Quirks: Your Most Favorite!
#121
Posted 26 August 2015 - 08:42 AM
PITIFUL!
PITIFUL!
#122
Posted 30 August 2015 - 12:40 AM
#123
Posted 08 September 2015 - 11:07 PM
LRM spread quirks; I feel if your going to quirk a missile system do NOT quirk it for just one missile type. (Kintaro is a AWEFUL example of this). While the other LRM quirks are awesome, this one stands one (Along with with missile speed.) I feel these quirks in general can make LRMs much more enjoyable to use or consider as a secondary weapon system.
Small laser quirks; These are just so much yes. Not only are they funny, it also makes small lasers a fun weapon to use.
Machine Gun quirks; Same thing, these are just so fun to use now with them <3
LBX 10 quirks (For IS); These quirks are always fun to use.. but a lot of there numbers are high to make it more competitive. The LBX spread quirks I find are a awesome idea. And wouldnt mind seeing them included in mechs that already have a AC quirk.
Though some thing I want to comment on that you guys should change:
Any mechs that have a + to internal HP should just get that number added to the armor by default so it clears up the quirk list. Instead we should be able to see it when we display our mechs armor.
Would also love to see some JJ quirks. This way itd let you guys test some JJ ideas with out releasing a version that may or may not be too strong.
#124
Posted 10 September 2015 - 02:09 PM
#125
Posted 11 September 2015 - 02:42 PM
Ballistic Cooldown reduction
UAC5 Jam Chance reduction
Pretty much all Heat Generation reductions
Thanks Tina!
#126
Posted 12 September 2015 - 02:47 PM
They really add to the flavor of each mech, and ultimately most people I see playing the game value these quirks as chassis differentiators.
#127
Posted 12 September 2015 - 07:09 PM
#128
Posted 14 September 2015 - 01:35 AM
And the Lb-10x cooldown on the Centurion
#129
Posted 14 September 2015 - 03:16 AM
#130
Posted 14 September 2015 - 08:35 AM
General weapon quirks
Most of all...
CONSERVATIVE quirks. No more -28% this, +50% that. Give it a couple reasonable buffs/nerfs, but avoid a single OP quirk.
#131
Posted 18 October 2015 - 01:22 PM
#132
Posted 18 October 2015 - 04:53 PM
General energy range and heat reduction.
Ballistic velocity.
#133
Posted 18 October 2015 - 05:26 PM
I think the quirks I like best are:
- Small quirks that only do minor changes. Nothing drastic like the 30-50% quirks. I like the 5-10% quirked items. They feel more like flavor, than "must utilize" abilities. (Then, add those small quirks with the weapon modules, and you can some nice flavor, without it making (for example) an AC5 into an UAC5 with no jam chance. (Dragon, I look at you on this, even though I love you.)
- I actually am preferring (in particular IS mechs currently) the range buffs. When kept within reasonable levels, such as the Crabs modest 7.5% energy range quirk. It makes it feel slightly different and provide a bit of a variety between the 27 and the 27B (which has some nice, moderate and reasonable, energy heat generation quirks). Combined with a range module, it gives it a nice flavor, as well as a mech that can compete with clan ranges (currently). (I've been dubbing my Crab 27 and 27B as my Clan Buster designs. 27 has the long range ERLL to compete with clans, and the 27B just runs it a bit shorter range but cooler.)
We don't need drastic quirks to make a mech "viable". We should use quirks to produce flavor that doesn't dictate a given weapon/role/build to be a "must use".
Some of the health quirks (be it armor or structure) can also be nice. I personally would prefer more armor quirks, but not have it be free armor, but instead be extra armor someone can add to that location (costing appropriate tonnage). Use Structure quirks for mechs that need sections to live longer (such as the Awesome's side torsos, and the Hunchback's right hunch). Use (minor) armor quirks (that let us place more armor than normal for that weight class) to let a user decide if they want a mech (typically one known for being heavily armored, such as the Dragon, Awsome, and soon to come Wolfhound as examples) to have extra armor instead of other possible gear. (Would be a boon on some of the slower lights, and larger heavies/assaults.)
Just my opinions here of course. But you asked for them!
#134
Posted 21 October 2015 - 02:21 PM
#135
Posted 03 November 2015 - 11:24 AM
believe I have maxed out armor on all components, a 250-XL Engine, an AC/20 and a Large Pulse Laser (which can be fired nigh-relentlessly by using double heat sinks). Of course I have to use both Endo Steel and Ferro Fibrous upgrades, but I find it's still pretty damn sufficient. Sometimes I drop the Ferro Fibrous off and hook up 2 AC/5s, 2-3 Medium Pulse lasers, and load the rest into ammo, but long story short, it's a tanky, well-armed, agile little son of a gun.
#136
Posted 03 November 2015 - 05:04 PM
#137
Posted 03 November 2015 - 05:47 PM
#138
Posted 03 November 2015 - 06:05 PM
#139
Posted 04 November 2015 - 12:04 AM
(more serious - i don't like any Quirk
reasons:
- quirk should consist of "give" = perks
- quirk should consist of "take" = flaws
Quirks should be the icing on the cake - the difference between a pistachio Hunchback and one with hazelnut flavor
- the current quirk system is icing without flavor and more important without cake
Here the rule text:
Quote
of various designs whose unique quirks aff ect their
abilities—from the Javelin and its off center of gravity that
makes it prone to falling at high speeds, to the Catapult and
its faulty jump jets that can break and increase its heat during
battle, to the Behemoth DropShip that requires two docking
collars and so on. There are also illustrations of ’Mechs that
often fall far outside the norm, such as the Stalker that plainly
doesn’t have arms, or the Jenner that has obvious diffi culty
torso twisting and so on.
However, game design and balance cannot be dictated by
fiction or illustrations. Therefore, while such fiction is fun and
believable and the wide variety of illustrations provides a wonderful
diversity, not seeing such unique quirks play out on the
field of battle—particularly when real-world vehicles provide
so many existing quirks—lessens the connection between the
universe and the game board.
Design quirks are a set of optional rules that allow players
to bring the individuality of illustrations and story and
sourcebook fiction—not to mention the uniqueness that can
result from an endless series of field patches by a resourceful
tech—to the gaming table. This section provides a series of
positive and negative quirks, each with a numerical value that
determines the relative strength or weakness of a given quirk.
As this section—like all sections in this book—is considered
advanced rules, it is strongly recommended that if a player
chooses a positive quirk for a design, he or she should give
it negative quirks of equal or greater value as well. All players
in a group should agree to the use of design quirks before
play begins, and so each playing group can decide if negative
quirks must balance positive quirks.
Edited by Karl Streiger, 04 November 2015 - 04:06 AM.
#140
Posted 04 November 2015 - 07:59 AM
The reply from Russ was "we love this game, it's a complex hardcore game and we'll have to see we work on that complexions". What? Maybe I heard wrong but I didn't hear once the word "new weapons."
It's not even a remotely relevant answer.
I'm going to ask this very same question again for the next townhall. podcast "when or if will PGI consider implementing weapon varieties and/or new weapons" Quirks or NO quirks. I really think this is a nail biter for a lot of the veterans. There are plenty of canonical weapons within the respected current timeline that are available though rare and perhaps slightly faulty. But still usable and should be available.
Maybe I'm wrong, that weapon variety will upset the weapon balance completely, in case just nerf em.
Russ, skirting around the question is a double insult.
Listening to that Townhall podcast gave me a sick ugly gut wrenching flashback of the foreboding days when our overlord publishers ruled behind the curtains. Where a hand that does not care for the franchise and fans or even the developing company's reputation, merely beckoning for more cold hard maximum profit margins at absolute minimal cost.
Quirks is absolutely a blessing of a concept. One that many of us have been pleading for since open beta.
But I believe there is far too much emphasis on changing quirks to make more mechs viable than giving mechs a larger arsenal to play with thus allowing more variants to become versatile (AND VIABLE) and to enforce this as a CATALYST, quirks can be in-disposable.
Edited by PanzerMagier, 04 November 2015 - 08:03 AM.
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