lordtzar, on 16 May 2015 - 08:59 PM, said:
So Summoner/Mad Dog/Mist Lynx/Ice Ferret don't need any quirks?
Do I say that anywhere? No. Do you want to jump to conclusions and/or instigate an argument and/or troll? Sure seems that way.
I specifically said that large hardpoint omnipods should receive negative quirks while lower hardpoint omnipods should receive no quirks as a baseline.
I specifically said that you do not want to make "super-quirked" mechs. Ever. Period.
I specifically said to start with armor, structure, and mobility/agility buffs to boost most underperformers (which are that way because of hitboxes or lower amounts of hardpoints).
I specifically said that if you have many variants that are similar/same in hardpoints to apply a single modest quirk to differentiate them. Using the Firestarter example I've outlined in the quirks thread: K-Heat Gen, A-Cooldown, S-Range, H-Beam Duration, and E-MG RoF. That gives all the similar variants a unique feel without overquirking them.
I specifically said, also, that you take the most underperforming mechs and give them a couple of modest (again, no "superquirking") weapon buffs on top of the armor, structure, and agility buffs to bring them up to par.
Nowhere in that did I say that those mechs shouldn't receive quirks.
lordtzar, on 16 May 2015 - 08:59 PM, said:
DRG-1N is straight up better than any clan mech. It has the firepower of a dakka whale/king crab. It's 60 tons.
Yeah sure you can make any mech work, but meta mechs are meta for a reason, they're just plain better.
It's one of the "Super-quirked" and shouldn't exist in its current iteration. I fully believe it should receive a nerf on the weapon quirks and receive better armor, structure, and agility buffs to compensate (especially for its HUGE CT snout). No mech should be firing a pair of AC/5s virtually as fast as an unquirked mech can fire an AC/2.
Same goes for mechs like the Huginn with the extreme SRM/4s, and the various mechs that have such huge duration buffs that they're turning lasers into pinpoint Front-Loaded-Damage weapons, etc., etc.
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Weapon buff quirking is getting out of hand and needs to be reigned in. The more you buff things, the more power-creep will happen. The more power-creep happens, the lower Time-To-Kill gets. The lower TTK gets, the less fun people can have with the game.
However, if you focus quirks on armor, structure, and agility/mobility, then you can start increasing TTK by getting the lesser mechs able to go toe to toe with the top tier mechs out of sheer endurance. Little-to-no weapon quirks needed.
After all, what are the biggest complaints about the most underperforming mechs? Typically it's hit-boxes (Dragon, Awesome), Lack of Hardpoints/weapons potential (Thor/Summoner, Commando), or too frail for its class (Locust, Koshi/Mist Lynx). Give them the quirks to hold out in an endurance fight by either taking the hits or outmaneuvering the enemy or a combination of the two.
I'd list ammo quirks as another one to add to that list of starting points, for extremely ammo dependent mechs, but we don't have that quirk, yet. However, once we do have it, it should be added to the roster of "starting point quirks" for the extremely ammo dependent mechs.
Edited by Sereglach, 16 May 2015 - 09:44 PM.