- I think the quirks in this game play a much larger role than they should. Quirks should be a minor factor, after all other variables have been adjusted to buff or nerf mechs as necessary. (Engine cap, torso twist, number of hardpoints, etc)
- The primary purpose of quirks, in my mind, is to promote variety, give a slight boost to underperformers and reward challenging builds. High risk, high reward.
Quirks vs Mechs
TL;DR: Quirks should ideally not encourage people to completely change the role or armament of mechs, but should still give the players a lot of freedom to experiment and customize.
Quirks vs Boating
TL;DR: MWO should not reward every one for boating with all mechs. Use quirks to make legendary boats such as the Nova Prime and CPLT-A1 viable, but encourage mechs with different hardpoint types to use all their hardpoint types.
How to quirk
This is the part where I offer my solution, based on the premise above. I'll do it with bullet points.
- Use quirks to save endangered hardpoints. E.g. if a mech has 4 energy hardpoints, 1 ballistic hardpoint and 1 missile hardpoint, PGI should give significant ballistic and missile quirks to encourage people to use all hardpoint types and make boating less attractive.
- Use general quirks as much as possible. Weapon-specific quirks (e.g. SPL quirks on FS9-A) tend to reduce variety. Type-specific quirks (e.g. laser range on FS9-A) promote experimentation with different weapons and builds. PGI has already started making this change, and that's good.
- Avoid hyper-quirked weapons such as the DRG-1N's AC5s. Same point as above, but I just wanted to give it extra emphasis.
- Use more quirks that are unrelated to weapons. Extra armour for the Atlas, for example. PGI has already started experimenting with this, which is good.
"But a heavily quirked single missile launcher isn't useful! That's not how you mechwarrior! Good builds do not rely on a single SRM6 and a single AC10!"
The metagame would change if you changed quirks to encourage the use of different weapon groups. For example, before the quirkening, the 3xSRM6 2xMedlas Centurion was a very common build, because there was hardly any point in bringing a single ballistic weapon, like an AC10 or LB10X. Better to just boat SRMs and ignore the single ballistic hardpoint.
After the quirkening, the SRM-boat Centurion is almost gone. Partially because we now have better SRM boats like the Griffin, sure. But if the single ballistic hardpoint on a Centurion is good enough, then you can't afford not to take it. If the single missile hardpoint on a RVN-4X is good enough, then you can't afford not to take it.
The goal is to reward players who can handle the multitasking of managing different weapon groups. Not reward people who just put 6 MPLs in a single weapon group and face tank their targets untill they fall down. You want to reward the Atlas pilots who can find that optimal range where all their lasers, ballistics and missiles work together in perfect harmony and create a symphony of destruction. You don't want Atlas pilots to just mount 4xLPL on the AS7-RS.
Some examples of mechs I would fix, and how:
BNC-3S
TDR-5SS
What about Clan mechs?
TL;DR - Nerf the good clan mechs to maintain balance as you nerf the Tier 1 Inner Sphere mechs. Keep buffing the bad Clan mechs. For the most part, PGI is giving them the right buffs, but the actual percentages are too low.
What does all this [hopefully] accomplish?
Basically, this is all about high risk, high reward. As an Atlas pilot with potentially 4 different weapon types (lasers, ballistics, SRMs and LRMs) you're taking a huge risk by having a whole array of weapons with different characteristics. At long range, your short range weapons have no effect, and vice versa. It takes skill to make all weapon types work together, and this skill should be rewarded. Conversely, it doesn't take a lot of skill to make 6 medium lasers work together. It's low risk, low reward. There are some boats that do require skill, of course. The CPLT-A1 missile boat and the Nova Prime laser boat are prime examples. These have their own innate risks, and should also be quirked to give high rewards.
In conclusion... I want quirks to promote variety, stop excessive boating and reward players who are able to make many different weapons work together, something which requires more skill.
Edited by Alistair Winter, 02 May 2015 - 08:00 PM.