![](https://static.mwomercs.com/forums//public/style_images/master/icon_users.png)
![](https://static.mwomercs.com/img/house/piranha.png)
Quirks: Your Least Favorite!
#321
Posted 02 July 2015 - 12:34 PM
#322
Posted 02 July 2015 - 10:31 PM
SpiralFace, on 22 April 2015 - 05:34 AM, said:
If this was the case, only a few quirk options would be consider relevant enough to be sought out by the "competitive" community.
At the end of the day, this is a battletech licensed product, and the game should at least respect that heritage for those that DO want to play to it.
That being said, I fully agree with your statement that stock load-outs are terrible given the current game mechanics. And if anything, the mechanics should change to at least widen the field to what is actually considered viable. (not make stock mechs viable, but just a wider range of what is considered viable to include a much more diverse lineup then what you currently see in the game.)
I think it would be best if it goes like this...
For eg, you know how quirks atm have 2 main types. Generic and Specific? right?
For eg...
10% Energy heat reduction.
(+)10% Large laser heat reduction
Well I think for eg a primary weapon of that mech or weapon type should get the same % as the main quirk, and the quirk based on hardpoints/ not on the mech/ secondary weapons get about 50-75% of the quirk... for eg...
"Catapult K2"
10% Heat reduction for energy
10% heat reduction for PPC
5% heat reduction for Medium laser
or instead of medium laser... it is say "Medium pulse laser", or "ER PPC", etc...
This way it supports more then 1 weapon of the weapon type (for eg you do not need to boat X weapon on said mech) and also can support both lore friendly and more competitive/ matching quirks. As we all know not many people want to run a LRM 5 on a locust. So an SRM specific quirk will be applied as a minor.
#323
Posted 02 July 2015 - 10:39 PM
DaFrog, on 02 July 2015 - 09:17 AM, said:
Those mechs were not originally created for mech warfare, they are anti-aerial platforms.
They throw flack to cover the skies. The variants were adapted to make them kind of good at mech combat, but it should never compete with their class equivalent at that.
So any quirk that turns a black jack into a hunchback or a jaeger into a thunderbolt should be strongly revisited.
From memory not a signle catapult has a ballistic weapon as a main besides MG's on say a K2 and such...
Rifleman, blackjack, and jagermech are good and mainly had the idea of anti aircraft in mind... but it doesn't mean they are bad at mech combat... look at IRL AAA, AA, or SPAA.... most of them rather it be WWII or modern day is as effective killing tanks as it is at shooting down planes.
#324
Posted 04 July 2015 - 04:59 PM
#325
Posted 07 July 2015 - 03:23 AM
-Dragon 1-N, cooldown reduction 5-10% less
-Thunderbolt hitbox registration correction (sometimes you hit RT and LA is damaged ( is it why they are so tanky ?)).
-Boost to all t5 mech 5% on current quirks
- Victors, highlander, shadowhawk need 5% more quirks on current.
- Think about a way to reduce minimum heat sinks on lights (maybe 30tons and less). So they can run different builds (not only laser boat (i know there's srm mechs who have 30%+ quirks that work)).
general game balance:
-Balance Regular matches by tons, and balance mechs by tons (i know it scraps everything). But you cant balance the game if you power quirks 60tons to make them comparable to 75tons and then make games with ton caps... (and putting cw 1-1-1-1 isnt viable (ppl just wont play))
#326
Posted 09 July 2015 - 07:08 PM
They just promote stagnant gameplay because people feel forced into using the quirk. Everyone ends up driving the same mech loadouts and it creates boring gameplay and limits mech building creativity FAR MORE than slot size limitations ever would have.
Edited by AC, 20 August 2015 - 07:19 PM.
#327
Posted 19 July 2015 - 03:38 AM
The same for the other Awesomes...
Pretty Baby needs a better Large Laser cooldown and duration quirk because of the lack of hardpoints. Only 2 Large Lasers are to less since a light can equipthis too.
#328
Posted 02 August 2015 - 10:33 PM
AC, on 09 July 2015 - 07:08 PM, said:
They just promote stagnant gameplay because people feel forced into using the quirk. Everyone ends up drying the same mech loadouts and it creates boring gameplay and limits mech building creativity FAR MORE than slot size limitations every would have.
This, 100%.
I believe every weapon quirk should just be rolled into it's parent category, it promotes diversity in an environment flooded with meta-builds. I'd also support a strong reduction in quirks for buffs to IS weapons in general, another way to get a better mix of builds.
I'd also like quirks to be slot dependent, but let's just start with the simplification and see where that goes.
#329
Posted 03 August 2015 - 01:01 AM
I would prefer the Narc quirks be removed from the 3L and replaced with more med laser or SRM quirks.
And btw, putting Narc on a 3L is about the dumbest thing I have ever built here. Narc itself is somewhat useless - not enough ammo per ton (12) , too dependent on having LRM support, too much ECM coverage to make it count for anything, and can be shot down with AMS. Throwing it on a Raven 3L that is already starving in damage output is madness.
#330
Posted 03 August 2015 - 10:03 AM
Arctic Cheetah: A nerf to the quirks. The Arctic Cheetah is already very strong simply due to its concept: a fast, lightweight engine that can survive the loss of a side torso, access to the lightweight clan missile pods and high powered clan lasers, and ECM and lots of Class V jumpjets to top it off. It's the perfect light mech even without those agility quirks.
Executioner: Adding good quirks. This mech is a great concept, but without quirks it is gimped, since it spends a lot of its tonnage on the heaviest variants of jumpjets and masc. Not to mention quirks would mean more differences between pods besides just different hardpoints.
Edit: changing the third suggestion to a different one
Ebon Jaguar: Adding a mix of positive and negative quirks. This mech is one of the most efficiently built chassis in the game. It has the most free tonnage of the 81kph big clan mechs. I would like to see quirks to differentiate the different center torsos, arms and side torsos with similar hardpoints, and legs, while not overpowering this mech any further: what might work is to have the side torso with the most energy hardpoints carry a slight nerf to energy weapons and a slight structure bonus, while the one with less energy hardpoints could go unchanged: or the leg variants could have one that is unchanged, and one that goes in reverse faster than normal but has slightly less armor than normal. Giving certain omnipods quirks, but making all the good quirks come with slight drawbacks, would make the mech more customizable, while retaining its overall balance.
Edited by Top Leliel, 03 August 2015 - 10:17 AM.
#331
Posted 10 September 2015 - 02:11 PM
#332
Posted 14 September 2015 - 01:36 AM
#333
Posted 14 September 2015 - 08:29 AM
IE: "15% gauss cooldown" makes it unfun for more than a few people while "10% ballistic cooldown" helps anything from LB-10X to AC/2 to Gauss.
#334
Posted 14 September 2015 - 10:52 AM
For example, I’ll use the worst offender in my garage, the unloved Locust 1V.
My favorite setup pre-quirk was:
1 MPL
4 MG
BAP
AMS
Chasing spiders after disabling their ECM and pelting them with MPL shots is one of my favorite things in the world.
Now with the quirks, it makes no sense at all to carry anything other than the ERLL.
So my post-quirk setup became:
1 ERLL
3 MG (because less than that is totally worthless)
To make this platform viable (and flexible) again, I would like to see a straight- up Energy Weapons boost (it’s only going to mount 1 of whatever, anyway), and a Ballistics Weapons boost because the Machine Guns need it, and you’re not going to be able to fit anything else on there. Why does it have to be an ERLL? Why not a single ML? Or a Flamer if you're a crazy person?
Overall, I’d like to see more weapons family boosts (ER, Standard, Pulse, or Energy, Ballistics, Missiles), and far fewer weapon-specific boosts.
Right now, if I see a Locust 1V, I know it has an ERLL. If I see a Catapult C1, I know it has LRM 15s. The Grid Iron has a Gauss Rifle. The Victor will have PPC and Gauss.
A few other notes:
The Raven 3L is a pretty good combat machine, and I’d love to see it get some real damage bonuses. However, I’d like to see something that discourages people from putting ERLLs on it. Better still, give it something that helps its role as a scout and ECM platform – maybe a TAG range bonus. Targeting range, speed, lock hold time, anything. The NARC bonus as it stands (even as good as it is) is not enough for me to sacrifice the extra space and weight for a NARC.
In my Raven 2X, it is silly to take anything other than LLs and MLs, and waste the good bonuses, but my favorite setup involves Pulse Lasers. I’d love to see them boosted, but I’ll admit it was a tiny god during that quirk period where PLs were seriously buffed. That was too much. But so much fun!
In the Catapult K2, my favorite setup is MPLs and LB-10X, but the specific bonuses went to ML and PPCs.
The Ilya AC5 buff is nice, but not enough to make me take the UAC5s off.
My Battlemaster 1G got a 20% PPC Velocity buff, but only carries LLs and MLs. (with a pair of AC5s)
The Jenners have a good example of one being designed for standard lasers, and one getting the pulse bonus. I have one kitted out with all MLs, and another solely with MPLs (a third has MLs and SRM). They're both fun, and I don't feel like I'm losing out on anything with either one.
#335
Posted 21 September 2015 - 07:51 AM
#336
Posted 27 March 2016 - 01:11 PM
I am here advocating mostly for the Zeus but also in part for the other IS 80 tonners (Awesome, Victor) they are all down in tier 4,5 except for the zeus 9s which is still a wimpy tier 3. as I have said before they all have poor hardpoint locations and in general very mediocre quirks. Im just hoping to see a bit of a buff to these 3 mechs to make atleast 1 or 2 viable 80 ton variants for cw.
I think a good rule of thumb is give mechs with low hardpoints better quirks than mechs with high hardpoints.
#337
Posted 29 March 2016 - 10:55 AM
needs CT armor buff your as wide as to double doors.
Also because of how wide the treb is its srms need a -spread to srms hopefully this will allow it to do as well as griffins, wolverines.
Example I believe the treb 5n actually has the - spread to srms even tho it only has two missile slots so why not allow the LG to have this quirk? A - spread quirk would help the treb LG towards being on power with griffins and wolverine which do not suffer since there missiles are all in one location.
The Treb isnt 55 tons artemis simply is to much for this mech. If not I suggest
Giving the Treb something what I do not think has been done before a large buff to range on srms something to make the treb different to other meduim srm mechs. - trebs are meant to be good at missiles in lore anyway so show this.
If not at least up the -heat to srms for it.
I saw a comment before about the Treb 3c and agree because of the engine cap of 390 something should encourage a player to use its speed. I mean the 5n and the 3c are pretty much the same mech, something should be done to break them apart.
#338
Posted 29 March 2016 - 12:50 PM
In general I dislike weapons quircks. I believe quircks should focus on info warfare, speed, durability and very sparingly on weapons.
That said, I would love it if velocity quircks were replaced with an actual buff to the velocity of ballistics and PPCs. If that happens then replace those quirks with quirks for PPC RoF or range.
I also feel like in the place of structural quirks I would really like to see some mechs with no structure quircks get some hefty firepower quircks. As an example for the Rifleman maybe an insane RoF bonus to some ballistics. For the Awesome negate it's ghost heat penalty when firing multiple PPCs and boost its range or RoG when using said weapons. Make some mechs into glass cannons that are actually deadly.
#339
Posted 31 March 2016 - 07:48 AM
Its not because it is the most unlogical one, but because it actually lowers the change for getting a good hit instead of increasing (which is the intention I guess).
You always have to get used to the different speed before you can really use the weapon, and when you are like me and always change mechs you have no chance.
I also dont like the weapon range boosts for big weapons for the boats. It is one thing to give more range to small or even med lasers, if the mech can only carry 3 of them. Range boosts should only be there to underline a certain role or help weaker mechs (like an all-LLas boost for the MG spider).
#340
Posted 20 April 2016 - 07:26 AM
3 user(s) are reading this topic
0 members, 3 guests, 0 anonymous users