Energy Range +5% For Thunderbolt Hero, Is This Some Kind Of Joke?
#1
Posted 08 July 2015 - 09:30 AM
Energy range +25%
Medium laser range +25%
and this is what we get :
Energy Range +5% .......
*facepalm*
Would have made a great medium laser boat that you could at least fight the clans with, but sadly you cant. The whole reason the other Thunderbolts are good is because of the range boosts!
TDR-9SE - Large Pulse Range
TDR-9S - ERPPC Range
TDR-5SS - Medium Pulse Range
TDR-5S - Large Laser Range
If this is a taste of whats to come for the Black Knight in september, PGI are going to have alot of unhappy customers. Im hoping for energy efficiency and range for the Black Knight, but this is not a good sign.
#2
Posted 08 July 2015 - 09:34 AM
#3
Posted 08 July 2015 - 09:34 AM
Can't have people complaining about pay to win.
#4
Posted 08 July 2015 - 09:37 AM
Probable reason why the quirks are smaller is because large quirks generate a lot of hate on either the IS or Clan side, so they've been playing it save with the quirks on new mech. I think a +12.5% armor and +12.5% structure is already great, making it pretty tanky for a thunderbolt. The Resistance 1 mechs haven't received large quirks either except for maybe armor buffs on the Zeus. Perhaps the quirks will be altered later when we've played a little with it.
I do think you're a bit spoiled when you expect super quirks on all new mechs, that's no way to balance this game.
#5
Posted 08 July 2015 - 09:38 AM
Acceleration Rate (Low, Med, & High Speeds): +10%
Deceleration Rate (Low, Med, & High Speeds): +10%
Turn Rate (Low, Med. & High Speeds): +10%
Armor Strength (Full Body): +12.5%
Structure Strength (Full Body): +12.5%
Torso Turn Angle (Yaw): +9
Torso Turn Rate (Yaw): +10%
#6
Posted 08 July 2015 - 09:38 AM
Unfortunately the reality is that 9 IS energy hardpoints are only worth about 6 clan energy hardpoints - and you can at best eek out a tiny little advantage if you relegate your mech to 250m range engagements with MPLs.
Otherwise, it's a Thunderbolt, without any real firepower quirks so it should demonstrate how mediocre and sub-par TDRs were before the quirkening.
#7
Posted 08 July 2015 - 09:39 AM
You're funny.
#8
Posted 08 July 2015 - 09:40 AM
#9
Posted 08 July 2015 - 09:40 AM
#10
Posted 08 July 2015 - 09:41 AM
#11
Posted 08 July 2015 - 09:43 AM
Sable, on 08 July 2015 - 09:41 AM, said:
Yes the problem is that IS weaponry is by and large completely inferior.
IS engine options are also completely inferior.
So players expect quirks to make up the difference, since there is zero indication that the weapons or factional tech bases are going to be balanced on their own merits.
#12
Posted 08 July 2015 - 09:46 AM
Ultimatum X, on 08 July 2015 - 09:43 AM, said:
Yes the problem is that IS weaponry is by and large completely inferior.
IS engine options are also completely inferior.
So players expect quirks to make up the difference, since there is zero indication that the weapons or factional tech bases are going to be balanced on their own merits.
And that's exactly the reason why the quirk and all these silly proposals are getting out of hand. People are getting more and higher expectations.
#15
Posted 08 July 2015 - 10:20 AM
I really want them to make it the best option for IS heavies. I don't want to have to say "I could take a BK, but a Tbolt is just as good/better for 10 less tons".
#17
Posted 08 July 2015 - 10:25 AM
#18
Posted 08 July 2015 - 10:29 AM
Gas Guzzler, on 08 July 2015 - 10:20 AM, said:
I really want them to make it the best option for IS heavies. I don't want to have to say "I could take a BK, but a Tbolt is just as good/better for 10 less tons".
I feel the same way. Im thinking + 10% to general stats ( laser range, heat efficiency etc ), and maybe pick 1 type of laser and give it another 10%, add structure armor % like this Thunderbolt and we have a winner.
Pjwned, on 08 July 2015 - 10:25 AM, said:
The Thunderbolts need good quirks to compete against heavier mechs in the solo que ( Timberwolf etc )
#19
Posted 08 July 2015 - 10:35 AM
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