Posted 18 July 2016 - 12:28 PM
PPC quirks-- Okay. I agree that it would be kind of cool to make PPCs better on some mechs than others (just like how we have it for ballistic weapons, and used to have it for energy weapons), but in the case of PPCs, the quirks ultimately decide whether a PPC is even viable or not--and it's needing things like 50% velocity to do it! PPCs need to be looked at in general, and have some base improvements, especially in the velocity department.
MG RoF-- This was the worst idea I've seen in my relatively brief time playing this game---but it's still pretty bad. MGs aren't even that viable with the MG quirk, making the quirk itself a waste of space. Having an MG quirk could be interesting and fun, sure, but...MGs really need to be playable, first. At this point, all they really do is hit an open component and pray for crits, all the while maximizing facetime. That's not good.
Exclusively specific quirks--I don't mind the notion of 10% energy, 10% medium laser range, for example. It gives you an idea for a mech to specialize in something, but having just 20% medium laser range is a complete pigeon hole for designing, and in the case of some mechs (Phoenix Hawk PXH 1, I'm looking at you), it makes it so the quirks don;t even sync well. One L LAser range quirk, and one M laser cooldown quirk is underwhelming--but it boils down to an either or when you only have three energy ports. Not even an either or, as three M Lasers is a terribly underwhelming setup, Even with the resize, the Jenner F, or the Jenner D can do M lasers better. That's bad.
And since people are bringing up mechs, I'm going to toss in my two cents.
BJ1X/BJ3. Okay, back in the may patch era and slightly beyond that, the Blackjack was crazy good. Too good. On that, I see we can agree. However, right now, the ballistic blackjacks have better energy quirks. The Phoenix Hawk, which is almost universally seen as a bad mech, might be on par or better than the BJ1X now. Does that make the IS 45 tonners balanced? Yeah, sure. There's just one small problem...
You guys implemented clan mechs into the game.
Now I really hate to parrot the whole clan favoritism game, but this last update, when added to the last two or three, really makes it difficult to argue against that point anymore. Unless you guys are really going to reinstate negative quirks into clan mechs, you guys need to ease up, maybe have somecompetitive player feedback, or whatever. Anything but knee jerk quirk adjustments because clans are QQing about IS actually winning 50% of their matches. Spend five minutes looking at the faction war map, and tell me that clans are too weak compared to IS lately.
Locust-- Okay, people have bad aim in this game. I get it. I think it's silly to nerf a mech that's honestly only playable now due to every other light mech being huge, but why remove the offensive quirks as well? Getting rid of the offensive quirks would give someone more time to kill a Locust, nerfing the structure quirks means it takes less time to kill one. On the other hand, combining these nerfs makes a Locust much easier to kill, while the Locust basically has to face hug for frigging ever.
Marauder-- Some people will complain about the Warhammer nerf, and I agree that the recent patch is overkill, but the Marauder? Why? It's considered a poor comp mech choice as noted by the hosts of PGI's own tournament and is mediocre at best already. I thought the point of game balance was to have as many viable options as possible. What happened here?