Quirks: Your Most Favorite!
#81
Posted 29 April 2015 - 07:15 PM
#82
Posted 29 April 2015 - 09:49 PM
#83
Posted 01 May 2015 - 02:04 PM
Yes, I know it's more powerful now with the LL quirks, but I liked not sticking out all of my top half of the mech to be able to shoot effectively. That mech had a bit shorter range, SAME burn time and noticeably lower alpha. The main trade-off was some heat-efficiency. The most important thing: It doesn't WUB anymore T_T Q.Q ;(
2) LRM20 on the CPLT.
Almost made it worth playing.
3) Arrow quirks.
6xMG with +range on them is great. Although inaccurate, they're great both DPS/t and DPH (damage per heat).
4) JR7-O, RVN-H and most importantly the FS9-A. They are capable of wrecking anything in the right hands. Especially the firestarter. If you don't die of stupid, you can get to 650+ damage numbers without any concern for ammo.
#84
Posted 03 May 2015 - 11:05 PM
My least favorite quirks are all quirks having to do with weapon mods. If I had to choose specifically it would be the high % duration and heat reduction quirks for lasers. Talking more than 10%.
Weapon balance is an issue especially when you promote boating of one type of weapon on a chassis by giving it crazy quirks.
#85
Posted 05 May 2015 - 05:34 PM
#86
Posted 06 May 2015 - 08:17 AM
For example the ENF-4R has an Energy Heat Gen reduction of -12.5%.
Any quirk that helps a pilot manage heat, is a great quirk!
#87
Posted 06 May 2015 - 09:06 AM
#88
Posted 07 May 2015 - 04:03 AM
#89
Posted 10 May 2015 - 04:28 PM
#90
Posted 10 May 2015 - 05:14 PM
#91
Posted 10 May 2015 - 05:27 PM
More serious: the armor buff on the various warhawk omni-parts.
It's by any means not indestructable but it finally feels like a true assault mech.
Edited by LOADED, 10 May 2015 - 05:27 PM.
#92
Posted 11 May 2015 - 01:29 AM
#93
Posted 11 May 2015 - 11:41 AM
Things like Stalker 4N LL quirks are LOLWUT to me. People say it was worse than other stalkers? Give it more durability than the others. As if a Stalker needed more dmg output.
#94
Posted 11 May 2015 - 11:59 AM
Edited by Brawler1986, 11 May 2015 - 12:00 PM.
#95
Posted 11 May 2015 - 03:16 PM
Brawler1986, on 11 May 2015 - 11:59 AM, said:
*facepalm*
I can't blame you for these being your favorite quirks, I just facepalm because it's for all the wrong reasons....
if that's your point then well played, sir
Edited by Telmasa, 11 May 2015 - 03:16 PM.
#96
Posted 12 May 2015 - 12:28 AM
Telmasa, on 11 May 2015 - 03:16 PM, said:
*facepalm*
I can't blame you for these being your favorite quirks, I just facepalm because it's for all the wrong reasons....
if that's your point then well played, sir
Why facepalm?
I don't like the meta style sniping stuff. I want to have more challenge so i traded the engine for an xl engine, and i now run at 97.8 kph. With a really nimble torso twist and turn angle its really cool in my opinion. That being said, if it wasn't viable, i wouldn't use it. I am not one of those who plays a cicada with 2x AC2 and a med laser and a really slow engine and tells its viable....
#97
Posted 12 May 2015 - 04:56 PM
#98
Posted 13 May 2015 - 04:51 AM
I understand the reasons for the Quirks, but the cause is that mechs get made with low payload weight and/or hard points and are not tough either, have large center torso hit boxes. So conversely you could look at mechs with low payload and hard points as needing to be tougher than mechs with high payload, like the tiny payload Summoner. Summoner could be fixed by being made very tanky and I think that type of balancing is the best use of the Quirks.
#99
Posted 26 May 2015 - 03:56 PM
#100
Posted 27 May 2015 - 12:57 AM
Now if I could get a jenner CT armor buff I'd be over the moon.
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