Quirks: Your Least Favorite!
#261
Posted 25 May 2015 - 06:17 PM
#262
Posted 25 May 2015 - 11:56 PM
Modules should be enough. Weapon quirks are either totally senseless or overpowered. Instead of those quirks, wich will never aquire a good balance, pgi should work on the mechs at all.. hitboxes and so on.
Remove weapon quirks!
#263
Posted 26 May 2015 - 06:45 AM
#264
Posted 26 May 2015 - 07:39 AM
#265
Posted 26 May 2015 - 08:33 AM
It is almost impossible to trade with experienced and accurate IS warrior using cERLLs. "Quirks" practically nerfed certain weapon system on those two chassis, it is no longer viable (on those two) comparing to Med range "laser-vomit" builds and thus reduced (already limited) customization options.
Punish "overperforming" mechs with additional heat 'negquirks', or decrease damage by one point on some overused weapon systems. (cERML/cLPL/cERLL)
Edited by MechB Kotare, 26 May 2015 - 08:35 AM.
#266
Posted 26 May 2015 - 09:05 AM
I don't like the quirks on the King Crab KGC-0000. The King Crab was designed as a ballistic platform, but the KGC-0000 has no ballistic quirks. I'd rather the missile and energy quirks were traded for AC/20 heat reduction.
Edited by Chuck Corneliusson, 08 June 2015 - 10:25 AM.
#267
Posted 26 May 2015 - 09:37 AM
1. Weapons Quirk
There should be NO weapons quirk. All weapons regardless of “type” should be same (in regards to their nature.)
For example, lasers should not have a different quirk based on size or type of lasers such as duration or whatever quirks have been assigned to them.
There is no sense in making a weapon quirk “OP” for a mech. A weapon regardless of type should not be OP. The player should be OP.
2. Mech Quirks
Mechs “could” have quirks assigned to them, however if the “hitboxes” on all mechs are “fixed” to me, that is a better solution in regards to mech quirks.
To be honest, some mechs are not playable. Not ALL mechs should be played that were designed.
To ensure that all mechs are played would be to make all mechs equal, this cannot be the case, due to tonnage, amount of firepower, amount of armor, etc.
“Could”
Since there are four categories of Mechs, Lights, Mediums, Heavies, and Assualts, assigned a standard Quirks (IF quirks are needed) for each categories.
For example, take the Light Mech category, have a basic quirk for that entire group and so forth for the remaining three groups.
Within each category, the tonnage can be a limiting factor for the quirk. Therefore, in the Light group, from 20 to 25 or 30 tonnages, there will be a set “quirks”.
This will help out those really Light mechs. Scale down the quirks for the rest of the “light mech” tonnage (25-35 tonnage has a different set of quirks assigned to them) .
Medium Mechs, apply the same principle. On the lower end of Medium mechs, apply a set of quirks, that is different to the “heavier” medium mechs.
Quirks are not to ensure that ANY mech becomes “OP” but to at least ensure that any mech CAN be played in MWO. For example, if a light mech comes up against a StreakCrow, that light mech will die, not the StreakCrow.
Why should the StreakCrow be “de-quirk” because it can load ssrms 6? Why should a Light Mech be able to take down a 100 ton mech, due to “quirked” lasers build?
I think that “quirks” are a negative aspect of MWO. Since we ALL have seen a “Quirk” today is OP tomorrow, until a “De-Quirk” are installed in the next patch.
Let the Pilot of the mech be the “OP”. For instance, if a pilot has a “favorite” mech that he/she pilots for xxx amount of hours, games, kill/ratios extra, then “reward”/”quirk” that mech with that “loadout”.
Not make it “OP” but for instance, that mech/loadout would earn extra cbills, (or if it’s already a Hero/champion) then extra modules, such arty strike or cool shot, once that mech has reached a certain point.
Earning “extra” every so many kills, or wins, etc. OR if you have to assigned a “Quirk” give an increase in speed, or HILL CLIMB, however, if the mech loadout changes, then it is “de-quirked”.
Since the mech is not the same any longer. Well enough of my 2 cents…almost, my LEAST quirk, just pick anyONE quirk will suffice. Thanks!
#268
Posted 26 May 2015 - 01:59 PM
Chuck Corneliusson, on 26 May 2015 - 09:05 AM, said:
I don't like the quirks on the King Crab KGC-0000. The King Crab was designed as a ballistic platform, but the KGC-0000 has no ballistic quirks.
In actual practice, my Jagermech-S with 4xAC2 and 4 small lasers wasn't too hot, despite what the mechlab numbers say. Splitting it into two separate fire groups allows you to manage any sustained heat problems, at least with DHS and an XL255 engine.
Part of the problem if you ask me is the ghost heat scale...like flamers, as you keep firing your heat per shot starts increasing on an exponential curve; that can be mitigated by slowing your shots down a bit, though - and it's not likely you'll be poking for that long anyhow...but it does feel awful strange.
Using 4ML with it definitely was a bit too hot though.
I agree about the King Crab-0000 too - it's like they're begging you to strip the arms of equipment & possibly armor, and go 4 lasers + 4 missiles, which admittedly is quite favorable given the hardpoints. Just seems real weird to me.
Edited by Telmasa, 26 May 2015 - 02:00 PM.
#269
Posted 26 May 2015 - 03:50 PM
Edited by Choppah, 26 May 2015 - 03:51 PM.
#270
Posted 27 May 2015 - 12:49 AM
Like making a mech that uses mainly lasers (eg. Timber Wolf TBR-Prime or TBR-A) have penalties when mounting lasers. That's just silly.
Its like penalizing, say, the awesome, witch uses mainly PPC's, for using those PPC's, or penalizing the NOVA for using lasers... makes no sence whatsoever...
Penalizing a mech's bread&butter is no good..
If you need to balance stuff, that is not the way..
Edited by Vellron2005, 27 May 2015 - 12:49 AM.
#271
Posted 29 May 2015 - 12:12 AM
my "least favorite quirk" is, that most quirks force a mech into only one viable direction of a built, especially when it has quirks for a spacial weapon. So you completely loose the flexibility of a mech and its different hard points. Because if you don't use the quirks, than you can't compete with the mechs that make use of it. So to avoid that, one has to quirk all the other possible weapons seperately too, so that they can compete with the rest and you don't loose the flexibility. I know that this is a bit of work, but it would be consistent.
And as some people already said before, the "weapon travel speed quirk" (don't know the exact name atm) is nice for some variants, but you always have to adapt your aiming when you change to another mech with different quirks for that weopon.
#272
Posted 29 May 2015 - 12:35 AM
as i posted in other post i don't like ANY Quirk and i want them to be removed. Sure there should be a way to balance a mech but that should be the normal stats. In addition i find it ridiculous to give some Mechs such high Quirks like +25% or more.
I for myself like the Idea of having the Battlevalue, as it is used in the Tabletop. This will balance the game better so all the Meta that is used can't be used in such horrific numbers. The Battlevalue of a Mech is not only calculated by the tonnage but also by the mobility, the Weapon loadout, the Upgrades it uses and very important the weapon hardpoint position.
For example a Jagermech has clearly better hardpoint positions than most of the mech with long arms so it can fire out of covers much better.
So and how does battlevalue work?
The team has for example 20 000 BV points and that must be shared between the whole team. A Madcat has a BV of 2600 for example, so you cant take 10 of them into battle and other teammembers have to chose lower BV Mechs. A Atlas may have a BV of 1600 so they can take more of them into battle. That evens out the firepower of the clans versus the IS one.
Sure some people may complain this will make 1 or 2 mechs very strong in a game but many others normal and some weak. But this is how it works in almost every game. You get 1 or two hightier vehicles many medicore and some lowtier.
The point is, right now the quirks make the game very uneven, you can't say "Oh, theres a mech with only medlasers, i try to stay out of range" because this mech may have a god damn 50% more range quirk so it's almost impossible to estimate the effektive range of a targeted mech.
The qirks also made many middle tons mechs stronger like heavys, which is some kind of stupid. Du to the small map designs with more cover than open range you can't use long range mechs to defend of the rediculous meta builds with 6+ med lasers of the IS.
The whole story short: Remove the quirks, remove the nerfs on the clan tech and implement the BV-rating of the tabletop game. No need of tannage limits anymore, no need of the 3,3,3,3 limit and no need of buffing any mechs.
#273
Posted 29 May 2015 - 01:21 AM
#274
Posted 29 May 2015 - 02:29 AM
Cabal668, on 29 May 2015 - 12:35 AM, said:
as i posted in other post i don't like ANY Quirk and i want them to be removed. Sure there should be a way to balance a mech but that should be the normal stats. In addition i find it ridiculous to give some Mechs such high Quirks like +25% or more.
I for myself like the Idea of having the Battlevalue, as it is used in the Tabletop. This will balance the game better so all the Meta that is used can't be used in such horrific numbers. The Battlevalue of a Mech is not only calculated by the tonnage but also by the mobility, the Weapon loadout, the Upgrades it uses and very important the weapon hardpoint position.
For example a Jagermech has clearly better hardpoint positions than most of the mech with long arms so it can fire out of covers much better.
So and how does battlevalue work?
The team has for example 20 000 BV points and that must be shared between the whole team. A Madcat has a BV of 2600 for example, so you cant take 10 of them into battle and other teammembers have to chose lower BV Mechs. A Atlas may have a BV of 1600 so they can take more of them into battle. That evens out the firepower of the clans versus the IS one.
Sure some people may complain this will make 1 or 2 mechs very strong in a game but many others normal and some weak. But this is how it works in almost every game. You get 1 or two hightier vehicles many medicore and some lowtier.
The point is, right now the quirks make the game very uneven, you can't say "Oh, theres a mech with only medlasers, i try to stay out of range" because this mech may have a god damn 50% more range quirk so it's almost impossible to estimate the effektive range of a targeted mech.
The qirks also made many middle tons mechs stronger like heavys, which is some kind of stupid. Du to the small map designs with more cover than open range you can't use long range mechs to defend of the rediculous meta builds with 6+ med lasers of the IS.
The whole story short: Remove the quirks, remove the nerfs on the clan tech and implement the BV-rating of the tabletop game. No need of tannage limits anymore, no need of the 3,3,3,3 limit and no need of buffing any mechs.
A wholehearted +1
This sollution fixes more issues than just quirks.. it also fixes the 3,3,3,3, stupidity..
You don't have to call it battle value.. call it dropdeck tonnage, we don't care..
This also makes it easy to "nerf" or "buff" a mech, by changeing its value without messing with actual gameplay performance..
It puts the power of the NERF in the hands of the players and drop commanders, not the Dev's..
Not to mention that it would make CW more interesting and dynamic if we didn't know how many assoults or lights they have left.. so more tactics even before the drop!
Edited by Vellron2005, 29 May 2015 - 02:33 AM.
#275
Posted 29 May 2015 - 02:59 AM
#276
Posted 29 May 2015 - 03:33 AM
EDIT: that for the record promotes un-creative "meta" playstyles and builds.
Edited by jaxjace, 29 May 2015 - 03:33 AM.
#277
Posted 29 May 2015 - 03:52 AM
Least favorite quirks? All of them. Never should have been implemented in the first place.
#278
Posted 29 May 2015 - 05:21 PM
Thrudvangar, on 25 May 2015 - 11:56 PM, said:
Modules should be enough. Weapon quirks are either totally senseless or overpowered. Instead of those quirks, wich will never aquire a good balance, pgi should work on the mechs at all.. hitboxes and so on.
Remove weapon quirks!
I think mechs that were specifically built to house a specific weapon system as their primary weapon (i.e. Hunchback 4G) should have the specific weapon quirks attached to it, but otherwise any quirks given to a mech should be general level stuff and that's it.
#279
Posted 30 May 2015 - 06:04 AM
ERPPC
GET RID OF THE ER PPC QUIRKS AND REPLACE THEM WITH Sutiable ENERGY WEAPON QUIRKS FOR THE PANTHER!!
Seriously PGI you believe that running 1 ER PPC or 2 ERPPC's with a really small engine on a LIGHT mech is a GOOD IDEA?
YOU HAVE TO BE KIDDING ME!?!?! Please MODS go try and play the panther with your build ,and see if you can even break 100 damage in a semi competitive match.
THE PANTHER IS WORTHLESS WITH THIS QUIRK. GET RID OF IT
PNT-8Z Quirk
LARGE LASER
LARGE LASER on a panther?!?!
Again I beesech you fair PGI mates to go play a panther with just LARGE lasers, because that is what you would have to do to get the most out of this quirk. If you even put one LARGE laser on the mech you have to slow it down expenintially to be able to actually fit an acceptable number of weapons on it. LARGE LASER QUIRKS DO NOT BELONG ON LIGHT MECHS!?!?! Lights SPEED tank they are not made for sniping, supporting, or anything else LIGHTS ARE FOR SPEED TANKING they don't fill any other roll in the game unless they have ECM which these apparently don't.
So you have 2 options. GIVE THE PANTHER ECM, or get rid of the ridicouls quirks that make them inefficent to play, and quite pointless.
GRF 1E Quirk
PPC VELOCITY
Seroiusly a mech with 6 total hardpoints, and you give it a PPC velocity quirk?
WHAT ARE YOU THINKING?!?!? Who the heck would sacrifice actual damage output for PPC's? They take up WAYYY too many slots for how this mech is set up.
GET RID OF IT , and replace it with a Medium laser quirk that would actually fit this mech.
To be completely honest PGI you HAVE NOT BALANCED THE MECHS OR MADE THEM PLAYABLE WITH YOUR QUIRK SYSTEM
IF that was your actual intention in making quirks you have FAILED, and you have gotten individuals to leave the game because of it.
http://raksarmory.bl...urning-out.html
http://metamechs.com...-lists/is-list/
Notice how many mechs are on the TEIR1 list for IS?
Like 6....
http://metamechs.com...ists/clan-list/
Notice how many mechsa re on the TEIR1 list for Clan?
like 18 , but they are all the same VARIANT Basicaly.
What the CRAP you have to be kidding me.
QUIRKS made the mechs playable?
QUIRKS made it worth it for me to spend C-Bills on EVERY MECH?
I think not.
You have failed by giving mechs irronious quirks that should not at all be attached to those mechs, and you have made a large number of mechs unplayable at higher levels of play because of it.
YOU have discourage players from wanting to try new builds out in the game by adding this system in the game the way you did, and this has caused players to get bored with the game.
What are you going to do about it?
HOW are you going to actually fix your quirk system?
I personally believe you will ignore players like me who actually want something done to fix the system you poorly have introduced.
I personally believe you will continue to make blunders on what quirks you assign to what mechs, and it will be your downfall.
Please prove me wrong!!! I would really much so like that.
3 Quirks that are my least favorite?
The fact that there are any QUIRKS that are my least favorite is a sign that the QUIRK system you have introduced is broken, and hasn't accompished the goals that you originally designed it for.
It is a tacid admittance to saying ...
Wow we screwed up, but we don't know how we screwed up because like we don't actually understand this game we made, and now guess what we are going to ask the players where in the world we messed up ,but instead of giving them a large forum in which they can discuss how MESSED UP the system we introduced into the game let's try to limit it to just 3 quirks, because if we actually added a FORUM that had EVERY MECH in it for players to crituqe us we would have to do a lot more reading, and admit that WE HAVE NO CLUE WHAT WE ARE DOING IN REGARDS TO BALANCING THE GAME THAT WE CREATED.
Now these words might be harsh, but I am sure if you read them and let them sink in they might actually help you realise how badly you have messed up with introducing the QUIRK system into the game.
PLEASE don't just fix 3 quirks in the whole game fix the WHOLE SYSTEM.
Yours truly,
Dardanthian.
#280
Posted 30 May 2015 - 06:07 AM
YOU FAILED WITH THE QUIRK SYSTEM AND IT NEEDS TO BE REMOVED.
ADMIT THAT ALL MECHS AREN'T Equal .
FIND A WAY TO SHOW THE PLAYERS THAT MECHS ARE ACTUALLY TEIRD.
Those are my 3 least favorite quirks.
One suggestion to fix all of it.
CREATE A TEIR SYSTEM THAT HONESTLY SHOWS THE POWER OF EACH MECH.
Edited by Dardanthian, 30 May 2015 - 06:10 AM.
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