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Quirks, More Trouble Than They Are Worth


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#21 LordKnightFandragon

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Posted 19 May 2015 - 01:08 PM

I generally like the idea of quirks, but not to the point where PGI has them on some IS mechs.

Slight tweaks, 5-15% is usually more then enough.

Nothing should be getting 25-50% combined bonuses for anything.

#22 oldradagast

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Posted 19 May 2015 - 04:36 PM

The only quirks that haven't turned this game into meta-chasing are the structure and armor ones designed to balance out mechs with bad hitboxes and/or shapes that are not really practical for a walking tank. Everything else has either not been worth the time written to code it (2.5% cooldown to SRM4's) or simply unbalancing (too many to list.) Then, the unbalancing ones are being used to create a "shifting meta" which is really just a pain in the arse as people run around, trying to chase down the latest viable mech because the old one was nerfed and the Paulconomy makes the process about as slow and painful as possible. Nowhere is "fun" on this list of things that quirks have done for us, sadly.

#23 Serpieri

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Posted 19 May 2015 - 04:42 PM

People need to stop worrying about quirks - be afraid of the next mechanic PGI will introduce called Traits to balance quirks.

#24 Ryokens leap

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Posted 19 May 2015 - 05:25 PM

LOL, quirks are like factory recallz.

#25 MechaBattler

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Posted 19 May 2015 - 05:36 PM

They could do away with the quirks. We'd still be in the same position. Only probably more than half of mechs would be worthless. And without the quirks. Their only way to address the problems of some mechs just not being inherently well designed would be to nerf whatever current meta is dominating. Which would just shift into another direction.

So no. It's not more work. It's about the same we've always had. But at least they can tweak individual mechs instead of nerfing whole weapon systems that effects all mechs on a side.

Let's not pretend that on going balance decisions is something new.

#26 -VooDoo-

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Posted 20 May 2015 - 04:02 PM

If a mech is worthless that's PGI's problem. Don't make worthless unusable mechs cause no one will play them. Without quirks it would be a pointless waste of time to create crap mechs....just sayin.

#27 MechaBattler

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Posted 20 May 2015 - 04:16 PM

View PostJazz Hands, on 20 May 2015 - 04:02 PM, said:

If a mech is worthless that's PGI's problem. Don't make worthless unusable mechs cause no one will play them. Without quirks it would be a pointless waste of time to create crap mechs....just sayin.


That seems unreasonable. They're using the Mechwarrior IP. Even if there are many people who play to win. There are also people who play to pilot their favorite battlemechs or fight against them. Aside from potential revenue lost. It would also draw outrage if they barred mechs because they didn't meet the criteria of the competitive scene.

#28 -VooDoo-

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Posted 20 May 2015 - 04:28 PM

Perhaps quirks should only be applied in the negative sense...which seems to be more realistic. In reality if I am piloting a certain mech it shouldn't make my lazzors shoot farther just cause of the chassis. As an example.

#29 Past

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Posted 20 May 2015 - 06:15 PM

Remove weapon specific quirks and roll half the value of them into the relevant general ballistic/energy/missile category. Remove the new negative quirks and instead lower the ranges on some clan energy weapons. This would greatly simplify things and not break anyone's builds.

ATM it feels like inner sphere quirks is tell you what weapon to use while clan quirks are now tell you what weapon not to use i just wanna be able to do what i want without factoring in this convoluted crap.

#30 Taffer

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Posted 20 May 2015 - 06:45 PM

View PostJazz Hands, on 20 May 2015 - 04:28 PM, said:

Perhaps quirks should only be applied in the negative sense...which seems to be more realistic. In reality if I am piloting a certain mech it shouldn't make my lazzors shoot farther just cause of the chassis. As an example.



hmmm I didn't really think of it that way. I'd like quirks gone, but if OP mechs are the problem, it would make more sense to just neg-quirk them instead of trying to buff EVERYTHING else individually.

Edited by Taffer, 20 May 2015 - 06:46 PM.


#31 TyphonCh

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Posted 20 May 2015 - 09:30 PM

Yesi agree % 100.... I feel like we're trapped in this endless tug of war of 'Underused? quirk it to balance!' And 'Too good? nerf it with negative quirks!'

Quirks were initially introduced to bring older, unused mechs up to speed. Yet, now we have these uber quirked mechs, like the DRG-1N with its rapecannon, the STK-4N with its never-ending blue beams of death, the Huggin with its gatling gun SRM's, the Grid Iron with its semi auto Guass Rifle... etc. And while I don't disagree with quirks, I really don't like weapon specific quirks. 9 times out of 10 you can target the above mechs and expect the same loadout. It makes them stale, and traps you in a sense because if you don't build towards these quirks, you're suddenly less effective.
Quirks shouldn't encourage boating. The 1N for example has what? %25 ballistic ROF and %25 ac5 ROF? Throw on your ac5 cooldown module, and why run anything else? It's silly. In my opinion, %25 ROF is too much. They could have given the ac5 just %5 ROF, just to give it a little Oomph, and encourage diversity,. Not the full out shove we see now. Only the worst tier 5 mechs should receive weapon specific quirks. But nothing over the top

Edited by Team Chevy86, 20 May 2015 - 09:50 PM.


#32 Ralgas

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Posted 20 May 2015 - 09:39 PM

quirks, and for that matter weapon ranges (especially energy) need a global restructure/nerf.

Clan enegry range superiority need to be reduced (not necessarily removed) and the overall range of lasers needs to drop to make ballistics a more viable option at range.

Edited by Ralgas, 20 May 2015 - 09:40 PM.


#33 -VooDoo-

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Posted 21 May 2015 - 07:17 PM

Well one thing most people seem to agree on regardless of what side of the coin your on...the game is going the wrong way. Of course people get impassioned over things they invest money in...as a side note-matter of fact.

#34 Augustus Martelus II

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Posted 21 May 2015 - 07:21 PM

all true.

I do beleive that the weapon system in MWO is the main cause of all these.

I know that rewriting the data on the weapon system would take a lot of time.

I ve made a suggestion a year ago...it aint teh best one but would help to give every mech is role...but still some would suck more than others but tis like cars...not every car are equal.

#35 Augustus Martelus II

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Posted 21 May 2015 - 07:29 PM

http://mwomercs.com/...ons-hardpoints/

finally found it back lol

#36 Cyborne Elemental

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Posted 21 May 2015 - 07:41 PM

They need to reevaluate the Tier system for IS mechs.

Start leveling off quirks and get things balanced out again.

Still too many underdog mechs, still too many OPOMGWTFBBQ mechs.

#37 Mercules

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Posted 21 May 2015 - 08:38 PM

View PostJazz Hands, on 19 May 2015 - 11:22 AM, said:

Most of what your saying is weapon balancing, which is fine.


No it isn't, because no matter how much weapon balancing you do you won't balance a Dragon's geometry/hitboxes with a Jagger/Thunderbolt. No weapon balancing is going to balance the Panther's 4-5 hardpoints with a Firestarter's 6-8 hardpoints. Shall we point at the Hunchback and Trebuchet?

#38 Mercules

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Posted 21 May 2015 - 08:52 PM

View PostJazz Hands, on 20 May 2015 - 04:28 PM, said:

Perhaps quirks should only be applied in the negative sense...which seems to be more realistic. In reality if I am piloting a certain mech it shouldn't make my lazzors shoot farther just cause of the chassis. As an example.


As an example:

Hunchback, so called because it was built with a hunch to brace and utilize an AC20 with all the ammo feed and everything else it needed to make that AC20 work well on that chassis. The AC20 put into the Hunchback is a "Tomodzuru Autocannon Mount Type 20". Which is different than the KingCrab's "Deathgiver Autocannon/20s" which is in turn different from the "Defiance 'Mech Hunter Autocannon/20" the Atlas carries.

Battletech was an abstraction and the "weapons" given were abstractions and rough categories for the weapons concerned. Medium Laser was a category of weapon but lore wise they varied a bit in how they functioned. In Battletech some notable lore made it into the rules like the Vindicator's PPC arm having a unique water jacket that would allow it to draw water up around the weapon and cause the mech to cool down rapidly if I did so.

Unfortunately MWO like it's predecessors fell into the "Generic Weaponry" trap. Quirks differentiate the weaponry and that is why some of the quirks are based off Lore Stock Weaponry on some mechs like the HBK-4G and it's AC/20 quirks.

#39 Augustus Martelus II

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Posted 21 May 2015 - 09:13 PM

would be nice to have different manufacturer of weapons... every different variant ''of an ac/20'' by example would have is + and -. A little bit la car pieces...

#40 -VooDoo-

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Posted 23 May 2015 - 12:37 PM

Think some of you are reading into this too far and think this is the table top game...which it obviously isn't. Just trying to get things restructured from within the game....not by pulling the lore card but by pulling the "this crap sucks" card.





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