Khobai, on 02 May 2015 - 08:57 PM, said:
The point is quirks should be rewarding you for using stock loadouts... or something approximating the stock loadout. quirks should not reward you for boating and meta builds.
Stock loadouts are BAD at best on the majority of Mechs. You would have to give every other mech on the team quirks to still help out every time someone uses a stock load out. I could care less about lore and all I ever see is the problems it causes because XY and Z happened on a printed page while we are playing in an electronic medium. This is compounded by the fact that TT and lore have existed and grown up side by side and many people expect that to work the same way in this game. This is a fictional game and all fiction has to take liberties to work. If the lore is treated as fact then liberties will need to be taken. (note I am not anti lore, it is just not a priority for in game balance)
Boating is influenced by the fact that people are rewarded by getting the highest damage. This is done by maximizing your output and waiting until you see a chance to engage where those weapons work best. I do think this many times kills team play, but it is the nature of the beast of online games. Options that would help this would be making the ranges and damage across the weapons groups so similar that any mix of weapons yields a good output throughout a match in various terrain and distances. I do not think we want this.
Boating is the outcome of good design that maximizes the damage in the places that the mech and the environment work best. The creative part is what new ways can you squeeze extra performance out of your design to increase its output within the parameters given. If following lore is a design parameter. The devs have done a good job of making those options exist. This option even with quirks is just not effective and it will not close the gap between the tiers. The quirks are assumed to be a tool to correct the gap between performance output without nerfs. So if pre quirks boating/specialized builds affected the performance differences and according to lore (as per the design of the clan mechs) boating lasers and the range bonuses tipped the balance further, it makes sense to have quirks that allow mechs to mirror the performance of those at or near the top. Some of the quirks (AKA Stalker LLas and FSA 7smpls) did the most good by just highlighting a great build that would still be good minus the quirks (Stalker probably 5 llas at most).
Balance is very tricky. Every individual whether a player or PGI employee has different elements that they focus on. It is almost impossible to rate these differences as facts or perceptions and then assign a hierarchy of importance. Unfortunately even little changes can cause unforeseen outcomes in technical performance, damage output, pleasure derived, animosity created and income generated. Most good changes still have some bad outcomes that everyone has to live with. I treat it like ordering a pizza with a large group of people. I can say what I like, but in the end I can eat what is delivered with the group or go get something else.
I do want to say well thought out with good suggestions on the OPs original post.