

No More Quirks!
Started by Last Of The Brunnen-G, Jun 17 2015 03:42 AM
8 replies to this topic
#1
Posted 17 June 2015 - 03:42 AM
Hi all,
I am asking for getting rid of the quirks system. PGI tries to balance IS to Clan mechs with that, but we lose a lot of possible builds with this.
Instead we should make it possible to tune single weapons and the body parts of the mech.
For example:
A module that fits the LL to increase the range would cost add 1 slot and 0,5 tons to the weapon.
Or a heatsink could reduce a weapons heat if placed in the same section and coupled together.
We could get rid of the current weapon modules too. Instead add some more slots dependend on the mech size.
If clan mecgs become to strong just reduce the max dropship tonnage in cw or let them count as heavier than they are for calculating the drop in pug.
I am asking for getting rid of the quirks system. PGI tries to balance IS to Clan mechs with that, but we lose a lot of possible builds with this.
Instead we should make it possible to tune single weapons and the body parts of the mech.
For example:
A module that fits the LL to increase the range would cost add 1 slot and 0,5 tons to the weapon.
Or a heatsink could reduce a weapons heat if placed in the same section and coupled together.
We could get rid of the current weapon modules too. Instead add some more slots dependend on the mech size.
If clan mecgs become to strong just reduce the max dropship tonnage in cw or let them count as heavier than they are for calculating the drop in pug.
#2
Posted 17 June 2015 - 03:57 AM
Not sure how you "lose" builds; I run un-quirked Mech builds all the time to pretty good effect. Nobody's forcing me to only run the meta.
As for scrapping everything that you're talking about scrapping, you must be out of your mind!
As for scrapping everything that you're talking about scrapping, you must be out of your mind!
Edited by Nightmare1, 17 June 2015 - 03:57 AM.
#3
Posted 17 June 2015 - 04:02 AM
I think quirks in principle are a good thing.
But I also think they gotten WAY out of hand.
If some mechs have -50% cooldown (= 200% DPS) and almost all mechs have multiple ~10% bonuses, then something is clearly wrong.
IMHO, quirks should give mechs "character". Not necessarily buffs, more like advantages and disadvantages.
And maybe a little compensation for original design flaws (like silhoutte etc.) here and there.
For example:
The Vulture looks like a dedicated missile boat, it should get something like bonus missile velocity. Something that TBR or WHK just cannot compensate by their higher tonnage.
The Warhawk is a "heat sink boat", it should get buffs to heat buffer and heat compensation. Maybe some negative quirks as a compensation.
The Summoner could get all heat removed from ballistics or something like that (it's not that it will turn the summoner into an uber-imba-mech).
The so-feared Timber Wolf could get some negative armor quirks to arms and legs, because look at them, they're really skinny.
IS vs. Clans could be balanced way easier and more lore-elegantly by tactical things like modules and consumables (give IS much more, clans less or even none).
But I also think they gotten WAY out of hand.
If some mechs have -50% cooldown (= 200% DPS) and almost all mechs have multiple ~10% bonuses, then something is clearly wrong.
IMHO, quirks should give mechs "character". Not necessarily buffs, more like advantages and disadvantages.
And maybe a little compensation for original design flaws (like silhoutte etc.) here and there.
For example:
The Vulture looks like a dedicated missile boat, it should get something like bonus missile velocity. Something that TBR or WHK just cannot compensate by their higher tonnage.
The Warhawk is a "heat sink boat", it should get buffs to heat buffer and heat compensation. Maybe some negative quirks as a compensation.
The Summoner could get all heat removed from ballistics or something like that (it's not that it will turn the summoner into an uber-imba-mech).
The so-feared Timber Wolf could get some negative armor quirks to arms and legs, because look at them, they're really skinny.
IS vs. Clans could be balanced way easier and more lore-elegantly by tactical things like modules and consumables (give IS much more, clans less or even none).
Edited by Paigan, 17 June 2015 - 04:10 AM.
#4
Posted 17 June 2015 - 04:02 AM
Quirks aren't always perfect, but they are a big help when it comes to balance. The game would not be better without it.
Plus, like Nightmare1 said, it doesn't limit builds because you aren't forced to run the most quirked setup in a mech.
I do think PGI is adjusting the way quirks are being created though. I think we will see more movement and durability quirks going forward and less weapon quirks.
Plus, like Nightmare1 said, it doesn't limit builds because you aren't forced to run the most quirked setup in a mech.
I do think PGI is adjusting the way quirks are being created though. I think we will see more movement and durability quirks going forward and less weapon quirks.
#5
Posted 17 June 2015 - 04:03 AM
This is just Beta. So PGI could rebalance the system a lot of times before final release. It's a bit testing but not impossible to implement. Imagen all the possible builds when you have such a freedom.
I am just talking about quirks that effect weapons.
I am just talking about quirks that effect weapons.
Edited by MasterBurte, 17 June 2015 - 04:06 AM.
#7
Posted 17 June 2015 - 04:30 AM
MeiSooHaityu, on 17 June 2015 - 04:02 AM, said:
Quirks aren't always perfect, but they are a big help when it comes to balance. The game would not be better without it.
Plus, like Nightmare1 said, it doesn't limit builds because you aren't forced to run the most quirked setup in a mech.
I do think PGI is adjusting the way quirks are being created though. I think we will see more movement and durability quirks going forward and less weapon quirks.
Plus, like Nightmare1 said, it doesn't limit builds because you aren't forced to run the most quirked setup in a mech.
I do think PGI is adjusting the way quirks are being created though. I think we will see more movement and durability quirks going forward and less weapon quirks.
That's exactly what I've been advocating for. Balanced weapons themselves, agility, movement, armor, and structure quirks. There is no reason to bandaid every mech out there when most of the problems lie within the weapon characteristics themselves. Fix the weapons see how things play out, then the few mechs that still just plain suck - add armor quirks or whatever.
#8
Posted 17 June 2015 - 04:41 AM
Hyper99, on 17 June 2015 - 04:30 AM, said:
That's exactly what I've been advocating for. Balanced weapons themselves, agility, movement, armor, and structure quirks. There is no reason to bandaid every mech out there when most of the problems lie within the weapon characteristics themselves. Fix the weapons see how things play out, then the few mechs that still just plain suck - add armor quirks or whatever.
Well, I'm not against weapon quirks per se, but I would like to see most quirks chassis based. After all, the Hunchback should get great A/C quirks when the entire mech is designed around that weapon and there is a huge compromise in design (hump) to house it.
I also think that just "fixing" weapons is a difficult task made FAR more difficult due to having to balance for a single weapon and yet still have it not be crazy OP when being boated. That's why I also understand the need for weapon quirks in some situations.
Balance is a complicated thing and only gets more complicated the more mechs we get in game. That's why quirks is important.
#9
Posted 17 June 2015 - 05:25 AM
Quirks are okay with me. They have toned down most of the extremes. I'll be sad when they nerf the Gridiron/Orion M/CN9-D/Dragon/Wolverine/Huginn but I don't play those mechs exclusively and I don't think any of them are too meta.
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