta mechs...
Please, if you will continue quirking, then please make the nove prime playable like in releasedays - this med mech is a 12 med laser stock mech - not a running electronical barbeque!
And please please try to give the clans light mechs that can counter the is versions.

In Numbers:

1. Fix the thunderbolt to fair quirks
2. Fix the nova, make it playable again as it is in the prime variant
3. Fix the clan lights. We need up to three clan lights to counter one little firestarter or raven

in addition to that:

4. Fix the clan ac´s to single shot (not the ultra, only normal ac´s) and you will see much more ac´s in omni mechs
5. Fix the clan heatsinks. clan mechs can not fore as much lasers as is mechs without overheating . where is the wonder efficient heatsinktechnologie what the omni mechs ´re know for? Perhaps a new module for clan weapons with 4,8,12,16 and 20 percent better heat dissipation, one module per weapontype as like the cooldown and range modules?
6. Quirk up the gargoyle - try to reconfigure it - perhaps make the gargoyle like the is thunderbolt is right now? The increadible firepower (I mean the thunderbolt, not the gargoyle) is assault like! I would be a fan of it. Right now the mechs is wasted money for me, like the summoner or myst lynx.

but enough of weeping - I´ve to kill some IS mechs in the cw event (btw - the only reason for me to play cw with this balancing).

#260 YourSaviorLegion

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Posted 24 May 2015 - 09:52 AM

View PostMaik Hawkins, on 24 May 2015 - 05:40 AM, said:

Please stop quirking around! Why did you nerf the little stormcrow, but the meta thunderbolt is dominating the whole battlefield like before? I´ve never heard that stormcrows ´re meta mechs...

Exactly, like wtf there was nothing wrong with the Stormcrow and now you have ruined its energy capabilities... It was one of my favorite brawl mechs...





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