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Quirks: Your Most Favorite!


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#141 Hobbles v

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Posted 04 November 2015 - 11:14 AM

Hellslinger's external heat transfer quirk. I love this quirk. Its unique and makes the mech stand out from other blrs

#142 Sedant

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Posted 04 November 2015 - 04:17 PM

+10-25% extended range on lasers for Inner Sphere mechs its utter garbage. There is NO reason a Battlemaster should be able to do any sort of damage at 2000m. GET RID OF THE RANGE QUIRKS!!!

#143 Javin

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Posted 04 November 2015 - 10:08 PM

Heat reduction quirks are rather nice.

I am a big fan of small mechs getting maneuver or speed quirks.

#144 AntleredCormorant

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Posted 19 November 2015 - 11:50 AM

Lately it's the UAC5 jam buff on the 5P Enforcer. Show me another medium that can dakka that much dakkadakka

#145 Surn

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Posted 21 January 2016 - 02:26 PM

Erll range + erlL duration counters deathball

#146 Ragnahawk

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Posted 12 February 2016 - 06:23 PM

The hero quickdraw needs UAC Jam Chance bad. (it should not be kissing up to the enforcer 5P, a medium)

Edited by F8Sealed, 12 February 2016 - 07:00 PM.


#147 Danjo San

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Posted 13 February 2016 - 03:57 AM

Laser Duration Quirks... great. In fact there should also be a set of modules to improve Laser Duration

#148 B0oN

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Posted 13 February 2016 - 05:00 AM

Still dislike all the quirks, since most of them make barely any sense, but are seemingly directly proportional to begs sent via Twitter .
But slowly we might creep closer towards something more useful than the last iteration of "ze quirkening" .

#149 Madrummer

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Posted 13 February 2016 - 08:16 AM

View PostSedant, on 04 November 2015 - 04:17 PM, said:

+10-25% extended range on lasers for Inner Sphere mechs its utter garbage. There is NO reason a Battlemaster should be able to do any sort of damage at 2000m. GET RID OF THE RANGE QUIRKS!!!

Cry, and ye shall be heard >:(
Anyway, I'm almost afraid to say my favorite quirk on here. This seems like a thinly veiled disguise for, "What quirks should we nerf, next?"

#150 Exard3k

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Posted 13 February 2016 - 09:32 AM

I like Quirks that make Mechs special, a unique ability that defines this mech like the LB10-X for the Centurion-D or that PPC on the Cicada 3C. NARC Battletech background of the Kintaro or the -crit chance on some Atlases where you as a player know that this mech really can take a beating.

While most Quirks provide general improvements on each mech, most are e.g. general energy quirks that works for any laser/ppc, I like the Quirks dedicated to a single weapon that the mech also uses in stock layout so you can actually use at least parts of the stock layout instead of strip mech and build anything for yourself. Makes mech less customizable in general, but makes every mech more unique. I prefer "Thats a Warhammer" over "Thats a 70ton energy mech with good hitboxes".

#151 Exilyth

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Posted 08 March 2016 - 02:03 PM

Are there any quirks which apply to flamers? Posted Image

#152 Aleksandr Sergeyevich Kerensky

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Posted 08 March 2016 - 02:15 PM

View PostExilyth, on 08 March 2016 - 02:03 PM, said:

Are there any quirks which apply to flamers? Posted Image


Firestarters should have flamer quirks... cuz... lore!

#153 Kaio Pryde

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Posted 08 March 2016 - 10:25 PM

I always favored movement quirks, torso twist turn rate, turn rate, accel de-accel. but at the same time i hated laser duration quirks, having the IS and Clan weapons balanced ages ago for beam duration makes the laser duration quirk make certain chasis "overpowered", but in all honesty it all sort of evens out at the end, but what i would like to really see tho is something that's like a + + - quirk system

for example if a mech has positive duration quirk and positive heat give it negative cooldown so it does shoot way faster but it slows down the dps of that mech at the same time, and the same goes for clan weps

god forbid we get beam duration negatives again but atleast compensate it with heat reduction or cooldown, like if something is good at something, it is also bad at something else.

but seeing some mechs having

laser range +..%
laser duration - ..%
heat generation - ...%
in a single chasis that already loaded with a full on structure quirk on every single crit makes no sense to me.

and if you really want to help out mechs with quirks, why not just give them all structure and movement quirks
and put all the weapon quirks as modules.. example a blackjack -1x wants to build to run ML then have modules for ML range / cooldown / laser duration / heat generation, that way there would be a difference in flavor for the same chasis that would accomodate play style better like i like running my blackjacks closer range.. so i could put heat module and cooldown
where as some guys might play it more pokier so they'd use range and duration
it works out for clan pilots and IS pilots the only difference being is that the modules for IS gives a slightly bigger bonus than the clans do say 10% on a lvl 5 duration module vs clan's 6% which practically evens out the playing field still if everyone uses the said modules. and since clan mechs doesnt have a lot of weapon modules i think it's fair to say that it let's people bring the chasis they like and customize it to the way they want to play it, and still have it quirked properly to how they want to play it

#154 P

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Posted 10 March 2016 - 04:50 PM

1000% srms cooldown
please gib back 80% guass cooldown
k thx

Edited by P, 10 March 2016 - 04:51 PM.


#155 Blackice001

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Posted 12 March 2016 - 12:03 AM

I disagree with range quirks. Max range should be max range just like it was in the game. Clan's are supposed to have a range advantage, but I can get more range with IS by using quirks and modules.

I propose increasing damage range, but not weapon range. IE. an ac2 will do full damage further, but still have the same maximum range.

#156 C E Dwyer

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Posted 12 March 2016 - 11:16 AM

I've always believed quirks should be used to enhance the canon job of the Mech, they should favour lore builds and none of this AC20, gauss nonsense on mech's like the War hammer.

Quirks that take away the lore in favour of meta are bad, and destroy the flavour of the game, that you may as well play hawken, shouldn't have a place in the game.

That said I'm in favour of any quirks that make lore builds useful, no matter how high they have to get.

#157 B0oN

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Posted 12 March 2016 - 05:52 PM

My most favourite quirk right now is the "MechregSurn" quirk .

It adds 200% saltiness while being 1000% wrong on whatever subject he talks about .

I love efficiency like dat, yo !

#158 CmdrA

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Posted 13 March 2016 - 09:05 AM

I'm sure someones said it before already but...

I enjoy the locust 1V's energy cooldown, its the only thing thats got going for it, and its fun to use it with a LPL or ERLL

#159 Volag

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Posted 25 March 2016 - 04:52 AM

I don't like how some mechs with the best hard points also get the best quirks, (Stalker, Quickdraw, Blackjack). They all have high and plentiful energy hardpoints, making them arguably the best IS mechs available for cw play given the focus on long range energy. But they also get really good quirks (energy range, laser duration, energy heat gen). Insanely useful quirks like these should be used on mechs with poor hard point counts and locations. Take the Zeus 9s for example, it does what the stalker does but so much worse in every way. Poor hardpoint locations by comparison to the stalker and not as strong of quirks. sure you can run a 5erll Zeus 9s, but at 5 more tons you get the stalker which does it so much better. I am not so much saying that the IS top tier mechs need a nerf (cause then you would have to do the same on the clan side) but I do think that mechs like the poor IS 80 tonners need some serious help. Zeus-> poor hardpoint locations and few of them, mediocre quirks not fast enough or well armored enough to compete with other mechs in any role. Awsome-> huge hit boxes and slow, not enough armor to be survivable if you try anything other than sniping, poor hardpoint locations, (energy quirks and ppc quirks are pretty good though). Victor-> I have little experience with this mech, but I think the fact that I never see it anymore and that it is considered so low tier speaks for it self, (oh and once again it has low hardpoint locations) This probably the wrong place for this rant, but im new to the forums so please forgive me.

#160 avenger cannon

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Posted 30 March 2016 - 09:59 AM

View PostVolag, on 25 March 2016 - 04:52 AM, said:

I don't like how some mechs with the best hard points also get the best quirks, (Stalker, Quickdraw, Blackjack). They all have high and plentiful energy hardpoints, making them arguably the best IS mechs available for cw play given the focus on long range energy. But they also get really good quirks (energy range, laser duration, energy heat gen). Insanely useful quirks like these should be used on mechs with poor hard point counts and locations. Take the Zeus 9s for example, it does what the stalker does but so much worse in every way. Poor hardpoint locations by comparison to the stalker and not as strong of quirks. sure you can run a 5erll Zeus 9s, but at 5 more tons you get the stalker which does it so much better. I am not so much saying that the IS top tier mechs need a nerf (cause then you would have to do the same on the clan side) but I do think that mechs like the poor IS 80 tonners need some serious help. Zeus-> poor hardpoint locations and few of them, mediocre quirks not fast enough or well armored enough to compete with other mechs in any role. Awsome-> huge hit boxes and slow, not enough armor to be survivable if you try anything other than sniping, poor hardpoint locations, (energy quirks and ppc quirks are pretty good though). Victor-> I have little experience with this mech, but I think the fact that I never see it anymore and that it is considered so low tier speaks for it self, (oh and once again it has low hardpoint locations) This probably the wrong place for this rant, but im new to the forums so please forgive me.


The Stalker needs all the help it can get with that slow and unresponsive body it has.

As I remember it the Zeus in Mech Commander 2 was THE BEST MECH IN THE GAME. It had the 2nd best heat cap of any mech I remember and it was roomy. I suggest going back and giving the Zeus an all around heat buff, maybe an extra 10% more heat dissipation or some such?

Edited by avenger cannon, 30 March 2016 - 10:01 AM.






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