Sarlic, on 27 April 2015 - 12:00 AM, said:
eeeh, isn't it like a 10 or 20% quirk atm?
I do not think it's that bad.
I think it's the power void due to clan ghost heat with energy (er small, small pulse, er medium, medium pulse, alll LINKED ghost heat) (and 2 er large laser/ large pulse ghost heat, while IS are at 3).
On top of this but any 12 man of X is "OP".
I once saw a game with 14 flamer novas before in a public match and they won without any challenge because of the fact they can co ordinate in a simple way with all mechs with the same or similar build.
I think 12 man teams should be limited in CW to defending a planet your merc corps owns or maybe some 12 premade verse 12 premade.
12 man premades cause quite a bit of stir for what good it brings. Has lots of room for abuse and such where small minor problems can be magnified by 12. Would prefer if CW was limited into buckets of Pugs + small groups (2-4-ish?) and larger groups (4-8-ish? maybe up to 10?)... Would also like quirks that are region specific.
For eg the strongest large laser quirk on a stalker could be the lower side torso areas while the arm ones are weaker.
























