

Quirks: Your Least Favorite!
#241
Posted 15 May 2015 - 07:30 PM
#242
Posted 16 May 2015 - 11:28 AM
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
Posted 16 May 2015 - 02:42 PM
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
Posted 16 May 2015 - 04:21 PM
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
Posted 16 May 2015 - 05:40 PM
My least favorite quirks are the ones PGI throws in to shake up the meta and sell more mechs. Just STOP!
#246
Posted 16 May 2015 - 07:59 PM
#247
Posted 16 May 2015 - 09:11 PM
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
Posted 17 May 2015 - 08:59 PM
Quote
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
Posted 19 May 2015 - 06:35 AM
#250
Posted 19 May 2015 - 06:43 AM
Thanks to todays patch.
#251
Posted 19 May 2015 - 12:56 PM
B8hunter, on 19 May 2015 - 06:35 AM, said:
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
Posted 19 May 2015 - 01:22 PM
#253
Posted 19 May 2015 - 01:57 PM
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
Posted 19 May 2015 - 02:45 PM
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
Posted 19 May 2015 - 05:40 PM
#256
Posted 20 May 2015 - 09:05 AM
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
Posted 20 May 2015 - 11:00 AM
#258
Posted 20 May 2015 - 12:40 PM
#259
Posted 24 May 2015 - 05:40 AM
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
Posted 24 May 2015 - 09:52 AM
Maik Hawkins, on 24 May 2015 - 05:40 AM, said:
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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