Quirks: Your Most Favorite!
#41
Posted 21 April 2015 - 07:56 AM
DONT YOU EVER TAKE THIS AWAY FROM ME
#42
Posted 21 April 2015 - 11:02 AM
I also love my Panther quirks. I see some people complain about laser duration and PPC quirks on the same mech but it's great as far as I see. I don't boat PPC's or LL on them so it's great for the ML I put on for close range. 1 PPC on any light should be enough otherwise you're boned if another light catches you off guard and decides to duel you. The quirks let me be effective at all ranges so I feel confident in any engagement or map.
#43
Posted 21 April 2015 - 01:47 PM
#44
Posted 21 April 2015 - 03:40 PM
Hunchback 4G: Not because the quirks match the stock loadout, but because the quirks give this variant a well-defined role in which the mech is capable of performing very well.
Thunderbolt 9-SE: Based on the stock loadout, this mech could have gotten a hot mess of LRM and medium laser quirks. Instead, it got good, focused large pulse laser quirks, which, again, give it a well-defined role on the battlefield that it can play and excel at.
The Firestarters: While some people will say that the quirks ignore its canon status as a Flamer boat, the quirks for this mech recognize the reality that, in this game, it is a much better laser platform, and allow it to perform to its potential.
Centurion AH: Quirked for two different weapon systems (AC/20 and SRMs) without losing focus on its role as a close range skirmisher. Great quirk synergy.
Griffin Sparky: The PPC velocity quirk is unfortunate, because PPCs and lasers are a horrible combination and the Sparky would be much better off with an extra quirk for either large or large pulse lasers. However, the medium laser quirks it does get are appropriate for the variant, which is usually run with 4 medium lasers in the arms, while still providing some benefit to heavier lasers at the user's discretion. The most important part is that the amounts of the quirks are spot on for the variant, unlike many other mechs with jumpjets that get next to no quirks.
Wolverine 6K and 7K - Two great examples of how to quirk a mech into a role that it is good at. The 7K went from becoming a poor man's Griffin to a great SRM brawler in its own right. The 6K was totally superfluous before quirks, since its hardpoint combination could be found on several other mediums with better placed hardpoints. Since quirks, it has been a top tier medium energy platform, both with large pulse lasers in its first implementation, and now with large lasers.
#45
Posted 21 April 2015 - 03:48 PM
It is my hope that weapon quirks could be removed completely in favor of a less regimented system, preferable something like hard point modules/upgrades rather than blanket bonuses that encourage boating.
Edited by Agent 0 Fortune, 21 April 2015 - 10:18 PM.
#46
Posted 21 April 2015 - 04:00 PM
#47
Posted 21 April 2015 - 04:32 PM
Hm...
Well, I like the acceleration and deceleration quirks for the Locust. These quirks make maneuvering it in combat different from the Commando, and really help the Locust avoid enemies by quickly changing speeds and direction behind cover. Not a huge huge difference, but a good way to make the chassis unique.
I also enjoy quirks that allow an "ordinary" weapon like the Large Laser or PPC to act as a sort of middle-ground option. The Thunderbolt 5S' Large Laser range quirk allows the weapon to be used as a compromise between the heat efficiency of the standard laser and the extra range of the ER - though I can still use the ER to achieve even greater results. Duration reductions of standard lasers fall into this category as well.
Edit: Oh yeah! How could I forget the Hunchback!? I love the Hunchbacks' (and certain other 'mechs') armor quirks! These save the viability of the chassis while allowing the unique architecture that makes the 'mech fun. Whether it's armoring the huge shoulder target or giving certain chassis extra side torso toughness, those quirks are fun to have - and in the Hunchback's case, they resurrected a chassis that had largely disappeared from the battlefield.
Edited by Void Angel, 21 April 2015 - 06:11 PM.
#48
Posted 21 April 2015 - 05:18 PM
I also like the Jager DD quirks for reducing jam chance. That is an ideal quirk for a Mech designed to use UAC/5, since the ammo feed lines should reflect that design intent.
Lastly, I wholly-approve of the Hunchback Mechs' armored-up shoulder humps. Look at them, they look heavily armored, and they carry the bulk of that vehicle's weaponry... So they should be extra well armored.
#49
Posted 21 April 2015 - 09:13 PM
My other favorite quirks are the ones on the SCR-B because THEY NERF IT TO OBLIVION. It wasn't even that powerful anyway, and then you just give the Timber almost unaffecting quirks on something that can allow it to outpoke a Stalker.
#50
Posted 22 April 2015 - 02:56 AM
2) The hunchback quirks for the AC 10 and on the other variant the AC 20. Very balanced and reinforces the stock builds very well.
3) practically all locusts.
#52
Posted 22 April 2015 - 05:26 AM
#53
Posted 22 April 2015 - 05:49 AM
#54
Posted 22 April 2015 - 06:01 AM
Edited by VXJaeger, 22 April 2015 - 06:03 AM.
#55
Posted 22 April 2015 - 06:02 AM
Why?
80 Ton Mechs suffer. Since MM does not balance weight, you often end up the 80 tonner in a match against 100 tonners. Which, Although pilot skill factors in its still an uphill battle for you. I feel the Armor Buff Keeps me alive longer so I can at least carry some of the weight of my team better.
I really, really wish my Victors had the staying power of my Zeus. They are right now night and day in comparison to effectiveness.
Armor and structure on the lowest weight classes to me is the biggest buff and the one I want to keep.
Quirks I miss:
AC5 on the BJ-1DC. It really needs it back, it was actually an effective Mech until that was removed since AC2's are sub par unless you can carry 4 of them.
I also would like to see MG RoF Quirks put in for mechs that have lots of MG points. But the buff needs to be higher, and we need a MG RoF Module to compliment it as well.
My thoughts,
-ST
#56
Posted 22 April 2015 - 06:28 AM
Like on the KGC-000 which has the AC20 cooldown quirk, it should be changed to ballistics as well or something similarily generic like hitpoints.
However, instead of having so many various quirks which often reduce customisation viability why not simply raise the potential maximum armour possible to allocate on all mechs by 100%, ex. Assault CT stock 124/124 -> 124/248.
That way the mechs with otherwise somewhat suboptimal capabilities and builds with spare tonnage can always opt for higher armour setups and balance their poor shape themselves, it would also solve the alpha meta in a very gracious effective way without altering much in terms of possible builds, where players get the choice of higher surivial for less practicality/gank.
Largely the only thing that you would need to use quirks for would be to balance hitboxes and awkward shapes like on the King Crab with wide and low impractical arms, almost anything else would be balanced by the fitting economics.
Currently you have the armour at a level where it's easy to pull off both full gank and armour, whereas if you increased it in relative terms the full gank build and alpha would both become less devastating in general and the combination of full gank and armour would be virtually impossible without extreme compromise.
Edited by SOL Ranger, 22 April 2015 - 06:45 AM.
#57
Posted 22 April 2015 - 08:48 AM
The laser duration on the 2X is probably my favorite. Such a simple change, that turned this mech from crap to awesome. Now give it to the Jenner-F.
#58
Posted 22 April 2015 - 08:57 AM
They keep the power-creep in check. They help designs that have unfortunate hit boxes. Sure heat reduction on a weapon is great, but +Armor & +Twist help me survive longer in the game. Longer in the game means making a contribution longer which means having more fun. If I wanted to play a game that was one-shot, one-kill, I'd go play Counter Strike (or Locusts). I'm in a walking tank. It should take punishment like one.
So while there'll be a bunch of feedback here specifically about weapons, my favorite quirks are similar to those on the new HGN-732b - big armor, better twist.
#59
Posted 22 April 2015 - 09:57 AM
For current quirks, I'm leaning towards the Warhawk's agility quirks. A light assault mech needs to be quick on its feet to be able to make that maneuverability edge count over the Dire Wolf/King Crab's fire power.
Edit: And like a few people have said, I really like the armor quirks on the Zeus, the structure/armor buffs on the Nova/Warhawk - ways to make underperforming mechs better without just giving them even more firepower.
Edited by Rihko, 22 April 2015 - 10:03 AM.
#60
Posted 22 April 2015 - 10:11 AM
DRG-1N: It is much better to have one good Dragon than none.
BNC-3E: Quirks and extra hardpoints make it excellent and encourage using the original weaponry.
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