Jump to content

Quirks: Your Least Favorite!


401 replies to this topic

#181 LennStar

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • 476 posts

Posted 01 May 2015 - 02:42 AM

View PostPrepaid Lenin, on 20 April 2015 - 11:37 AM, said:

Quirks that change PPC or ballistic weapon velocity are the most annoying ones. If my weapons have different properties between mechs it becomes incredibly unfun to switch between them. Buffs to projectile velocity are not actual positive buffs, they make aiming harder and force you to relearn muscle memory between variants. If I could disable all velocity changes and make them a flat value between all mechs I would in a heartbeat.

+1
+2
+3

heat:
The thunderbolts PPC quirks are too much and the thunderwupp is also a bit OP. Same to the LLas stalker. Range quirk OK, but it should be a bit more heaty. I knwo that I just LOVE how much I can fire when I sit in it. SPuls FS - again its just too cool. No other light has a change against it. Especially not the jenner, who was a light hunter before that quirk.

make love to the Jenners:
Jenners CT is just waaay to big. I have reduced side torso armor on my jenners (ONLY mechs where I do that) and still get killed CT 98% of cases. At least in the oxide you can shoot and turn away, distributing a bit of laser damage to other parts, but the laser carrying jenners all need to focus the fire.

#182 Gas Guzzler

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 14,258 posts
  • LocationCalifornia Central Coast

Posted 01 May 2015 - 07:10 AM

Energy boats with cool down quirks... Not good. Range and heat generation are what they need.

#183 Mazzyplz

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • 3,292 posts

Posted 01 May 2015 - 10:01 AM

i hate that the aws 8r has large laser quirks. when in an awesome you need fire and forget weapons like ppc. you're not going to stand there facing them for the whole duration of the laser with your barn torso..
just give it a general energy quirk instead. (i always take ERPPC over ppc though but general energy quirk works best)

the structure quirks are terrible, needs more of that if it's going to keep it. or better yet make them armor quirks, because structure quirks are awful on the awesome chassis, its marginally better than nothing

the dragon 5n also has a terrible awful ultra ac5 quirk when it's arm cannot fit more than one and it jams. why would you ever do that?



i also want to take this opportunity to ask for a couple of quirks, the cicada 3m with UAC5 probably needs a quirk with a 20% less chance of jamming the thing, otherwise i'll keep taking lasers every time. OR give it good ac2 quirks. ac2 on cicada could be a thing except ac2 just tickles, a cooldown quirk could work there, make the ballistic cicada able to take ballistic somehow!
also, the awesome 8t doesn't have a shield side, maybe it would be a good idea to give the arms armor quirks also and not only the ct and sidetorsos, since twisting in your awesome to shield from damage which is essential in this mech, will leave you weaponless..

Edited by Mazzyplz, 03 May 2015 - 12:40 AM.


#184 Bishop Steiner

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Hammer
  • The Hammer
  • 47,187 posts
  • Locationclimbing Mt Tryhard, one smoldering Meta-Mech corpse at a time

Posted 01 May 2015 - 10:17 AM

View PostTina Benoit, on 20 April 2015 - 10:11 AM, said:

Hello MechWarriors!

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!

HOnestly, it's a few issues:

1) the ones that don't fit and match a mech. Why would a mech that was built around Flamers, for instance, be given Small Pulse Laser bonus Quirks?

How about doing something like using the quirks to make the Flamers actually USEFUL on that mech.

2) Over quirked Mechs. Quirks define the "meta" now, for IS mechs. (And soon enough for Clans). Quirks were supposed to give mechs underperforming by varying degrees a boost to at least have some honest viability vs Tier 1 mechs. Instead we have formerly tier 2-5 Mechs that receive Uber-Quirks and end up outperforming the former Tier 1 Mechs.

Ask yourself (well this was before your time Tina, sorry), just what tiers were the STK-4N, Thunderbolts, DRG-1N and GridIron Before the Quirkening? What mechs were "Tier 1"? Why don't we see those Tier 1 Victors, but are inundated wit the ose other mechs?

Because they are all over quirked, and in such a way to maximize boating.

3) Quirks need more depth and variety. As "boring" as some found them, I like that the Resistance Mechs were more armor and structure, than offensive quirks, overall. Let's see more of this. But let's match Quirks to the mechs INTENDED ROLE.
A RVN-3L? Give it Sensor Quirks, possibly quirk it's ECM to be 10% better range, etc.
An Atlas? Forget the weapon quirks. This should be the toughest mech in the game. Armor/Structure like crazy.
The Grasshopper? It's a laser boat, famed for jumping and heat efficiency. So Heat Reduction, Improved Jump/Agility.
Thunderbolt? Again, it's famed for it's toughness, not it's firepower. ARMOR.

The Quirkening has helped in that we see more chassis, overall that are viable. What needs to be done is to quirk them so that more Chassis, weapon variety and loadouts become viable, not so that 4 chassis boating 1 type gun is the way to go.

#185 Vlad Striker

    Member

  • PipPipPipPipPipPipPipPip
  • The People's Hero
  • The People
  • 1,414 posts
  • LocationOld Forest Colony

Posted 01 May 2015 - 10:40 AM

I would like to see fall damage reduceing quirk on med and heavy especially clans omnilegs.

#186 Hospy

    Member

  • PipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 162 posts

Posted 01 May 2015 - 11:28 AM

I am not overly fond of PPC or ballistic velocity buffs, because it's a little odd have to get used to, for instance, three different PPC speeds (base, 20%, 40%) when playing different mechs.

Ballistic velocity is easier to adjust though given the ROF. The PPCs just really throw me off though when playing around.

#187 Palor

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 372 posts
  • Twitch: Link
  • LocationManitowoc WI

Posted 01 May 2015 - 11:55 AM

I really HATE, LOATHE and DESPISE, all the specific weapon quirks.

Why does a small machine want an AC/20 quirk? A quirk to ballistics is better and provides options for more varied builds. The TDR 5SS will always be 7 MPL,s this is boring.

I love bonuses to weapon groups, then I can use a medium laser or a MPL, or a ERLL as I see fit

The only weapons that seems to require specific quirks to be effective are PPC's and ERPPC's.

#188 syionide

    Member

  • PipPip
  • The Moon
  • The Moon
  • 32 posts
  • LocationVirgo Supercluster

Posted 01 May 2015 - 10:47 PM

I think the Vindicators need a quirk update bad, maybe Mlas range or PPC cooldown (like 25% would be really nice) and a higher PPC heat reduction. Another possible quirk could be a LRM 5 Cooldown reduction, bring the CD down to 1 second. They aren't very useful because in order to fit a decent payload in them you need to run an XL and the hit-boxes are.... fairly large for the side torsos.

The 1AA could use AMS quirks, with it being the only IS medium with dual AMS. Its also fast which I absolutely love

The 1X is rough, it has decent quirks but you cant fit much of anything to take advantage of even half of them because of slots and tonnage.

The 1R is in a pretty decent spot in relation to the others, maybe MLAS range increase.

The St. Ives.... honestly when I run it I don't feel the beam reduction on any of the standard lasers only on pulse, maybe a bug. But this mech is not useable, its hard-points suck (except for missiles but puting two SRM-6+A doesn't leave much room for lasers with a standard 250) and the quirks don't really help. Its speed is in between the 1AA and the 1X/1R so that's a bonus but i feel as though i cant use the speed because of limited hard points

I love the vindicators, they're beautiful mechs to look at, please make them practical.

#189 Nexano

    Member

  • PipPipPipPipPip
  • IS Exemplar
  • IS Exemplar
  • 124 posts
  • LocationFrom There

Posted 02 May 2015 - 12:26 AM

I'm IS warrior so i don't touch clan mechs only can say thats they fine.
So about quirks.

Lights:
Urbanmech - i'm not aganist basics thats u added but - AC20 quirks are totally useless cause only deep lost perverts will use mech with damage potential 140 + 1 small laser and higly degraded armor overall. Made ac20 quirks more reasonable or just remove it. Total weight difference between std 60 and xl 100 is 0.5 tons.
Raven vs Other:
Actually Huggin quirks placed this type of Raven on Olympus of light mechs. Unquestionable priority and damage potential made Huggin best DPS light. Yes i like Huggin but it's looks like much choose from Raven or.. Raven if i want be effective light. So you must get some nerf to Huggin or buff orher mechs.
Medium:
Not much to change here. As i can see. Still i must do some exeption for Vindicator guess AA is fin but other types of VND totally useless and slowly degrading to tier 5 and i'm nearly forgotten - about Shadow Hawk that's already fallen to tier 4-5 cause of extreemely low quirks.
Heavy:
This topic already sounded here - Dragon 1N - only dragon exist. Ppl will try other types and for sure return to 1N because it's DPS overcome other models about 2-3 times.
Grasshopper... Meh.... PGI this mech is actually worst of all thats you created. Bad size, bad mobility, bad weapon placement and UGLY(not fearsome - ugly head sisproportional legs and movement type "GAY"). If you don't want to remodel it you realy need give him quirks. Otherwise you create first "TIER 6" mech - it's only matter of time when ppl understand thats they piloting total junk thats don't even worth of name "Battlemech". Until GayHumilatedRetard fixed i don't have anything more to add about heavy.
Assault:
Banshee - 3M and 3S are fine but quirks for 3s looks like heavy form of sadism. Banshee mech of direct fire support - it's cannot be brawler and medium lasers wont work for him. I recomend seek alternative.
Atlas - you can give him some quirks to increase his performance. Especially for non ECM variants, cause DDC is only atlas thats exist in opinion of high grade players - Kingcrab crab overcome atlas on any fire distance, and if crab get ECM altlas will move to tier 4-5.
Highlander:
He is slow. So get it's surviveability more high. After Zeus appeared most assault storm type become useless.
And... main subject - Victor - i think PGI shoud stop mock this poor mech and give him real quirks no more exuses with such quirks Victor most useless assault in game.

Regards.

Edited by Nexano, 02 May 2015 - 12:32 AM.


#190 Jess Hazen

    Member

  • PipPipPipPipPipPipPip
  • Star Colonel V
  • Star Colonel V
  • 643 posts
  • LocationFrozen in Time Somewhere IDK?

Posted 02 May 2015 - 12:27 AM

My least favorite mechs to be pitted against in CW right now are the TDR and STK. I believe this to be due to overpowered quirks in combination with superior weaponry in terms of burn duration on IS lasers and consequently the ability to be incredibly efficient in both heat management and the application of damage.

Be very persnickety in dealings of adding positive damage mods to mechs especially the heavier ones. Focus boosts to impotent chassis's by compensating for their inherent geometric vulnerabilities.

===================================================================================================================
On a related note I believe that PGI has had more than enough data on weaponry statistics from well before the battle of Tukayyid to do another balance pass on weaponry and should definitely do said pass.

Some things I think should be changed and fixed are.

The removal of clan erppc splash damage, there are registry issues with the splash damage and should be pinpoint damage in the first place.

The removal of Mock Rotary UAC's, make U/AC's into U/AC's, this goes for IS as well as Clan. Note that no direct fire meta for Clan currently includes AC's, something is obviously very wrong here... In case you have forgotten here is the definition from Sarna: Ultra auto-cannons, are capable of twice the rate of fire of a standard auto-cannon, doubling its heat output and, potentially, its damage. We know that they will be Self Limiting with the existing heat mechanics.

#191 michaelius

    Member

  • PipPipPipPipPipPip
  • 300 posts

Posted 02 May 2015 - 04:25 AM

View PostHomeless Bill, on 20 April 2015 - 12:16 PM, said:

Every velocity change quirk, but especially the minor ones are bad news in my opinion. If the PPC needs to fly 25% faster to be used, then it just needs to be 25% faster. Making the same weapon travel at different speeds on different 'mechs is incredibly disorienting, and often it does more harm than good. Shell speed should be a constant the player can rely on.

But at least velocity quirks 25% or more are big enough to be immediately noticable and something you can adjust to. Velocity quirks 10% and thereabouts are nothing but a detriment. It doesn't feel like my shell is traveling 10% faster - it just feels like I'm missing every shot by 10%.


Exactly - having same weapon have diffrent speeds on diffrent mechs is huge problem for training your aiming.

#192 POOTYTANGASAUR

    Member

  • PipPipPipPipPipPipPip
  • Shredder
  • 595 posts
  • LocationPennsylvania

Posted 02 May 2015 - 06:55 AM

All quirks need reduced. IMO no weapon or mech should have a combined buff of more than 15% (meaning the general and weapon specific quirk combined equal 15%). Otherwise it just makes that chassis too strong and makes people only carry one weapon type on that chassis. Currently starkly overpowered mechs are all thunderbolts, dragons, locusts, huggin, stalker 4n, wolverines, trebuchets, hunchbacks, centurions, highlanders, and more. All of those mechs have quirks that improve them far more than needed. I believe that quirks are not even needed and they just break the game even more.

#193 Juodas Varnas

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 7,534 posts
  • LocationGrand Duchy of Lithuania

Posted 02 May 2015 - 11:28 AM

Any quirk that is over 20%

#194 Pezzer

    Member

  • PipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 616 posts
  • LocationBristol, Tennessee

Posted 02 May 2015 - 12:14 PM

The latest Clan quirks have been relatively minor even though the least-used chassis really need some major bonuses (Mist Lynx, Gargoyle, Nova, Warhawk namely), so I would call these the worst.
Second worst are probably what someone else has mentioned, the Firestarters invalidate ever using any other Light Brawler mech for eternity. If you want to Lightbrawl, pick a Firestarter. If you want to snipe, choose the Panther, everything else is settling for second/last place.

Some other changes that probably need to be made:
Jump jets have been overnerfed for a while now, I try to avoid jump jet mechs when I can because it's a waste of tonnage to have them atm. I love my Enforcers but they feel like hover tanks instead of imperfect flying machines.

PPCs (and ERPPCs) should not be tweaked globally, but most dedicated PPC mechs should probably get the same bonus. I vote for a 30% or the current 40% velocity bonus with a companion cooldown bonus, PPC heat generation bonuses should probably vary from PPC mech to PPC mech.

Enough ****ing bandaids. Can we please shorten mechs that need to be smaller, thin out mechs with Awesome syndrome, and do something about the cartoony movement animations? Can we please stop shrinking weapons on Heavy/Assault mechs too?

Also, sidenote, where are the added graphical effects that Russ promised us in the first ever town hall from a year ago?

EDIT: I see more Clanners are giving IS-superquirked mechs more hate. Can everyone just ignore these pleas as a rule? They have no standing in reality whatsoever, not when I can hit 550 dmg in a Gargoyle with no quirks and barely make it to 650 in a Thunderbolt with twice the firepower, with quirks in use.

Edited by Pezzer, 02 May 2015 - 12:16 PM.


#195 Mazzyplz

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • 3,292 posts

Posted 02 May 2015 - 12:31 PM

bit of a contradiction here:

Quote

the least-used chassis really need some major bonuses (Mist Lynx, Gargoyle, Nova, Warhawk namely)

Quote

not when I can hit 550 dmg in a Gargoyle with no quirks and barely make it to 650 in a Thunderbolt with twice the firepower, with quirks in use.



so which one is it? i think the gargoyle is fine why would you buff the gargoyle, to break the game even more? more bad balancing?

stop with that! STOP!

nerf whatever needs to be nerfed dont keep buffing and buffing and buffing... that's kinda like when you try and cut your sideburns and do one side shorter than the other to "fix it" until you realize and you have shaved your head. stop the stupidity don't encourage this to go on

reminds me of that old comedy routine where they are sowing off the leg of the chair to make it even, and then they end up with a stool. this is exactly what is going on here.

just put some tape on the leg that wobbles please. don't go full simple jack

Posted Image

Edited by Mazzyplz, 02 May 2015 - 12:38 PM.


#196 Heer

    Member

  • PipPipPip
  • Wrath
  • Wrath
  • 84 posts

Posted 02 May 2015 - 07:25 PM

View PostXX Sulla XX, on 20 April 2015 - 01:31 PM, said:

My least favorite quirks are ones that will never be used. Quirks are about making non viable mechs viable. That comes down to Firepower, Durability and Agility in that order.


Some examples:

AMS - This will never be enough to help make a mech viable.

NARC BEACON DURATION - Again this will never make a mech viable its just fluff.


Strongly disagree on NARC BEACON DURATION.

Before this Quirk was introduced - I specifically added the NARC mech module just to get the bonuses. Now I have some mechs that I now have the option to use another mech module.

#197 Heer

    Member

  • PipPipPip
  • Wrath
  • Wrath
  • 84 posts

Posted 02 May 2015 - 08:11 PM

I would like to see Quirks that make more sense.

Cool Down Quirks = Better Ammo feeds to ballistics / better power feeds to energy weapons (there are mechs that in Lore have this)

Heat Gen Quirks = Weapon locations located away from the main body (eg CPLT-A1 should get much better Heat Gen quirks)

Range Quirks = Mechs that were designed to shot things at long range - eg Jagermechs

Ballistic/PPC Velocity Quirks = How does the mech make the gun make the bullet go faster - this is a manufacturer item
Energy Beam Duration Quirks = How does the mech make the energy weapon fire the beam faster - this is a manufacturer item

I like quirks that reinforce the mechs original role - I understand flamers are broken and it has to do with the visuals but Firestarters without Flamer quirks is just weird.

Go back over the mechs and re-quirk them to role quirks (make them small) and then change the quirks to give game balance. Yes - I understand this may not be possible because some people do not want to change their Meta-Mechs.

Edited by Heer, 02 May 2015 - 08:12 PM.


#198 Sereglach

    Member

  • PipPipPipPipPipPipPipPip
  • Fire
  • Fire
  • 1,563 posts
  • LocationWherever things are burning.

Posted 02 May 2015 - 09:36 PM

View PostHeer, on 02 May 2015 - 08:11 PM, said:

I like quirks that reinforce the mechs original role - I understand flamers are broken and it has to do with the visuals but Firestarters without Flamer quirks is just weird.


This is another biggie for me. Please get that Flamer reengineering completed and get Flamer quirks on the Firestarter so it can fulfill its proper role. Let the Jenner and (soon to be) Wolfhound fill the 35 ton laser-boat spot, the Firestarter should be a pyro. On top of it, to differentiate between the 3, the Firestarter should have good Flamer quirks, the Wolfhound good durability quirks (it's considered one of the tankiest light mechs of all time), and the Jenner decent energy quirks (again, give each one a specific highlight rather than just giving them all HUGE quirks) . . . but also give the Jenner some CT love . . . it needs it. Now you'd truly have different mechs with different flavors for different styles of play.

The Weapon quirks in general are starting to get out of hand. TTK is starting to get so short because suddenly everything needs weapon quirks now. Give the underperformers significant durability and agility quirks, and use weapon quirks only as a last resort. Or, as I stated in my previous post, use SMALLER weapon quirks to differentiate between very similar variants of a chassis, to give each a unique edge.

To reiterate, in the case of the Firestarters (since they're all very similar), you give the K 10% energy heat gen, the A 10% energy cooldown, the S 10% energy Range, the H 10% beam duration, and the Ember 10% ballistic rate of fire (or MG RoF if they must be separate). These are now MINOR quirks across the board that give different feels to very similar mechs, without having to go hog-wild on weapon quirks or muscling into the zones of other mechs in the same weight class (like the Jenner, in this case) that should be filling the serious energy-boat role. Then give ALL the Firestarters decent Flamer quirk(s) so they can fulfill their role from lore and be unique.

#199 Mazzyplz

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • 3,292 posts

Posted 02 May 2015 - 09:58 PM

guys, i am completely sorry for possibly derailing this post, but this isn't about asking for quirks;

it is about denouncing the ones that truly are terribad. let's try and keep the topic focused

sereglach makes a similar point to mine, if we keep buffing indiscriminately, TTK is suffering a lot. this is starting to look like hexa ppc stalker / old timey splatcat days

#200 Icewraith

    Member

  • PipPipPip
  • Bad Company
  • Bad Company
  • 76 posts

Posted 02 May 2015 - 10:55 PM

Least favorite quirks:

1.
BLR-1G torso twist range reduction. This severely limits the usefulness of what should be an awesome (and iconic!) mech. Also kind of a slap in the face to anyone who bought a phoenix package. Also, who the heck would design primarily torso mounted weaponry on something with such a tiny twist range?

2. (Ok so this is kind of cheating since it's a large class of quirks)
Quirks that change range or velocity of weapons. Projectiles changing speeds in between chassis screws with pilot aiming and the guys being shot at prefer if they can count on a weapon only being effective out to a certain distance. Not "we're out of range unless they're in that one mech". Exception: Range quirks on mechs that only generally carry very short-range weaponry effectively, or range quirks that specifically buff only very short range weapons. Give mechs that can only knife fight 50-100m of extra knife, not 15m. (I originally phrased this as "weapon performance characteristics" but cooldown quirks really help out some undergunned mechs (maybe not to the ridiculousness of the dragons though?) and heat reduction quirks make sense on mechs designed to boat energy, especially since many energy weapons already run way hotter than they're supposed to).

3.
Small % spread reduction quirks. Can anyone actually tell the difference in 5% spread? This kind of quirk has no perceptible value, it's actually a BAD thing -not even neutral- because the mech or omni component could instead have a quirk that is actually worth a damn.

(Incidentally, you know what's great? Armor quirks on arms that tend to get blown off easily and structure quirks on side torsos that don't have valuable components in them, but are keeping a valuable arm attached to the center torso. Structure quirks are still less valuable than armor quirks though, because armor quirks on side torsos would protect things like heat sinks for longer. I hope you guys aren't weighting these things as if they were approximately the same value, armor quirks are way better than structure quirks.)





12 user(s) are reading this topic

0 members, 12 guests, 0 anonymous users