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Quirk List For The May 19Th Patch


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#1 InnerSphereNews

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Posted 16 May 2015 - 12:53 PM

Greetings MechWarriors,

This post compiles all of the Quirk Changes that will be coming in with the May 19th patch.
The Quirk pass for this patch is geared toward encouraging better loadout diversity for a few energy-focused 'Mechs which have been burning through the battlegrounds lately. You'll also notice some slight adjustments to the current SCR-B Right Arm OmniPod Quirks to help make that Variant a little more attractive.

'Negative' Quirk values are marked as red.
'Positive' Quirk values are marked as green.

Negative Quirks are defined as: any Quirks that reduce the efficacy of a particular Quirk or 'Mech ability, compared to its previous value.
Note: A technically negative Quirk may appear as
green in this list if it has been improved compared to its previous value.
Positive Quirks are defined as: any Quirks that improve the efficacy of a particular Quirk or 'Mech ability, compared to its previous value.

Note: A technically positive Quirk may appear as red in this list if it has been diminished compared to the previous value.

Quirk Term Definitions:

Range: The range of the listed weapon

  • This one is pretty straightforward. A negative percentage means a reduction in range. A positive percentage means an increase in range.

Duration: The duration of time over which an energy weapon will fire

  • The Duration of an energy weapon is equal to the time it takes that weapon to deliver its maximum damage potential.
  • A shorter duration means that the weapon will deliver its maximum damage potential over a shorter amount of time.
  • Energy Weapons are the only Weapons with Duration.
  • When the value of this is negative, it means that the Duration of time required for this weapon to achieve its maximum damage potential has been reduced.
  • As an example, a weapon that has a Duration Quirk of -30% will be able to deliver its maximum damage potential much faster than a weapon that has a Duration Quirk of only -10%.

Cooldown: The time it takes a weapon to cool down after being fired

  • It’s easier to interpret this Quirk as “Cooldown Efficiency”, rather than just “Cooldown”.
  • The lower this value is, the longer it will take for your weapon to cool down after being fired.
  • As an example, a Cooldown Quirk being changed from +10% to +7.5% would mean that the weapon is now less efficient at cooling itself down. It will take a longer period of time for this weapon to be ready for firing again.
  • In cases where a weapon generates a large amount of heat, reducing the cool down period of that weapon may not necessarily be ideal. Being able to fire that weapon more frequently could greatly increase the risk of overheating.

Heat Generation: The amount of heat generated by this weapon

  • When the value of this is negative, it means that the Heat Generation of this weapon has been reduced.
  • As an example, a Quirk being changed from -10% Heat Generation to -5% Heat Generation would mean that the weapon now generates a greater amount of heat when fired.


Firestarter

FS9-A

  • Energy Range: +5%
    • Previous value: +7.5%
  • Energy Heat Generation: -7.5%
    • Previous value: -10%
  • Small Pulse Laser Range: +5%
    • Previous value: +7.5%

FS9-H

  • Energy Range: +5%
    • Previous value: +10%
  • Energy Heat Generation: -5%
    • Previous value: -7.5%
  • Medium Laser Heat Generation: -5%
    • Previous value: -7.5%

FS9-S

  • Energy Heat Generation: -10%
    • Previous value: -15%
  • Medium Pulse Laser Heat Generation: -10%
    • Previous value: -15%

Raven

RVN-2X

  • Turn Rate (All Speeds): +10% (same value as before)
  • Additional Armor (LA): +12 (same value as before)
  • Additional Structure (CT): +6
    • Previous value: None
  • Additional Structure (LT): +4
    • Previous value: None
  • Additional Structure (RT): +4
    • Previous value: None
  • Additional Structure (LA): +3
    • Previous value: None
  • Additional Structure (RA): +3
    • Previous value: None
  • Additional Structure (LL): +4
    • Previous value: +8
  • Additional Structure (RL): +4
    • Previous value: +8
  • Energy Range: +5%
    • Previous value: +10%
  • Energy Cooldown Efficiency: +7.5%
    • Previous value: +10%
  • Energy Heat Generation: -10%
    • Previous value: -12.5%
  • Laser Duration: -15%
    • Previous value: -30%
  • Missile Cooldown: +15% (same value as before)
  • Medium Laser Range: +5%
    • Previous value: +10%
  • Medium Laser Cooldown: +7.5%
    • Previous value: +10%
  • Large Laser Heat Generation: -10%
    • Previous value: -12.5%

Stalker

STK-4N

  • Energy Range: +5%
    • Previous value: +10%
  • Energy Cooldown Efficiency: +7.5%
    • Previous value: +10%
  • Energy Heat Generation: -7.5%
    • Previous value: -10%
  • Missile Cooldown: +15%
    • Previous value: +12.5%
  • Large Laser Range: +5%
    • Previous value: +10%
  • Large Laser Cooldown: +7.5%
    • Previous value: +10%
  • Large Laser Heat Generation: -7.5%
    • Previous value: -10%

Stormcrow

SCR-Prime OmniPods

Head:

  • Laser Duration: +3%
    • Previous value: None
  • Energy Cooldown Efficiency: -3%
    • Previous value: None
  • Armor Strength: No quirk
    • Previous value: -10%

Left Arm:

  • Laser Duration: +6%
    • Previous value: None
  • Energy Cooldown Efficiency: -6%
    • Previous value: None

Right Arm:

  • Laser Duration: +6%
    • Previous value: None
  • Energy Cooldown Efficiency: -6%
    • Previous value: None

SCR-A Omnipods

Left Arm:

  • Laser Duration: +9%
  • Energy Cooldown Efficiency: -9%
    • Previous value: -5%
  • Additional Structure (LA) +5

Left Torso:

  • Torso Turn Rate (Yaw) +5% (same value as before)

Center Torso:

  • Torso Turn Rate (Yaw) +15% (same value as before)

Right Arm:

  • Arm Movement Rate (Pitch) +7.5% (same value as before)
  • Arm Movement Rate (Yaw) +7.5% (same value as before)

SCR-B OmniPods

Head:

  • Laser Duration: +3%
    • Previous value: None
  • Energy Cooldown Efficiency: -3%
    • Previous value: None

Left Arm:

  • Arm Movement Rate (Pitch) +7.5% (same value as before)
  • Arm Movement Rate (Yaw) +7.5% (same value as before)
  • Laser Duration: +6%
    • Previous value: None
  • Energy Cooldown Efficiency: -6%
    • Previous value: None

Left Torso:

  • Torso Turn Rate (Yaw) +10% (same value as before)

Center Torso:

  • Torso Turn Rate (Yaw) +15% (same value as before)

Right Torso:

  • Torso Twist Angle (Yaw) +5 (same value as before)

Right Arm:

  • Additional Structure: +5
    • Previous value: None
  • Laser Duration: +9%
    • Previous value: +10%
  • Energy Cooldown Efficiency: -9%
    • Previous value: -10%
  • Energy Heat Generation: No quirk
    • Previous value: +7.5%

SCR-C OmniPods

Left Arm:

  • Arm Movement Rate (Pitch) +7.5% (same value as before)
  • Arm Movement Rate (Yaw) +7.5% (same value as before)

Left Torso:

  • Torso Turn Rate (Yaw) +5% (same value as before)
  • Laser Duration: +3%
    • Previous value: None
  • Energy Cooldown Efficiency: -3%
    • Previous value: None

Center Torso:

  • Torso Turn Rate (Yaw) +15% (same value as before)

Right Torso:

  • Laser Duration: +3%
    • Previous value: None
  • Energy Cooldown Efficiency: -3%
    • Previous value: None

Right Arm:

  • Arm Movement Rate (Pitch) +7.5% (same value as before)
  • Arm Movement Rate (Yaw) +7.5% (same value as before)
  • Laser Duration: +3%
    • Previous value: None
  • Energy Cooldown Efficiency: -3%
    • Previous value: None

SCR-D OmniPods

Left Arm:

  • Arm Movement Rate (Pitch) +7.5% (same value as before)
  • Arm Movement Rate (Yaw) +7.5% (same value as before)

Center Torso:

  • Torso Turn Rate (Yaw) +15% (same value as before)

Right Arm:

  • Arm Movement Rate (Pitch) +7.5% (same value as before)
  • Arm Movement Rate (Yaw) +7.5% (same value as before)

Timber Wolf

TBR-Prime OmniPods

Left Arm:

  • Laser Duration: +6%
    • Previous value: None
  • Energy Cooldown Efficiency: -6%
    • Previous value: None

Left Torso:

  • Laser Duration: +3%
    • Previous value: None
  • Energy Cooldown Efficiency: -3%
    • Previous value: None

Right Arm:

  • Laser Duration: +6%
    • Previous value: None
  • Energy Cooldown Efficiency: -6%
    • Previous value: None

TBR-A OmniPods

Left Arm:

  • Laser Duration: +3%
    • Previous value: None
  • Energy Cooldown Efficiency: -3%
    • Previous value: None

Left Torso:

  • Acceleration Rate (All Speeds) -5% (same value as before)
  • Deceleration Rate (All Speeds) -5% (same value as before)
  • Reverse Speed: -10% (same value as before)
  • Laser Duration: +12%
    • Previous value: None
  • Energy Cooldown Efficiency: -12%
    • Previous value: None

Center Torso:

  • Laser Duration: +3%
    • Previous value: None
  • Energy Cooldown Efficiency: -3%
    • Previous value: None

Right Arm:

  • Laser Duration: +3%
    • Previous value: None
  • Energy Cooldown Efficiency: -3%
    • Previous value: None

TBR-C OmniPods

Left Arm:

  • Laser Duration: +6%
    • Previous value: None
  • Energy Cooldown Efficiency: -6%
    • Previous value: None

Center Torso:

  • Laser Duration: +3%
    • Previous value: None
  • Energy Cooldown Efficiency: -3%
    • Previous value: None

Right Torso:

  • Torso Turn Angle (Yaw) +10 (same value as before)

Right Arm:

  • Arm Movement Rate (Pitch) +5% (same value as before)
  • Arm Movement Rate (Yaw) +5% (same value as before)

TBR-D OmniPods

Left Arm:

  • Laser Duration: +3%
    • Previous value: None
  • Energy Cooldown Efficiency: -3%
    • Previous value: None

Center Torso:

  • Laser Duration: +3%
    • Previous value: None
  • Energy Cooldown Efficiency: -3%
    • Previous value: None

Right Arm:

  • Laser Duration: +3%
    • Previous value: None
  • Energy Cooldown Efficiency: -3%
    • Previous value: None
  • Arm Movement Rate (Pitch) +5% (same value as before)
  • Arm Movement Rate (Yaw) +5% (same value as before)

TBR-S OmniPods

Left Arm:

  • Laser Duration: +3%
    • Previous value: None
  • Energy Cooldown Efficiency: -3%
    • Previous value: None
  • Arm Movement Rate (Pitch) +5% (same value as before)
  • Arm Movement Rate (Yaw) +5% (same value as before)

Left Torso:

  • Jump Jet Capacity: +2 (same value as before)
  • Torso Turn Rate (Yaw) -3% (same value as before)
  • Missile Cooldown: -2.5% (same value as before)

Center Torso:

  • Jump Jet Capacity: +1 (same value as before)

Right Torso:

  • Jump Jet Capacity: +2 (same value as before)
  • Torso Turn Rate (Yaw) -5% (same value as before)
  • Missile Cooldown: -2.5% (same value as before)
  • Laser Duration: +3%
    • Previous value: None
  • Energy Cooldown Efficiency: -3%
    • Previous value: None

Right Arm:

  • Laser Duration: +6%
    • Previous value: None
  • Energy Cooldown Efficiency: -6%
    • Previous value: None


    #2 ExoForce

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    Posted 16 May 2015 - 12:58 PM

    My Cobra Mk. III needs a new paint...

    #3 Sereglach

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    Posted 16 May 2015 - 01:04 PM

    Excellent moves, for the most part. Really need to start reigning in all the superquirking that's going on and remove weapon quirks from mechs that just don't need them. Hitting the mechs that didn't need as many quirks in the first place is a good spot to start.

    However, I say be VERY wary of putting positive quirks on certain Clan Supermechs because they don't have as many hardpoints on certain omnipods. Put negative quirks on the omnipods with lots of hardpoints and no quirks on the "underperformers". As it is you've already got competitive players building lopsided shielding builds and using those positive quirked omnipods from the "underperformers" to get the advantages for the more ideal, large hardpoint omnipods on their weapon side.

    I say again and reiterate my points. The first phase for quirking a mech should be exclusively agility, structure, and armor buffs. Singular modest weapon quirks (like -heat gen or +range) should be used between solid mechs that just have similar variants (like I've outlined already for the Firestarter). Multiple modest weapon quirks should ONLY be used for severely underperforming mechs that need the help.

    Not every mech needs weapon quirks. "Superquirked" mechs/variants shouldn't exist, period. All quirks should also be more lore friendly for builds, as well, while giving a larger spread of 75/25 generic/specific (which specific should be family oriented -like AC/10 family- instead of one exclusive weapon system -like LBX/10-) instead of the current 50/50 split. That will encourage more variety while giving people who stick with a more "lore friendly" build a slight edge, but not a major edge.

    Edited by Sereglach, 16 May 2015 - 02:54 PM.


    #4 Domenoth

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    Posted 16 May 2015 - 01:05 PM

    View PostInnerSphereNews, on 16 May 2015 - 12:53 PM, said:

    Stalker

    STK-4N
    • Missile Cooldown: [color=red]+15%[/color]
      • Previous value: +12.5%



    Stakler 4N Missile cooldown is red but it looks like a buff from the previous value. Wrong color? Or did the 4N have a negative quirk before that just got negativer?

    Edited by Domenoth, 16 May 2015 - 01:15 PM.


    #5 Alistair Winter

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    Posted 16 May 2015 - 01:14 PM

    Positive first:
    Great that we're finally nerfing the best mechs in the game. It's been a long time coming, but I'm glad it happened. I'm also happy the STK-4N is nerfed, hopefully not for the last time.

    Then there's the negative:

    You nerfed the RVN-2X. What on God's green earth made this a priority? And nerfing Raven leg armour, while buffing armour on the torso and arms? I don't even... What are you trying to do with this mech? I can only assume you're trying to encourage more people to use it as a 3LL laserboat, when that's precisely the sort of gameplay I would hope you'd want to avoid.

    Laservomit meta is here to stay, I guess.

    #6 Glaive-

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    Posted 16 May 2015 - 01:15 PM

    Why is the Stormcrow B head getting negative quirks? Is that a mistake or am I missing something?
    The SCR-B head isn't any different than the other heads, aside from the Prime.

    Overall doesn't look too bad. But I do wish that the Stromcrow got maneuverability and hitbox changes/fixes, rather than weapon nerfs.

    Edited by armyunit, 16 May 2015 - 01:16 PM.


    #7 Adamski

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    Posted 16 May 2015 - 01:21 PM

    So they nerfed the 6xLL Stalker so it is definitively worse than a 4xcLPL Warhawk.

    Lets run the numbers:
    Range: STK 540m < WHK 660m
    Heat Gen: STK 8.398 hps < WHK 8.784 hps **NOTE: WHK has an extra .386 hps using the WHK-C LA**
    Cooling: STK 3.91 hps < WHK 5.2 hps ** but cools an extra 1.29 hps **
    Speed: STK 62.9 kph < WHK 71.3 kph
    Twist: STK 60* < WHK 90*

    Edited by Adamski, 16 May 2015 - 01:36 PM.


    #8 Jabilo

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    Posted 16 May 2015 - 01:22 PM

    The lord god PGI giveth, and he taketh away.

    Specifically, once he has relieved you of your cash.

    Not saying Mr Timberwolf did not need some tweaking, but if you add some off those quirks together you will have time to write a postcard before your lasers stop discharging.

    #9 Big Jeka

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    Posted 16 May 2015 - 01:24 PM

    First you took us 10 tons of drop limit.

    Then, humiliated 3 most popular IS chassis in CW.

    Why did you do PGI?

    IS CW is dead now.

    #10 Mcgral18

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    Posted 16 May 2015 - 01:26 PM

    9E hardpoint TimberGod (2E arms, A LT) has a 30% beam duration increase.

    1.95 second ERLL
    1.495 second ERML

    That will be noticeable.

    #11 LordKnightFandragon

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    Posted 16 May 2015 - 01:26 PM

    View PostAdamski, on 16 May 2015 - 01:21 PM, said:

    So they nerfed the 6xLL Stalker so it is definitively worse than a 4xcLPL Warhawk.

    Lets run the numbers:
    Range: STK 540m < WHK 660m
    Heat Gen: STK 8.398 hps < WHK 9.15 hps **NOTE: WHK generates an extra .752 hps **
    Cooling: STK 3.91 hps < WHK 5.2 hps ** but cools an extra 1.29 hps **
    Speed: STK 62.9 kph < WHK 71.3 kph



    And I wish the WHK had more coolant, its strapped with 20DHS after all, that alone should account for like 10% more heat dissipation, since DHS are 30% less efficient in this game to begin with.

    #12 Moldur

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    Posted 16 May 2015 - 01:28 PM

    Timberwolf needed tweaks sure, but maybe you should MAKE CLAN BALLISTICS BETTER instead of giving the only viable primary weapons for clans negative quirks... we already have longer burn times..

    #13 Sereglach

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    Posted 16 May 2015 - 01:30 PM

    View PostAlistair Winter, on 16 May 2015 - 01:14 PM, said:

    Positive first:
    Great that we're finally nerfing the best mechs in the game. It's been a long time coming, but I'm glad it happened. I'm also happy the STK-4N is nerfed, hopefully not for the last time.

    Then there's the negative:

    You nerfed the RVN-2X. What on God's green earth made this a priority? And nerfing Raven leg armour, while buffing armour on the torso and arms? I don't even... What are you trying to do with this mech? I can only assume you're trying to encourage more people to use it as a 3LL laserboat, when that's precisely the sort of gameplay I would hope you'd want to avoid.

    Laservomit meta is here to stay, I guess.


    I agree with this, mostly. I don't understand relieving the Raven 2X of leg armor, either. However, the solid nerf to the ability to Boat 3LL I think was needed. The lessened leg armor will make them want to run it even more, but they won't do it as well.

    No mech should be so superquirked that it's just a God with a certain payload. Look at the Huginn as a great example: The thing can fire SRM4's with more speed, range, and accuracy than anyone could ever fire an SRM2, and do twice the damage while doing it. People aren't even carrying machine guns on them anymore because they want/need the SRM ammo for the Superquirk build. WHY?! It just shouldn't be happening!

    NO mech is that much of an underperformer until you start quirking everything under the sun, which is exactly what PGI was starting to do. Hopefully they reign that in. I'd say this is a good start.

    #14 McHoshi

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    Posted 16 May 2015 - 01:33 PM

    ... so let´s buy clan wave III ... for the cauldron-born will be the new timberwolf ;)

    #15 Nick Drezary

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    Posted 16 May 2015 - 01:35 PM

    Yeah continue to nerf ****** clantech even further. Make sure there are only clan capiltal planets left.

    Edited by Nick Drezary, 16 May 2015 - 01:35 PM.


    #16 Moldur

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    Posted 16 May 2015 - 01:36 PM

    View PostMcHoshi, on 16 May 2015 - 01:33 PM, said:

    ... so let´s buy clan wave III ... for the cauldron-born will be the new timberwolf ;)


    Oh hey, the Timberwolf is meh just in time. What a coincidence. It's almost like it was planned!

    #17 Der Hesse

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    Posted 16 May 2015 - 01:37 PM

    Looks good, even though i still don´t understand why that Stalker was a problem. Tested it and decided not to run it in CW because there are many better mechs.
    I thought mobility nerfs on the Crow would have been better, but let´s see how this will work.
    Let´s just all hope that Wave III won´t bring the new meta and we will have to wait half a year again for better times. ^^

    #18 Adamski

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    Posted 16 May 2015 - 01:38 PM

    View PostLordKnightFandragon, on 16 May 2015 - 01:26 PM, said:



    And I wish the WHK had more coolant, its strapped with 20DHS after all, that alone should account for like 10% more heat dissipation, since DHS are 30% less efficient in this game to begin with.

    Actually I forgot to use the WHK-C Left arm for 4% less heat generation, which brings the WHK to 8.784 HPS, which is only .386 HPS more than the new STK-4N, and the WHK is cooling for 1.29 HPS more than the STK still.

    The WHK also has 50% more torso twist with 90 degrees compared to the STK-4N 60 degrees.

    Edited by Adamski, 16 May 2015 - 01:39 PM.


    #19 Hoffenstein

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    Posted 16 May 2015 - 01:38 PM

    Hooray! We may see more than 3 Clan Mech's played now :D

    #20 Antares102

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    Posted 16 May 2015 - 01:39 PM

    View PostMcHoshi, on 16 May 2015 - 01:33 PM, said:

    ... so let´s buy clan wave III ... for the cauldron-born will be the new timberwolf ;)

    Listen to the man he's right...





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