Quirks: Your Most Favorite!
#1
Posted 20 April 2015 - 10:12 AM
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!
#2
Posted 20 April 2015 - 10:23 AM
#3
Posted 20 April 2015 - 10:26 AM
On the other hand, generic weapon class quirks help with variety while keeping the style and feel of the canon loadouts.
#4
Posted 20 April 2015 - 10:45 AM
#5
Posted 20 April 2015 - 11:20 AM
I'm not the kind of player who takes a 'mech and builds out the entire thing to take advantage of one specific quirk on it. I never converted my Thuds into Thunderwubs or ERPPCBolts or anything like that, my Panther 8 doesn't boat large lasers (nothing I've driven has ever boated large lasers, actually), and so on and so forth.
That makes it really hard to pin down particular quirks and go 'This is the best!'
That said...
UM-R60L: If I understand that one quirk right, it applies to all Inner Sphere small lasers- the regular, the pulse, and (when it eventually arrives) the ERSL as well. I like that. I like that a lot. I would love to see more quirks on the middle level of generalization- this also applies to the 'mechs that have quirks for LRM spread but not SRM spread or vice versa. Autocannon quirks, Medium-class Laser quirks, et cetera, would be a great way to get a middling level of flexible function from a quirk with less chance of accidentally having a collision of quirks to make boating The Best Idea Ever.
UM-R60: Machine Gun ROF- yes please! If this could get linked to Ballistic Cooldown or something, it would help Machine Guns immensely as a support weapon. As it is, general consensus is that less than three MGs doesn't mean much of anything, particularly since their damage rate in and of itself is somewhere between bad and pitiful. The idea of a 'critstorm' weapon is great, but not enough has been done to make this a competitive option when ballistic hardpoints can mount pretty much any other ballistic weapon and aren't present in quantities of 4+.
NARC Duration Quirks: Yes please! Even if the NARC still gets little respect (thanks to the way sensors/ECM/LRMs are individually and interacting with each other), I love to see quirks that affect support aspects of the 'mech. Perhaps some TAG quirks are in line somewhere, or a few AMS/Probe related quirks here or there? It would go a long way to reinforcing the idea that you guys actually care about Information Warfare (which has suffered badly due to 12v12 on small maps, the way sensors/ECM/Probes/TAG/NARC interact, and the very simplistic, narrowly-focused way that CW works currently).
#6
Posted 20 April 2015 - 11:24 AM
Other quirks: The Spider's enhanced acceleration and reverse speed are awesome. I really really wish the Spider-5V had some good Jump Jet quirks (say, a horizontal acceleration while jumping) to go along with them.
Edited by Ialdabaoth, 20 April 2015 - 11:25 AM.
#8
Posted 20 April 2015 - 11:34 AM
#9
Posted 20 April 2015 - 11:36 AM
Because I refuse to enjoy the latter, while I completely idealize the former.
I like the quirks on my Shadowhawk, Atlas-D-DC, and Jagermech-DD the best. Why? Because they're balanced - they don't make my mech OP, but they still add a bit of flavor and a competitive edge. (I'm still debating about the -30% jam quirk on the Jagermech, but otherwise it's cool.)
I don't quite like my Hunchback-4-SP, Catapult, or even really my Centurion AH - the cooldown quirks feel too strong, and allow those mechs to punch way above & beyond their weight (not to mention it complicates heat management). Note that the max the Jagermech has is 15%, while all three of these mechs have 20%+ cooldown quirks.
I'd be able to give a better response to favorite quirks, I think, if they were re-swept according to performance by tonnage. (again, locusts to other 20-25 ton mechs, atlases to other 95-100 ton mechs, hunchbacks compared to other 45-55 ton mechs, etc.)
Edited by Telmasa, 20 April 2015 - 11:38 AM.
#10
Posted 20 April 2015 - 11:37 AM
#11
Posted 20 April 2015 - 11:43 AM
As an anti-boating measure, I would propose something of quirk negation if some weapons are too abundant - they would for example overload energy systems of a mech. Basis for how munch certain energy weapon would burden the systems could be hardwired to summary of damage points of stock configuration.
Example: mech have 2 PPCs - 20 points of unburdened energy output, can be replaced by 4 Medium Lasers to maintain the quirks.
Could be a thing...
#12
Posted 20 April 2015 - 11:57 AM
Look at the Mist Lynx quirks that were designed to fit some mathematical formula or some "ideal" you guys had in your head - while ignoring the problems that people who actually played the mech experience every day.
Just like you did at the very beginning you should call on experienced competative players to help you balance these mechs based upon real in game combat effectiveness.
If you can make chassis fun and unique at the same time - great - but do not let it get in the way of proper game balance.
Do not get me wrong, I LOVE the quirk system. I think it is one of the best things that has happened to the game.
I currently have 85 mechs almost all fully mastered (most brought through grinding C bills over the years - not with real money). The quirk system has let me get all my old favourites out of the box and enjoy them all over again
The reson this happened was becsue the first wave of quirks used competitive players to identify which mechs were actually good and bad so they could be quirked accordingly.
Do not take this the wrong way but you guys have never understood how things such as hit boxes, high mounted weapons and mech scaling effect combat and have always balanced around nothing but hardpoints and engine size.
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).
So what I am saying is yes quirks should be fun but do not let your fun get in the way of their intended purpose - every mech should be combat viable (until we get real role warfare but that's a gripe for another day).
Edited by Jabilo, 20 April 2015 - 11:57 AM.
#13
Posted 20 April 2015 - 12:10 PM
ENF-5P UAC/5 quirks
JR7-O SRM 4 quirks
DRG-1N AC5 quirk
The quirks feel the best when they create the identity of the mech.
#14
Posted 20 April 2015 - 12:26 PM
#15
Posted 20 April 2015 - 12:28 PM
I like that the clans got "family" quirks and would like to see this applied to the IS side, as well.
The Yen Lo Wang was pretty difficult to get wrong, I guess, but I enjoy it. Though it has lagged a little with power creep due to being 50 tons with no long-range capability.
#16
Posted 20 April 2015 - 01:03 PM
The Raven 2X and 4X quirks are also pretty nice- they're in keeping with the stock loadouts more or less, and give the mechs a pretty nicely defined role. I'm still pretty annoyed that the leg hitboxes are still screwed up from the "temporary" change that was made in beta due to bad netcode though. It really makes the Raven as a chassis a lot less flexible, and specifically it means that the Huggin needs an absolutely silly 50% missile fire rate quirk to be effective because of how fragile the legs are. Fix the leg hitbox to what it used to be before the band-aid fix in beta, and tone down the Huggy's quirks a bit.
#17
Posted 20 April 2015 - 01:13 PM
We need more reduce UAC jam chance. Maybe even a weapon module for another 20% reduction. I also think MG's need to be brought back up.
#18
Posted 20 April 2015 - 01:16 PM
#19
Posted 20 April 2015 - 01:29 PM
I also enjoy anything that has a large buff to SRM range. (Oxide, Huginn, first iteration of CTF-2X, etc.) It's far from optimal to fire them at that range, but I like pretending to have MRMs.
#20
Posted 20 April 2015 - 01:35 PM
Mechs are made viable by firepower, durability and agility in that order.
Examples.
Victor not enough fire power, durability and agility to compete.
Highlander not enough fire power durability and agility to compete.
The above mechs do not need favorite quirks but quirks that work with them to make them viable. All depends on the exact short comings of each mech.
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