Quirks. They have been out now for quite a while, and some people love them, some wish that some mech's had different quirks than they have, and some hate them, such as quirks that 'negatively' affect a mech (ERLL's that have 4 second burn times anyone?).
Personally, I hate the entire quirk system as a whole "As it currently is". And here's why.
Ever since Clan mech's came out, ive been playing nearly exclusively Clan mech's. NOT because i feel they are an " I Win " button, Not because i feel they are Overpowered, and not because i think clan weapons are 'better' than IS (honestly i think they've been nerfed so badly that i'd rather have IS weapons ON my clan mech.... but that's a different story)
So.. Why have i been playing nearly exclusively Clan mechs? One, I've always loved the Clan Mech's in the books and cartoons/anime's (Timberwolf and Vultures were always my favorite mech's, I've used them in every mechwarrior game ive been able to use them in). Second. The "freedom" to customize the mech's weapon load-out to how I want to play. Say i want to make a ERLL + LRM Timberwolf.. i can do that. Want to make a SRM + Pulse-Laser brawler Vulture?.. hey i can do that. LBX20 and MPL Loki?... can do that as well. Clan Mech's simply give you more 'choices' over IS Mechs.
Now.. that is not to say that you cant customize IS Mech's to fit your own play-style. You can take a Boars Head and load it up with 4 MPL's and a LBX10 if you wanted, or a Wolverine with 2 AC2's and a Flamer if you wished. Heck you can even throw 2 AC2's on an Urby and annoy the heck out of people from long-range.
But.... the problem that happens when the Quirks were added in, and its the reason i currently 'hate' the current Quirks (again, as they currently are), is that it forces people to use 'specific' load-outs on IS mech's.
For instance. My Thunderbolt TDR-5S. Its load-out generally included an LBX10, a MG, 3MPL's, and either a LPL, or a LL with an SRM. No idea if that's a 'elitist' build or not, but its what i liked to run. But... we have the happy 'quirk' system now. And the quirks for the 5S?
(the relevent ones to this post are)
Medium laser Heat generation and durration -12%
Large Laser range and cooldown +12%
Why do i feel this is an issue? Simple. It forces me to change my MPL's out for regular ML's, and makes me have to use a LL instead of a LPL. In order to use the mech to its 'fullest'. I MUST use those weapons. Or if i face off against a 5S that IS useing weapons that 'match' that specific "weapon Quirk"... and im using my own loadout listed above. that 5S who's useing the 'tailed quirk-loadout' Will have an advantage over me every single time.
He will overheat less, he'll fire faster, and have further range than i do. And this is without adding in any bonuses from weapon modules he may be using.
"My" build, the one i want to use, is instantly 'less effective' than his is.. and we haven't even gotten into 'player skill' yet. I START OUT handicapped, because i am NOT using the pre-selected weapons that some Dev has decided 'should' to be used on that particular mech'
Here's another example.
The Battlemaster BRL-1G
Its relevant quirks for this topic?
Medium laser Range +12%
Medium laster heat generation and durration -12%
PPC Velocity +20%
What does this do?.. Well it pretty much forces you to load out an assault with nothing but ML's and perhaps a PPC or two. You cant put any LL's on it.. cant put a LPL on it... and heck, you cant even use MPL's. In order to NOT start out with a 'handicap' when faced off against a Battlemaster who IS using the 'tailor made quirk load-out', you yourself must ALSO be running a load-out that 'matches' the quirks.
And that is my problem with the current Quirk system as a whole.
It REMOVES player choice, it REMOVES customization from a range of Mech's that are already limited in their load-outs by 'fixed' hard-points (the IS Mech's), And it essentially 'punishes' people who do go 'against the grain', by making their mech's 'less effective' than another mech, without player skill even being added to the equation. Even some Clan Omni-Pods are afflicted with this shoddy quirk design (im sorry, but 'punishing' Clan players by making LL's take 4 seconds to do their full damage is NOT a way to balance a weapon or load-out combination, make the cool-down longer, or raise the heat 'slightly' if you need to.. but dont force a player to sit there and 'stare' at the enemy for ages.)
I am all for 'mechanic' quirks added to some mechs to encourage their use again (such as increased Structure/armor to Side Torso's of Hunchbacks). But i 100% Feel that WEAPON Quirks have done nothing but HURT MWO. Both in game-play and in the actual game-mechanic of 'customizing' your Mech.
I honestly feel that all Quirks related to a 'specific' weapon type, need to be removed (if not all weapon quirks in general). We have Modules for that. And those modules ADD to player Customization. While 'weapon quirks' REMOVE player Customization. If you really really want to add 'quirks' to mechs.. Keep them all "mechanical". Such as Torso twist speed... or reinforced Structure on certain spots you notice are always removed in order to 'strip' a mech... make them stop faster, or start moving faster.. maybe turn faster.
But stay AWAY from 'weapon' quirks... As all your doing is removing player choice, and 'creating' bread-n-butter builds that end up being "you MUST use THIS loadout" situations.
Edited by ShadowWard, 08 June 2015 - 05:54 PM.