

Quirk List For The May 19Th Patch
#381
Posted 17 May 2015 - 06:04 PM
And no I'm not.
PGi needs to fix this game fast or soon Clanners won't be the only ones whining.
#382
Posted 17 May 2015 - 06:44 PM
#383
Posted 17 May 2015 - 07:19 PM
You gotta give reasons to have people put other weapons besides lasers on the timberwolf. And that doesn't mean punishing the only real competent weapon besides the gauss rifle.
Edited by Shabahh Kerensky, 17 May 2015 - 07:25 PM.
#384
Posted 17 May 2015 - 07:21 PM
#385
Posted 17 May 2015 - 07:50 PM
None of my builds are meta, all have a variety of weapon types, and all will suffer greatly in these changes even though none of them are builds you've intended to nerd with these changes. My builds already have the variety you wanted to encourage. All you've done is ensure that my clan builds are even less effective in CW, and that I'll stop playing CW altogether because of it.
A better solution would be to build positive buffs for non-energy slots. Give ACs a buff... less jam chance for U ACs and less spread and faster cool down for lbxs. Give missiles a buff... faster cool down and reduced heat and spread. Give a little love to the ppc. Don't merely throw a 15% duration and cool down nerf on all models just because you want to discourage a few particular builds.
#386
Posted 17 May 2015 - 07:54 PM
#387
Posted 17 May 2015 - 08:01 PM
#388
Posted 17 May 2015 - 08:01 PM
- Scale the mech and adjust its hitboxes to be roughly normalized with all the mechs in its tonnage class. During playtesting, if a mech is particularly vulnerable in certain areas due to its shape or hardpoint placement/importance, adjust the hitboxes and/or increase that section's hitpoints.
- If a mech has highly favourable hardpoints, then counterbalance that with reasonable reductions in acceleration/agility, negative armour/structure and heat quirks (more weapons/hardpoints in the same package = less robust heatsink/chassis traits), and adjustments to hitboxes and perhaps scaling.
- If a mech has a lack of hardpoints, then it should be accepted that some variants just aren't comparable in firepower. Buff other aspects of that mech: agility, hitpoints, heatsink efficiency, module capacity, sensor quirks, etc.
Adjust traits to maintain plausibility and consistency in the universe, and simplify the game by minimizing weapon quirks.
Weapons should be balanced separately. There are many ideas on how to do that independantly of chassis balancing.
As it is now, it's become a huge mess.
#389
Posted 17 May 2015 - 08:01 PM
#390
Posted 17 May 2015 - 08:02 PM
The timberwolf is a good mech ,but NOT invincible it's just a good all round mech it's got speed, armor and a decent not op loadout of mixed weapon types
#391
Posted 17 May 2015 - 08:26 PM
KursedVixen, on 17 May 2015 - 08:01 PM, said:
I always wondered if a boycott movement like this would work, not in the form of quitting, but in the form all the clans coming together and choosing one IS side to represent, then using their dusty IS mechs to completely destroy another IS faction. Then there'd at least be more light on the matter of if the mech makes the pilot, or the pilot makes the mech.
#392
Posted 17 May 2015 - 08:36 PM
Awesome.
Edited by Splatshot, 17 May 2015 - 08:37 PM.
#393
Posted 17 May 2015 - 08:42 PM
I really hope it's not as bad as I'm thinking.
#394
Posted 17 May 2015 - 08:45 PM
That way the user can decide which they version of the game they wish to play.
#395
Posted 17 May 2015 - 08:48 PM
Sevronis, on 17 May 2015 - 08:42 PM, said:
I really hope it's not as bad as I'm thinking.
#396
Posted 17 May 2015 - 09:08 PM
I don't know why it is so hard for PGI to realise that clanners laservomit because we have no choice. I'm bored of my clan mechs.
SRMs don't work at all because my ping averages 270 to 300 and hitreg is still borked.
LRMs are useless in any form of organised play where ECM coverage is guaranteed.
Clan ACs are just bad, even PGI acknowledged that.
PPCs are inferior to LPL, especially given the hitreg problems and low velocity.
What does that leave me? Oh wow, lasers and gauss. My clan collection looks like this:
Kitfox: LPL, 2ERML
Stormcrow: Gauss, 4ERML
Hellbringer: Gauss, 4ERML
Timberwolf: Gauss, 6ERML (probably going double Gauss after the 19/5 nerf)
Direwolf: 2 Gauss, 2LPL, 3ERML
It's not because I want to, it's because I have no other options. Every clan mech I buy, ends up being an exercise on how many Gauss and lasers I can fit onto it. At which point, they all play the same and I get bored and go back to my IS mechs, where at least the ACs are fine and provide different playstyles for each calibre, PPCs work on some mechs, and lasers have been quirked to be even better than clans.
And before haters tell me I can play the other weapon systems even though they are not as good, I'm sorry, but losing in any build is less fun than winning in a boring build.
Edited by Lagster, 17 May 2015 - 09:09 PM.
#397
Posted 17 May 2015 - 09:09 PM
ABOUT DAMN TIME PGI NERFED SOME TIER 1 CLAN MECHS
I supposed I predicted PGI would eventually have to do this
http://mwomercs.com/...ost__p__4373179
Yes, yes, I did my small part to help ruin your precious untouchable 'mechs.
I think the magnitude and comprehensive scope of these changes are debatable, but the direction is indeed correct.
PGI seems to be a lot less good at guessing which 'mech people will turn to next. Sure, the Summoner and Gargoyle are unchanged but they have their own problems too.The obvious route will be higher usage of Hellbringers rather than SMNs or GARs.
Then there is that Dire Wolf. It seems odd it was able to dodge an atomic nerfbat on the first pass. So not only are the changes likely to be off a bit but just hitting the TBR/SCR left one or two obvious candidates untouched.
Maybe the whales should give it a chance before they stop pokemoning and make threats to seek refunds.
#398
Posted 17 May 2015 - 09:17 PM
First off, there's too much quirking going around. What happened to fixing the weapons themselves? I really want to see all weapons be used as evenly as possible between all mechs, and to do that they need to fix the weapons players don't use.
The quirks are there to help under-performing mechs and to promote certain trademarked weapons for particular mechs, not boost already strong ones. There needs to be a system in place to promote mixed weaponry, so far quirks do the opposite, they promote "Boating" one type of weapon. Some mechs like the Awesome for example do need some PPC quirks since it was designed to be able to use 3 PPCs, so that makes sense. But there should be limits to the number of weapons benefit from thoses quirks, for example: PPC Heat reduction for 3 PPCs or less, if you have more than 3 PPCs you do not gain any heat reduction for any of them. Making the quirks limited to a specific number or less of the type of weapons will help discourage "Boating" one type of weapon. So for example you could see a quirk like: Medium Laser Heat reduction +15% (max 4) on a Firestarter, which if they want the benefit of the quirk they would use no more than 4 Medium Lasers and use other weaponry like Medium Pulse Lasers, Flamers, Large Lasers, etc.. for the rest.
Clan Ballistics and Missiles need serious buffs, that's why most Clan players use Energy weapons. In general I feel like all IS weapons are better than Clan weapons at the moment. Clan weapons have more range and damage but the heat and beam duration are so bad. Range is such a minimal stat that it isn't worth that heat and duration and damage isn't enough because you'll never be able to get full damage on your shots because the duration is too long. I'd trade all my Clan weapons for IS weapons for my Clan mechs if I could. When I pilot Clan mechs I always feel like I'm cooking inside the cockpit, with the furnace, oven and toaster at max, no matter what weapon combination I use...
Beam duration is probably the most hated stat for me for Clan Energy weapons, heat a close second. So I stopped using Clan ER LLs on my Timberwolf and Stormcrow (which only had 2 each) because I could not deal with the beam duration and now you make the duration even longer... It will be impossible to do the weapon's max damage because the enemy will not stay still and take it. With a longer duration you'll also have to face the enemy longer so more time for the enemy to aim for specific parts of your mech, and if you try to torso twist your beams will spray on your teammates like sneezing while peeing. Out of the 11 dmg Clan ER LLs do, you'll only be able to do 4 or 5 and the rest you'll spray on your teammates because you can't stop the beam. Sounds a lot like the problem with Clan ACs, can't do the max damage of the AC because only 1 or 2 of the shots fired hit.
#399
Posted 17 May 2015 - 09:21 PM
I am not a fan of quirks at all.
As long as there are quirks, there will be negative fallout and wasted effort to balance the mechs. Someone's time gets spent on this, implementing this, gathering data, and following through with the aftermath. Its better spent on other things. We do not need a 'quirks' albatross hanging on our neck all the time when we make a change on any side that can be polarizing.
When mechs are released, there should be just a few things to worry about:
- Hardpoints (and location)
- Amazing 3d/art.
- Fluid mechanics. (argh, bunny hopping jump jets argh)
We have a majority of problems with quirks as weapon quirks. That means that the majority of problems are in weapons. (I don't see anyone complaining about acceleration/speed/arm/torso etc quirks.)
- We have laser meta. That means that the majority of problems is in heat if the meta involves 8-9+ lasers.
- Clan ballistics have problems with the spray and pray. (Like an LBX problem but fires in a line problem)
- LB #X has problems with effectiveness of spread. (Take the rated range of an LBX weapon and divide it by half for effective range. i.e. LB20X is rated for 360m but is only effective at 180 and less.)
- LRMs are just impossible to get locks with the functions of everpresent multiple layers of ECM (Artemis + visual should really override this and allow a lock.)
- SRMs are hitreg restricted, but are good weapons enmasse (which is the current problem anyways).
- Streaks are probably pretty good on the clan side. (the horrendous cooldown time is a good balancer. Annoying to heavies but a great light shredder enmasse.)
- Get rid of omnipods entirely. Being able to maximize 13 combined energy hardpoints just means you're encouraging problems, future quirks, future balancing.
- Every hardpoint should be of a size. Small/Large/Massive (or any variation there-in) and only fit appropriately sized weapons.
- Change clan hardpoints to omni hardpoints that can accept any weapon that is appropriately sized. (Small, large, massive omni hardpoints.) in exchange. Might you see a 12 MG Nova? It's possible.
Any hardpoint on an omnimech should be able to accept missiles, ballistics, lasers. Players are not allowed to change out the hardpoints. Does this make Clan mechs similar to IS mechs? Yes, and that's not a bad thing and evens the playing field more. We do not need to max out the number of hardpoints via combining Arm omnipod A with chassis B to get Mutant Mech 2015k with 13 combined hardpoints.
Let mechs do the talking through their hardpoints and hardpoint placement, not quirks. Maybe the Summoner and other nostalgic mechs wouldn't be as bad as it is now.
We can't use Quirks as chemotherapy to try to fix problems. We're causing a lot of secondary side effects that may be just as bad as the original problem.
This is a Mechwarrior game. I desperately want it to succeed. But core problems can't be addressed with band-****.
Edited by Helaton, 17 May 2015 - 09:24 PM.
#400
Posted 17 May 2015 - 09:23 PM
- Ghost Duration
- Ghost Cooldown
- Ghost Range
- Ghost Damage
- Ghost Weight
- Ghost Armor
- Ghost Ammo
- Ghost Splash Damage

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