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Quirks: Your Least Favorite!
#341
Posted 20 April 2016 - 12:55 PM
#342
Posted 21 April 2016 - 09:42 AM
#343
Posted 25 April 2016 - 04:30 AM
Both systems heat and laser duration are a key factor in balancing - to reduce them is hardly a good idea.
#344
Posted 05 May 2016 - 11:31 PM
Tina Benoit, on 20 April 2015 - 10:11 AM, said:
Those of you who listened to the Town Hall on April 16th may remember the discussions regarding Quirks!
This thread is to hear out your feedback regarding your least favorite Quirks, pick the top 3 that you wish were different!
ALL of them because you introduced quirks to "balance" a game that was already properly balanced by the rules of that game. Instead of making perks to "balance" things, you guys SHOULD have stuck to the rules of Battletech and you wouldn't have NEEDED any quirks. The modules are bad enough but cest la vis. The quirks ruin what should be a relationship between lighter and heavier mechs making Locusts that can "match up" against bigger heavier mechs. They aren't SUPPOSED to be able to do that. Maybe if someone at Piranha actually understood the real game.. but... clearly that's not the case.
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.
It's STUNNING to me that that is the first time I have seen that mentioned here. It was an obvious known fact that, just like you said, Riflemen were basically anti aerofighter mechs.
#346
Posted 05 May 2016 - 11:37 PM
hardpoint Quirks!
#347
Posted 06 May 2016 - 04:18 AM
FuDawg, on 05 May 2016 - 11:31 PM, said:
It's STUNNING to me that that is the first time I have seen that mentioned here. It was an obvious known fact that, just like you said, Riflemen were basically anti aerofighter mechs.
I am so glad people like you dont make decisions regarding this game. Why even have lights as a class if all they can do is suck? Battletech is based on horrible balance, that would translate into a horrible game. This isnt TT, but a shooter-game. If you want TT, this is not the game for you. Simple as that.
#348
Posted 06 May 2016 - 04:19 AM
Quirks can be easily utilized for implementing role warfare. In a perfect world, for each mech in the weight category there's different quirks, that would play into its role. 50% of quirks should represent the role of a chassis, and another 50% of quirks should be distributed into several fields to distinguish between variants.
50_Centurion | Primary: Defense, Secondary: Mobility, Sensors, Firepower.
50_Hunchback | Primary: Firepower, Secondary: Mobility, Defense, Sensors.
50_Enforcer | Primary: Mobility, Secondary: Firepower, Defense, Sensors.
50_Trebuchet | Primary: Sensors, Secondary: Firepower, Mobility, Defense.
50_Crab | Hybrid: Mobility/Sensors, Secondary: Defense, Firepower.
50_Starslayer | Hybrid: Firepower/Defense, Secondary: Sensors, Mobility.
Et cetera. This way, each chassis would have an obvious character to itself and a particular specialization for which it would be taken. Hero mechs then can be quirked for different roles that of their parent chassis.
Edited by DivineEvil, 06 May 2016 - 04:22 AM.
#349
Posted 06 May 2016 - 04:59 AM
mrpetzold, on 06 May 2016 - 04:18 AM, said:
I am so glad people like you dont make decisions regarding this game. Why even have lights as a class if all they can do is suck? Battletech is based on horrible balance, that would translate into a horrible game. This isnt TT, but a shooter-game. If you want TT, this is not the game for you. Simple as that.
Fair enough though I think you miss part of my point. Mayhap that's my fault for not spelling it out clearly enough. My point is NOT that light mechs should suck but that they should not be even matches for heavier mechs 1 on 1. Further my point is that QUIRKING them to BE so in the name of what I consider to be FALSE game balance that was never intended in the creation OF the ACTUAL game in the first place is NOT a good thing. I recognize it's not table top and you make a valid point despite your effort to do so a shade insultingly. Still, the rules OF that table top game are the root of this game shooter or not and, if you "port" it properly, there simply are no need for these quirks. I've seen some acceptable ideas of ways to work this system but most seem to agree with me that over all it is fundamentally flawed by trying to overcome flaws that simply don't exist. Ergo those attempts are doomed to constant failure and reworking and entry into an endless such cycle. Sorry you don't see my view but best of luck to you fellow player
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#350
Posted 06 May 2016 - 03:56 PM
#351
Posted 08 May 2016 - 01:28 AM
Commander A9, on 06 May 2016 - 03:56 PM, said:
The Black Knight is fine where it is. If you recall, the thing was damn near useless before those boosts.
It 1 - needs an XL to keep up with the "faster is better" meta currently in play
2 - is one of a select few Inner Sphere 'Mechs that can risk carrying an XL
Those structure quirks are the only thing keeping the BKs in the game.
#352
Posted 08 May 2016 - 08:09 AM
#353
Posted 08 May 2016 - 09:18 PM
#354
Posted 08 May 2016 - 09:31 PM
Commander A9, on 08 May 2016 - 09:18 PM, said:
While I sympathize/agree - there ARE a few of them. And they are pretty modest by comparison. The Kit Fox would be an example. Aside from the MG ROF the quirks are mostly modest... and I'm still not sure about the added structure quirks on the version S legs. It lists them in green until you have them attached then it shows it as a -7 to each leg! Either way, point is some Clan mechs do have perks. Most of them just an XP buff and then ONLY if you have all matching omnipods.
I find this to be an excellent tool for "quirking". It's like twerking but... well.. no it's really not thank God
![:)](http://static.mwomercs.com/forums//public/style_emoticons/default/smile.png)
http://snafets.de/mwo/clan_quirks.htm
Edited by FuDawg, 08 May 2016 - 09:42 PM.
#355
Posted 08 May 2016 - 11:12 PM
#356
Posted 09 May 2016 - 09:32 AM
#357
Posted 09 May 2016 - 12:31 PM
#358
Posted 09 May 2016 - 05:11 PM
Valar13, on 09 May 2016 - 12:31 PM, said:
Show me a poor preforming batman, aside from the cannon fodder.
#359
Posted 09 May 2016 - 07:15 PM
-Give reasonnable reward(bonus) for "wins" while piloting owned mech.
-Make it so that completing mission objective(capping..) pays "MORE" than doing 100 damage... unless it is a skirmish.
-Give current reward for piloting "location mechs" (trial)
-Performance c-bill bonus
-Give scavenged parts.
-Give acces to ejection or dropship evac (with a vote, automatically loosing the match) to maybe avoid further damage to the mech...With a cowardise c-bill penalty.
-Small C-bill "bonus" for risk taken if the mech is destroyed while pilot still inside
That way better mechs with costly weapons would cost more to repair, while low cost/less effective mechs with low tech stuff in them would be cheap to repair.
-And all in all, give the clanners the overwelming technological power that they should have. They should be feared
-give clanner c-bill bonus for killing higher tonnage mech than their own.
-give clanner c-bill penalty for killing lower tonnage mech than their own.
Let the economy balance things out.
#360
Posted 09 May 2016 - 08:28 PM
Psychorat, on 09 May 2016 - 07:15 PM, said:
-Give reasonnable reward(bonus) for "wins" while piloting owned mech.
-Make it so that completing mission objective(capping..) pays "MORE" than doing 100 damage... unless it is a skirmish.
-Give current reward for piloting "location mechs" (trial)
-Performance c-bill bonus
-Give scavenged parts.
-Give acces to ejection or dropship evac (with a vote, automatically loosing the match) to maybe avoid further damage to the mech...With a cowardise c-bill penalty.
-Small C-bill "bonus" for risk taken if the mech is destroyed while pilot still inside
That way better mechs with costly weapons would cost more to repair, while low cost/less effective mechs with low tech stuff in them would be cheap to repair.
-And all in all, give the clanners the overwelming technological power that they should have. They should be feared
-give clanner c-bill bonus for killing higher tonnage mech than their own.
-give clanner c-bill penalty for killing lower tonnage mech than their own.
Let the economy balance things out.
THAT reminds me of the ORIGINAL game a learned to work on computers so long ago so that I could play it. Top notch post dawg!
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