Bishop Steiner, on 20 April 2015 - 10:15 PM, said:
Look. I've been concerned that Quirks were being overdone for a while. Being used as stopgaps and bandaids for deeper issues. If the Thud was so bad it needed 50% cooling on ERPPCs to "compete" (it didn't), then it bespeaks of much larger underlying issues.
Yet more and more, Mechs aren't being "helped" by Quirks, but defined by them. and it's not "1 quirk per tier" anymore, but crazy stuff like the Zeus's armor....or literally doubling the armor on the arms of the Nova-C. (The Locust and Mist Lynx are pretty crazy too, IMO, in those regards)
At no point should a mech need a 40-50% boost to ANYTHING to make it "viable". The LB-X on the CN9-D sort of does, one could say...but does it? Or does the LB-X need to simply not SUCK as a weapon? Does the LCT-1V really need that kind of cooldown on it's ERLL? Or the DRG-1N?
Or are they lazy bandages covering over bigger problems, like poorly implemented and balanced weapons, and chassis that are poorly thought out, balanced and victims of atrocious scaling issues?
And this isn't because the Clan Mechs are finally getting decent Quirks in some instances. In the current environment, they NEED them, in most cases not named StormCrow or TimberWolf. And most still need MORE, in the current environment.
But what we got is a Quirks Arms Race going on, where they are not only being used as cure alls, for whatever ails a design, but are starting to define the Metas in and of themselves. Quirks were supposed to be a "boost" to give underperformers a shot. 10% here, 20, even 25% on the truly bad mechs, here and there, I could see and agree with.
But it's really gone too far. Quirks are going form a potential saviour of underperforming mechs to making the game unrecognizable as "A Battletech Game".
I think it's really time to stop and really look at just how nuts the quickening has gotten. And to start over with them yet again. And maybe, it's time to hold a little more Dev accountability to actually provide minimally viable products on the in game models and weapons balance.
I still enjoy this game, but with each new list of quirks released, I recognize the game less and less. Truth be told, I am actually almost missing the "Time Before Quirks", even though many of my favorite chassis were all but DoA then.
I still firmly believe that cutting the heat cap to 30 plus 1 for each SHS and let DHS be double dissipation (but not increase heatcap) would go a long way to pulling us back from this power creep we're seeing.
Get rid of weapon specific quirks and leave Armor/Structure quirks in on 'Mechs like the Hunchback and the Awesome whose original art gave them bad hitboxes.
In general, having a much lower heat cap would push builds towards sustained fire rather than huge alphas.
The sheer volume of weapons being fired at once is the source of the problem.
Take away the ability to plant 60+ damage in one shot and we remove the need for the more crazy defensive Quirks we're seeing.
Such a change would bring the Atlas back as well. Being unable to boat will not be such a crippling disadvantage in a world where your Atlas can adequately guard its Ac20 because it would require more than 1 'Mech to rip off its Ac20.
Cheese builds like the 6x UAC5 would overheat on the second shot.
Maybe we could even finally add in heat penalties when approaching the heat cap.
Not crippling penalties, but penalties that prod people towards efficient builds as opposed to the current trend of Engine + Minimum Heatsinks + as many guns as your tonnage/Hardpoints can fit.
Reducing the number of guns on the field will improve the survivability of many smaller 'Mechs and those with larger hitboxes.
Also, with smaller damage coming out at a time, spread damage weapons like the LB aren't so worthless, due to its ability to instantly damage multiple components, even when the target is actively twisting to hide vulnerable parts.