

Quirks To Increase Ttk?
#1
Posted 13 July 2015 - 09:49 AM
As things stand, it looks like we are stuck with Quirks. At first, I thought, "Hell yes, quirks! Make a mech a bit different, a bit unique, give it a bit of help and some pizazz!"
Of course now it's gone from a few quirks here and there to a quirkalapaloosa, and we are buried in them. What went wrong? They went from something I expected to be a rare bit of character to being a balance tool.
Not just a balance tool, but really they feel like they are the primary balance tool now. Certainly they are one of the major drivers in the reduction in TTK.
So many quirks are damage dealing related that I really have trouble keeping track of what mech has what quirks.
So, I surrender and I embrace my Quirking Overlords, but I have a request. If by some chance they listen, could be restrict future quirks to features that increase TTK, or at the very least don't directly decrease TTK?
I really get the impression of how haphazard PGI has been in developing this game when I look at it now. Most of the skill tree should have been in the form of individual quirks you could add to your mech to make it more unique, more suited to the individuals play-style.
Brawler? Quirk your armour 3%, continue to master it, quirk it to 5%. or increase your torso-twist speed.
Scout? Quirk your speed 3%, then 5%. etc., or increase your sensor range 10%, or lower your detectability %10.
Support? Quirk missle reload time 5%, or lock time 10% or range 5%.
These should have been what quirks were for, making your mech "Quirky", different from everyone else's. Imagine if each mech had up to 5 Quirks you could adopt, each with 3-5 options within the quirk. The battlefield would be full of unique beasts! Instead of the way it is now, a single quirk is applied uniformly to that variant, we'd have quirks that vary as chosen by the pilot to suit their play style.
They could then revamp the skill tree they currently have and make it more useful and less dull and linear.
I got sidetracked...... my initial point was that if we are stuck with quirks as they exist could they please start creating quirks that increase TTK?
#2
Posted 13 July 2015 - 12:07 PM
Really +1 for CT durability increases.
#3
Posted 13 July 2015 - 12:14 PM
No, we need a reduction in heat, reduction in ability to fire and overall reworks of our output ability. 50-60 point FIXED max heat scale would be a nice place to start. Lasers dealing more heat then dmg like they do in TT, or, if not that, then same heat as they do dmg. And not increased dissipation, but the same dissipation. Its not going to kill anyone if they cant fire all 8 of their MPL every time they are charged......if they need to tone back thier firing to 3-4 lasers and a pause for heat....
We need this game to be teamwork oriented in that you use your allies to cover your weapon charge, heat cool downs and such. Not use your teammates to suppress the enemy deathball so you dont melt in the 1 1/2 seconds your exposed as you try to cross between a building....or in the case of CW, as your team tries to enter the damn base...all 12 enemy mechs fire all 12 of thier guns each........
#4
Posted 13 July 2015 - 12:16 PM
#5
Posted 13 July 2015 - 12:16 PM
Add actual penalties to running hot, maybe decrease the threshold at which the mech shuts down too.
We should also add predictable, non-random, crosshair sway based on movement and speed, that would increase at higher heat levels.
#6
Posted 13 July 2015 - 12:21 PM
#7
Posted 13 July 2015 - 03:29 PM
Then, after you are done, your favorite mech just accrues metric tons of mech xp, only to be converted if you feel like wasting the money on MC. Even then, a $20 or so mc purchase allows you enough gxp(or even more during x2 events) to take a whole gaggle of mechs to the next level without even playing them.
Maybe that will be part of the overhaul that is planned, but I still think that a lot of pilot skills are overpowered or unnecessary. We all know that the TTK would go up a lot between a mech with no skills vs a mastered one. I think its worth a try.
#8
Posted 13 July 2015 - 03:38 PM
jlawsl, on 13 July 2015 - 03:29 PM, said:
Then, after you are done, your favorite mech just accrues metric tons of mech xp, only to be converted if you feel like wasting the money on MC. Even then, a $20 or so mc purchase allows you enough gxp(or even more during x2 events) to take a whole gaggle of mechs to the next level without even playing them.
Maybe that will be part of the overhaul that is planned, but I still think that a lot of pilot skills are overpowered or unnecessary. We all know that the TTK would go up a lot between a mech with no skills vs a mastered one. I think its worth a try.
Reduce the overall grind 1st. Needing to grind 3 mechs to master 1 is stupid in and of itself.
#9
Posted 13 July 2015 - 04:36 PM
#10
Posted 13 July 2015 - 05:31 PM
Edited by badaa, 13 July 2015 - 05:31 PM.
#11
Posted 13 July 2015 - 06:00 PM
LordNothing, on 13 July 2015 - 04:36 PM, said:
https://twitter.com/...159105861054464
Russ disagrees.
#12
Posted 13 July 2015 - 06:11 PM
frankly its going to kill off a lot of fun tactics. lights will find it harder to back stab assaults, snipers will not be able to do one hit headshots anymore.
#13
Posted 13 July 2015 - 06:11 PM
LordKnightFandragon, on 13 July 2015 - 03:38 PM, said:
Reduce the overall grind 1st. Needing to grind 3 mechs to master 1 is stupid in and of itself.
That's the time sink for the game. Overall it's not that bad TBH. If this game had no sinks money or time, what will people do? They'd just race to play the FOTM mech with FOTM weapons without any effort.
#14
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