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Mech Quirks At Smurfy's, Red Ones Are Bad And Green Ones Are Good?


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#1 LMP

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Posted 10 June 2015 - 01:10 PM

I was looking at Mech Quirks at smurfy's and I am assuming that the red ones are bad and the green ones are good, would that be correct?

#2 Rogue Jedi

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Posted 10 June 2015 - 01:41 PM

I checked Clan Heavy Mechs and saw the TBRs energy omnipods all have red for their negative quirks so I would say yes

#3 Night Thastus

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Posted 10 June 2015 - 01:59 PM

No, this is actually incorrect. Red quirks are not negative, neccesarily. It's odd how Smurfy has it layed out. For example, the Dragon-5N has a quirk "UAC JamChance" -30%. This means that if the previous change of jamming per shot was 9%, now 30% of that is gone, and it has a roughly 6% change of jamming per shot.

So red quirks are "negative" in the sense that they are less than zero, but they may actually be GOOD quirks.

As well, on some mechs an increased engine cap, speed, or torso twisting/pitching angle is marked as red, despite all of these being buffs to the mech.

Edited by Night Thastus, 10 June 2015 - 02:00 PM.


#4 LMP

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Posted 10 June 2015 - 03:39 PM

So where it says LASER DURATION: 6.00 % that means that I will need to hold it on the target for 6% longer to do the same damage?

#5 IraqiWalker

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Posted 10 June 2015 - 03:42 PM

View PostLMP, on 10 June 2015 - 03:39 PM, said:

So where it says LASER DURATION: 6.00 % that means that I will need to hold it on the target for 6% longer to do the same damage?


Basically, it should be. Green ones are positive, red ones are negative. However, negative could be a buff. Like with the above example of UAC jam chance being shown as red, when it's a buff.

#6 TheCaptainJZ

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Posted 10 June 2015 - 06:34 PM

I think the colors in mwo are correct but not smurfy

#7 IraqiWalker

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Posted 10 June 2015 - 09:23 PM

View PostTheCaptainJZ, on 10 June 2015 - 06:34 PM, said:

I think the colors in mwo are correct but not smurfy

You are correct.

#8 process

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Posted 12 June 2015 - 01:10 PM

It's also confusing how PGI handles cooldown, where a positive cooldown quirk actually reduces the weapon recycling time.

#9 IraqiWalker

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Posted 12 June 2015 - 03:03 PM

View Postprocess, on 12 June 2015 - 01:10 PM, said:

It's also confusing how PGI handles cooldown, where a positive cooldown quirk actually reduces the weapon recycling time.

In any form of logical thinking CD + any positive value should mean longer cooldown.

#10 Koniving

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Posted 12 June 2015 - 03:09 PM

View PostLMP, on 10 June 2015 - 01:10 PM, said:

I was looking at Mech Quirks at smurfy's and I am assuming that the red ones are bad and the green ones are good, would that be correct?

Not necessarily.

"Red" ones stray from the Base Line or the Norm.
For example if the Base Line is that the mech has 90 degrees torso twist.
And a variant has 75 degrees of torso twist (less, thus worse), it shows as red.
But... another variant that has 120 degrees torso twist (lots more, thus better)...also shows red because it differs from the baseline.

#11 Koniving

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Posted 12 June 2015 - 03:14 PM

View PostIraqiWalker, on 12 June 2015 - 03:03 PM, said:

In any form of logical thinking CD + any positive value should mean longer cooldown.

A positive cooldown quirk does reduce the cooldown and a negative one increases it.

Now just because it's a positive quirk doesn't mean the number is positive, as the positive cooldown quirks are always negative percentages. The negative quirks are always positive percentages!

Know what would have been great? If instead of cooldown, they just used Firing Rate.

Then again I suppose that might confuse people about burst times... though we could use burst duration for those.

Isn't English just great fun!? :rolleyes:

#12 Satan n stuff

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Posted 12 June 2015 - 03:36 PM

View PostIraqiWalker, on 12 June 2015 - 03:03 PM, said:

In any form of logical thinking CD + any positive value should mean longer cooldown.

You might notice that the quirk name is "cooldown speed", not "cooldown time", that's why the quirk is positive while reducing cooldown time
Technically the math doesn't work out like that, cooldown speed implies base cooldown time / cooldown speed is the formula to be used, which would result in a diminishing effect of cooldown bonuses. The formula we have is base cooldown time * ( 1 - cooldown bonuses ) which results in an exponentially increasing effect of cooldown bonuses.

To give an extreme example, a 99% cooldown bonus would increase a weapon's max DPS a hundredfold in the current system, while it would only double the max DPS with the other formula.





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