Quirks: Your Least Favorite!
#201
Posted 02 May 2015 - 11:27 PM
What I would like to see for the MDD-C side torsos:
Substantial durability increases: Durability quirks (armor or structure) would be great as the MDD-C side torsos are huge damage magnets, and it's sensible that the MDD-C side torsos would be tougher than other variants because of no exposed missile tubes.
Moderate ballistic velocity increases: These would help compensate for the Mad Dog's unfavorably low ballistic hard-point positioning by allowing it to fire effectively from somewhat longer ranges.
#202
Posted 03 May 2015 - 03:20 AM
#203
Posted 03 May 2015 - 04:24 AM
But if there are any quirks that really bother me, it's structure quirks. I'm okay with buffed armor, but buffed internals means you can get away with less armor knowing your internals can take more hits. It's illogical. Once your armor is breached, hits should wreak havoc on the structure - especially any weapons, myomers, engine, gyros and equipment. If I hit an internal, logic says odds are I should cause catostrophic damage/critical hits. If I haven't breached the armor to begin with, I can live with a lack of critical damage.
Another possible fix is make ALL weapons do a little less damage.
Something I noticed, which bugged the crud out of me, during the week-long Clan vs. IS battle of Tukayyid. The maps promote brawling, especially Grim Portico. The range advantage of clan weaponry is negated, and the hyper-heat efficiency of the inner sphere mechs, along with their buffed armor, really made it difficult to best them in one-on-one battles, even when the mechs were of the same tonnage and had roughly the same weapons load out. The clan mechs could only fire half as often as the IS mechs, and when the clans did hit, they often had to dig through more armor. As I do believe that on average, if we're fighting close range, the inner sphere has a great advantage over clan mechs, and in CW, most of the battles are fought close enough for range to matter very little. That being said, since Inner Sphere mechs can be customized to be better than clan mechs, then why do they cost so much less in C-Bills, MC, and real money? If they are equivalent, then clan pilots are getting ripped off, and that really bothers me. 4 grasshoppers vs. 4 Thors is a totally unfair fight for the clans. That Thunderbolts can survive such a pounding and can still dish out massive damage to a Timberwolf and often win, despite being slower and being 10 tons less seems like there's something imbalanced in that too. And geez, the huggin shoots SRM4's like AC/2s in recycle time, and those AC/5 dragons are buzzsaws. Notice, too, how people didn't take dire wolves much in CW. They're garbage, unless used in big numbers (like all dire wolf drops). Whatever, I'm tired, I'm rambling, and well, whatever.
Sized hardpoints. No more 6xAC/5 or quad gauss Dire Wolves, 6 LLaser stalkers, 3-4 LLaser T-bolts, and so on. It'll bring sanity back to the high-alpha game, and more mechs will come into their own as viable builds. They won't all be clones of each other, or discarded if they don't live up to snuff.
#204
Posted 03 May 2015 - 05:46 AM
I like the +2.5% XP bonus and think that should remain in place. Mainly I am talking about the quirks for the warhawk head. The CBill cost of swapping out onmipods should be penalty enough.
The WHK-Prime ERPPC heat generation should be swapped for an overall energy heat generation of the same spec.
Also, the DWF-Prime energy cooldown debuff. This mech already runs incredibly hot when mounting a lot of energy weapons and shouldn't have to suffer from an even slower recycling time. -7.5% cooldown time per arm is a bit excessive. If this is dubbed a needed balancing quirk, how about -2.5% instead? Leave it up to piloting skill to watch the heat levels that are ridiculously high anyways, no need to debuff the firing rate.
I know this may not fall into this category, but I see it as a huge problem with clan mechs in general, but the way the fixed equipment is implemented needs serious work. I liked the way that previous MW titles handled fixed equipment in that it went into an inventory screen and had to be allocated SOMEWHERE on the mech before you could save your loadout, just not in one particular spot. Let's say I want to mount a TBR-S Side Torso, instead of losing 2 critical slots in the torso, how about make the jj required equipment but I can place them anywhere in the side torsi, CT, or legs instead? Or code them as the Ferro Fibrous or Endo Steel upgrades are used on IS Mechs, in that the system places them automatically based upon available room.
Edited by IceHawk00, 03 May 2015 - 05:50 AM.
#205
Posted 03 May 2015 - 06:13 AM
HGN 733C must have ppc speed 20% and ballistic speed removed, quirks passed from ac20 to uac5
EMBER machine gun rof +40%
Cataphract 3d gauss cooldown 10%, medium laser range 20%
CLAN
ICE FERRET quirk it on mediumlasers
MADDOG quirk it on armor and srms
HELLBRINGER quirk it on erppcs
Edited by IL MECHWARRIOR, 03 May 2015 - 06:15 AM.
#206
Posted 03 May 2015 - 01:09 PM
All highlanders.
All griffins.
Enforser 5D
#207
Posted 03 May 2015 - 01:27 PM
Mazzyplz, on 02 May 2015 - 12:31 PM, said:
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
Soo, did you purposely quote me without it sending a notification to me or? Because that wouldn't give me a fair chance to rebuttal!
The Gargoyle is not fine, not when compared to other Clan mechs. I pump out 600-800 damage on a win with 50+ ton Clanners and almost 1000 in my Timber/Summoner. Meanwhile you will note that I can only hit 550 max on a good, good win with the Gargoyle. I was using "the worst Clan Mech in the game" as a comparison (to the rest of the Clan Mechs, thus proving its' lesser worth on the battlefield) while also showing Clanners how hilariously wrong they are about the IS quirks somehow making them OP (with the exception of the Firestarters and arguably ******* Dragons that chainfire their AC/5s. They need the AC/5 rate of fire buff, it just needs to be disabled when chainfire is on). If the worst Clan Mech in the game can match a (supposedly OP) Thunderbolt in terms of damage, then clearly something is wrong. Maybe the Clans are still OP? No, there's no way! The Tukkiyad numbers proved that they're perfectly comparable, let's ignore the fact that they won!
I agree that some mechs should be nerfed, I disagree that other mechs should not be buffed. All that I'm trying to prove is that the Clan naysayers advocating IS nerfs are idiots. The Firestarter is worth whining about, while a 65 ton mech that's the size of a 75-80 tonner is not.
And your chair example is just terrible as we are adding to the legs with a buff, a nerf would be chopping them off. We would be making a bar stool, not a kindergarten stool, which is arguably better. With my higher chair I can reach the bar/reach things that are higher/feel like a big boy.
Edited by Pezzer, 03 May 2015 - 01:29 PM.
#208
Posted 03 May 2015 - 05:33 PM
1st least favorite quirks
The FS9 and Jenners and how the Firestarters took over it's been mentioned a lot in this thread and I agree. Should make Firestarters slightly more tanky and Jenners more Manuverable. Since in the lore The Firestarters were anti-infantry and indeed they would be if we had infantry, however there is no infantry in the game so they took a similiar roll to the Jenners. Except they were better at it because of quirks. So I think that Firestarters should have less avaiilable firepower and be slightly more durable.
Second quirks
Summoners. They look pathetic. I've never played one and their firepower isn't great. I honestly think you should give the Summoner more durability than other mechs. It doesn't carry a particularly large amount of weapons but a buff to armor quirks acrossed the board for the Summoner would give it it's own Niche.
Third quirks
highlanders. So with a couple of assumptions formed at the last town hall about Jump jets and Death from above. These might get their own buff. That being said I saw a post earlier in this thread that said they should have extra armor or structure in the cockpit and Legs and I think that would be cool. Jump jet quirks also seem in order.
I also have some ideas about groups of quirks to give certain kinds of mechs, first a few of my own quirky(ha see what I did there?) definitions.
Fighter-These are mechs that should have weapon quirks and be all about the weapons they use making them capable of dealing a good amount of damage and have their own range of time in dealing damage (like Burst vs. DPS.). Examples would be the Thunderbolt, the stalker, Awesomes, Jenners and Firestarters. Oh and Direwolves and Warhawks. Another one is the Nova. There should be varieties inside of this with extra maneuverability or extra armor or Jump jets or w/e
Tanks- These mechs should naturally have decent firepower (but not more than Fighters) But their main attribute should be their ability to wheather down damage and be in general tough to crack open and destroy. A good example would be mechs that don't have a Gigantic amount of fire power such as the Atlas(which granted does have a decent amount of fire power and wouldn't need too much as it's already one of the tankies mechs in the game) Orion, Urban mechs, slower lights, Maybe the Wolverine? Highlander Victor. There should also be a variety of these like stated above
Support mechs- These don't get very much love these days and I have ideas for them. This should be mechs like LRM boats and scout mechs that shouldn't get much attention from the other mechs unless they want to die. They should purposefully be guarded but be worth guarding. Any mech with ECM Should be put into this category. Catapults and ravens or Kit foxes (hellbringer kind of?) are examples of these. These mechs should get quirks like extra ECM range, extra sensor range (so the spotters can spot outside of the enemies radar) AMS bonuses Narc and Tag bonuses and maybe less lock on time or maybe increase the amount of time they can show another mech on radar for other mechs. something not involving armor or weapons.
The whole point I'm trying to make here is that you should give each mech one of these labels and give it quirks based off of that I.E. a Mech with Firepower wouldn't have AMS bonuses or armor bonuses. This last half here is maybe a bit of Long run feed-back but it would be nice to see classes of mechs. I honestly think the game should steer in this kind of a direction
#209
Posted 04 May 2015 - 12:47 AM
AS7-K - I know the intention here is to make this a long range Atlas, but for a chassis that isn't very well suited for MWO long range combat (huge size+low hardpoints), the quirks needs to be better. LRMs are really not long range weapons so we can ignore the LRMs for the time being. So what's left is 4 energy and 1 ballistic hardpoint. The gauss is the obvious choice, but 15% cooldown quirk is weak and almost not noticeable. Next the ERLLs. If you focus the build on ERLLs, you can only take 3 of them. Your firepower in this case is then 42 which is really weak for a 100 ton mech.
The K is the worst Atlas and the quirks should help compensate that a little more.
Suggestions: Increase total gauss-specific cooldown to 25%, add ERLL-specific heat-gen quirk of -7.5% to -10%, it'll turn this into a decent (but not great) long range DPS machine. It won't be OP but it'll certainly give people a reason to play this mech over another Atlas.
#210
Posted 04 May 2015 - 05:15 PM
for example mechs like the Grashopper 5N have heat gen PPC quirks but no velocity quirks.
I dont think i have ever seen a 5N with PPC's.
#211
Posted 04 May 2015 - 11:31 PM
-Their minor structure and mobility quirks do not help where it really matters: damage potential. It's torso is so huge and hard to miss (especially the CT), those few points of structure still mean you're going down in seconds against a UAC boating direwolf. The whole lot of them needs oh about 20-30% cooldown on their ballistics and maybe energy heat gen. on the 733P to compensate for the hardpoint inflation on other mechs. But I'm probably biased...
-Secondly, I'm not a big fan of the AC5 cooldown on the Ilya. I'd prefer UAC5 cooldown or just a slightly higher general ballistics cooldown and a lower specialized one. If you have 3 ballistic slots in 3 locations you're better off running big cannons rather than small ones after all.
-Last, I'm not a big fan of any 5% quirks, they're hardly noticable. I'd rather have a mech with only a few large quirks than many small ones. Thankfully I've not seen many of these except on mechs which don't really need quirks in the first place.
#212
Posted 05 May 2015 - 01:56 AM
Edited by SaltBeef, 05 May 2015 - 01:56 AM.
#213
Posted 05 May 2015 - 06:52 AM
Either that or increase the quirk for the ac 5 making it worth it over other mechs
Right now I highly dislike this quirk. Or put an ultra ac 5 quirk.
Edited by MysticLink, 05 May 2015 - 06:53 AM.
#214
Posted 05 May 2015 - 05:35 PM
#215
Posted 07 May 2015 - 12:43 AM
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!
About all the ones having to do with weapons, which should be balanced THEN use quirks to bring up or pull down the outliers. Especially the ones that are more than 25%. The ones I dislike even more than that are the heat heat gen quirks.
The kind of quirks I was hoping for were along these lines:
AWS-8Q:
-engine cap raised to 325
-PPC/ERPPC ghost heat limit raised to 3
-increased RT, LT, and CT armor
- +10% torso twist speed
- +10% accel/decel
- +10% turn speed
HBK-4G:
-increased RT armor
-increased RT internals
- +50% crit reduction on AC20
- +25% AC20 cooldown
- +10% increased torso twist speed
- +15% Accel/Decel
#216
Posted 07 May 2015 - 03:49 AM
these two are only medium mechs that can equip 390 engine but their quirks are actually discouraging to do so, they should have energy quirks more than other quirks.
even with those huge quirks DRG-1N can only be average but other variants, they don't even have that. So, i think they are really underquirked.
#217
Posted 10 May 2015 - 04:08 PM
The mechs that REALLY need a buff are:
lights:
Spider Anansi | Locust LCT-3M | Commando COM-3A | Commando COM-1B | Locust LCT-1M | Myst linx
mediums:
Ice Ferret | Vindicator VND-1R | Trebuchet TBT-5N | Blackjack BJ-1DC | Cicada X-5 | Vindicator VND-1X
Heavies:
Dragon Fang | Quickdraw IV-Four | Catapult CPLT-C4 | Dragon DRG-5N
Assaults:
Awesome Pretty Baby | Awesome AWS-8T | Atlas AS7-K
Edited by stermy, 10 May 2015 - 04:36 PM.
#218
Posted 11 May 2015 - 11:57 AM
Mechs have become paper.
I cast my vote on weapon quirks in general, you should have just put durability ones on and that is minus a very select few mechs with bad hardpoints lik Pretty Baby.
Of the wapon quirks, laser quirks are by far the worst offenders. Lasers require the least skill of any weapon in the game, and can be boated the easiest. You guys have enabled the boating by giving them quirks. Given our heatscale, allowing anything that helps laser boating is bad.
Huggin DPS is off the charts now, yeah it was terribad before, but it can out DPS stuff twice it's weight now and run cooloer doing it. A bit extreme.
basically, the more you guys let players put higher and higher alpha strikes and DPS loadouts on, the closer this game gets to robot CoD and farther from it's roots in battletech. It is to the point of being detrimental to the health of the gameplay.
#219
Posted 11 May 2015 - 03:14 PM
you'r giving already viable mechs with high mounted weapon mounts +50% quirks, while you give this ultra-slow useless pile of virtual metal with all it's weapons so low they'r practically firing out of it's toes a few lousy +12.5% quirks?
seriously?
#220
Posted 11 May 2015 - 08:06 PM
JagdFlanker, on 11 May 2015 - 03:14 PM, said:
you'r giving already viable mechs with high mounted weapon mounts +50% quirks, while you give this ultra-slow useless pile of virtual metal with all it's weapons so low they'r practically firing out of it's toes a few lousy +12.5% quirks?
seriously?
Amen, and exactly why - in hindsight, to be fair! - judging mech performance on a highly subjective "5-tier" system was a huge mistake.
Edited by Telmasa, 11 May 2015 - 08:06 PM.
5 user(s) are reading this topic
0 members, 5 guests, 0 anonymous users