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Quirks: Your Most Favorite!


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#101 Túatha Dé Danann

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Posted 01 June 2015 - 01:58 AM

I like heat reduction Quirks on mech that really need it, because they cannot (with a useful loadout) mount anything else beside hot weapons (Laserboats)
Esp. heavy and assault mechs need those to be able to even wield the weapons the could mount, but cannot because of... too hot. ;)

Range increase for shorter ranged weapons is also nice, for medium or long ranged weapons... I don't really need it that much.

Armor increase is also a nice-to-have thing on mechs with big easy-to-hit hitboxes. (Yes, you think about the Atlas, but you could also take that for the Daishi)

I also like +max torso twist angle on assault mechs.

Edited by Túatha Dé Danann, 01 June 2015 - 02:00 AM.


#102 Gerwig

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Posted 08 June 2015 - 03:34 PM

General quirks > Weapon quirks, I hate feeling like I have to use exact weapon types to get the most out of a mech. That being said, I love cooldown quirks on autocannons and SRMS.

#103 stealthraccoon

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Posted 08 June 2015 - 04:56 PM

Any quirk that makes the small laser on my UM-R60L have a rate-of-fire like a flamer :)

I really like range quirks for lasers, velocity for PPC's and cool down for ballistics/missiles.

Oh yeah, 360 degree torso twist has ruined me!

Edited by stealthraccoon, 08 June 2015 - 05:00 PM.


#104 Mr Hunter

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Posted 09 June 2015 - 04:48 AM

I do not like the quirk system. Why? Well its seems as nobody thought this through. I will admit the mad cat and ryoken needed some adjustment but the kick in the face they got was uncalled for. Then it seems that the IS got a free pass to laser spam and clans cannot? Why was the STK-4N (mostly) untouched? The Firestarters? TDR-5SS.... So I do not like any of the quirks. Either remove the quirk system entirely or change....everything about it.

#105 smokefield

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Posted 10 June 2015 - 02:12 AM

the quirk system should come in form of unlockables skills valid per chassis class, with a lifetime validity. meaning that you need to unlock a quirk by doing something..for example what makes most sense is that you want to have a quirk for large laser for that chassis then you need to play a number of games in that chassis using large lasers and have a numberf of kills/assists and damage. Then the quirk just earned will be valid for a fixed time, time that can be prolongued if you continue to play the large lasers on that particular chassis. This way the number of builds and combinations will increase, people will be tempted to try, play and quirk more chassis and replay them again to quick anothr weapon system, cause you cant play all of them at once...and overall the flexibility of the system will be much better.

#106 General Solo

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Posted 10 June 2015 - 04:00 AM

Its late so I didn't read it all.
If someone already posted this, I like your Idea. ^_^
I like the Armour/structure quirks on a mechs arms, for mechs with only arm mounted weapons.

#107 CainenEX

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Posted 10 June 2015 - 04:33 AM

View PostJabilo, on 20 April 2015 - 11:57 AM, said:

Put simply the last Clan quirk pass demonstrated you still do not understand real balance as well as the best players (not me by the way I am strictly average).

Can you please explain then how the quirk pass "should" have been handled? Last I checked these over used laser boating methods on two overly popular variants seemed to be the cause of the nerf. Still running a TBR with this and there have been no problems in using it. My SCR is a pulse and streak striker. Both effectively out damage and outlast my IS mechs.

Edited by CainenEX, 10 June 2015 - 04:34 AM.


#108 EasyPickings

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Posted 10 June 2015 - 08:24 PM

My favourite quirks are those that enhance the default build of the mech. After all, the mech was designed to support its default build, so it makes sense that the weapons types it comes with would perform better than anything you could retrofit.

That being said, I am in favour of non-weapons quirks, such as greater acceleration or torso pitch/yaw. Those quirks really give the mech a different feel from other variants when piloting them.

Personally, I'd love to see a jump jet perk that allows certain variants a greater range.

#109 michaelius

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Posted 11 June 2015 - 02:39 PM

I like heat generation, cooldown and range quirks for specific weapon classes or weapons- good examples Adder Prime or Nova family.

Also if you guys are making quirks for projectile speed please at least make sure that all mechs get same quirked speed - and not like now where clan ER PPC has +15% velocity on Adder and Nova but 7,5% on mechs which take only one er ppc in standard configuration.

#110 WANTED

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Posted 11 June 2015 - 03:08 PM

Yen lo wang is great with the AC 20 quirk and then add in weapon module adjustments and it rocks. Also keep the Cicada 3C PPC quirk cause it makes it such a viable run, hit, and snipe mech now.

#111 Burn Stylez

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Posted 23 June 2015 - 06:53 PM

glad to see in the last 6 months there is 9832493043218 more stuff to buy but no new game modes since clan warfare..... Hell plenty of other stuff to play online.

#112 Baba Yogi

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Posted 05 July 2015 - 12:54 PM

my favorite quirk isnt in the game yet. Increasing/decreasing number of weapons required for ghost heat mechanic. That should give more niche mech possiblities :)) Fingers crossed

But in any case i do enjoy range quirks in light mechs, imo they are one of the most useful there

#113 Top Leliel

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Posted 07 August 2015 - 10:33 AM

I like the King Crab being able to torso twist fast and far.

Also, the Huginn having doubled rate of fire with SRMx4's is hilarious.

#114 PolyunsaturatedFat

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Posted 14 August 2015 - 05:40 PM

I love playing around in the mechlab. I spend more time messing with builds than actually stomping around shooting stuff. Well, perhaps it's a toss-up... but the point is I like switching around my builds.

The quirks I like best are the ones that don't force me into a specific weapon system. I like being able to try out AC20's/SRM's this round, and ERLLAS/Gauss next round. For me, the ideal mech is effective in either configuration, with optimal being *my* preference, not the 'mech's preference.

This means my favorite quirks center on manuverability and armor - the weapon independent ones.

#115 Clownwarlord

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Posted 17 August 2015 - 03:57 AM

Anything that gives me an advantage over my enemy ... the TBR is OP and I must crush it.

#116 Clay Pigeon

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Posted 20 August 2015 - 03:04 PM

Ballistic heat reduction combined with non gauss AC cooldown quirks are my favorite. Really, why would anyone mount an ac20 if they can mount a 1 heat gauss, unless they're quirked for ACs?

#117 Draconeran

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Posted 21 August 2015 - 06:15 AM

I find the quirks that relate to a mechs movement to be the best. It gives the mech a unique feeling without changing how a weapon works.

#118 Torezu

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Posted 21 August 2015 - 11:13 AM

View PostClay Pigeon, on 20 August 2015 - 03:04 PM, said:

Ballistic heat reduction combined with non gauss AC cooldown quirks are my favorite. Really, why would anyone mount an ac20 if they can mount a 1 heat gauss, unless they're quirked for ACs?

Because gauss are heavier, harder to use, and have a tendency to take out arm and torso sections when they get critted (which happens a lot)? Granted, massive range bonus and projectile speed, but really...there's your trade-off.

#119 Bors Mistral

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Posted 22 August 2015 - 01:43 PM

My favourite quirks are the jump-jet related ones. Oh, wait...

I'll take heat-reduction then.

#120 Seelenlos

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Posted 24 August 2015 - 02:49 AM

View PostTina Benoit, on 20 April 2015 - 10:12 AM, said:

Hello MechWarriors!

Those of you who listened to the Town Hall on April 16th may remember the discussions regarding the Quirks!

This thread is to hear out your feedback regarding your most favorite Quirks, the ones you don't want to change!


Hello,

the quircks are very nice though i do not understood if they were mentioned in lore or not (didn't had enough money to buy it further than Cay allard lia series) so if we have no other idea (my idea comes in next lines) i would not change it.


If we are going to change it, first I would ask to implement the Solaris 7 Module.
Anyone wanting something must go there and win 1. the ability.
Then like Moonbreakers and now in MWO-Skill system invest A HUGE amount of GXP (exponential function) and C-Bills (and MC) to improve it to 5-10%.

That makes the mech and its pilot somehow unique, as it takes too long to upgrade my 20 mechs all in Solaris.
So we also get those specialist we want.
Erm, for clans there must be those clan upraising fights- module in game as counterpart to Solaris.

As long as this would not happen (Solaris - Clan fights) we should leave it the way it is ):>





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