Alistair Winter, on 21 July 2015 - 09:00 AM, said:
The 3-to-master rule is already dumb as hell. If they're going to force players to master 3 identical mechs, it makes the whole experience even more pointless. At least give me a tiny bit of variation to ease the pain of the grind.
Fun right?
Lily from animove, on 21 July 2015 - 06:05 AM, said:
Doing so on CT's which have the absolute identical specifics (hardpoints) while we can not swap CT's does not only remove the point of "omnimechs" it also creates inferior chassis.
It does devalue mechpacks by including dead mechs, it also hardly motivates people to buy individual mechs (either mc or C-bills) because its basically like:
"Hey buy this mech that can be entirely like the one you already have, except being a bit more worse."
So lets get a bit in detail here, because it matters.
I previuslly to the Podquirks, had 3 adders that I loved.
- 4x CERML Adder
- 2x PPC Adder
- 4xsrm6 Adder
My basic loadout. yet I still played some others a few times, which I had to swap builds for. Like 2 LPL's and some others.
Anyways, at this point it would have been appealing to buy 2 more adders, So I can have all my beloved loadouts ready on demand.
But suddenly you brought in Omnipod quirks. One of the worst things in my opinion, Since many were chosen not so fine, further the CT choice was a total fail.
Lets have a look:
The adder quriks and what they turned out
Now any decent player building a mech, will "sort out" invalid, or pointless quirks.
On a light mech, such as the adder this means, yaw angles, torso turn rates and angles are complete garbage NO ONE NEEDS. It can turn far enough and fast enough anyways due to being a light mech.
Yet mobility is very important, and this will just our of this list mean: the ADR-PRIME is plain out superior to the other Variants. Only the ADR-B is a tiny "maybe useful" for having Turnrate mobility. Yet as a light mech, this is also "not much". Especially compared to the prime which now means, for 5% turn rate you sacrifice 10% acc/decc and 10%reverse speed. (suddenly, a very sh*tty tradeoff). It does not add the diversity you hoped to create, all it does was creating a performance gap between those chassis and also other chassis receiving CT quirks.
As Invasion pack owner this leads me now from having 3 well and valid working mechs, to having one or two inferior ones. And not only for the adder, this counts for serveral mechs that received those weird CT quirks.
66% of my regulary used mechs suddenly were devalued.
I'll try to sort out the comments, as this feels like a wall-of-text at times.
The point of the quirks themselves is differentiation (as I've said earlier - didn't have time to quote/respond in full before the downtime).
If you feel that some quirks are better than others, it is the natural of the beast, unless you can suggest better values or solutions to make them have a use. I can't say there are great quirks, but some will be inherently be better than others.
However, using the Adder as an example is a bad one.
The Adder NEEDS a lot of the quirks to excel over the dominant Stormcrow (even if you subtract all of its torso twist quirks), the Adder is an
inferior Light mech that is masquerading as a undersized Medium with an oversized Light chassis. So, it's not a great deal for the Adder (this convo couldn't get any further w/o mentioning "Badder" in a post).
Quote
This leaves me up to 2 possbilities:
- Buying 4 more prime adders to the 5 wanted loadouts.
- Constantly swapping laodouts on my prime.
both is personally INVALID, because the first option means owning more and more and more mechs, next to spending lots of cbills. And the more mechs you own, the longer takes the mechlab to load after first connecting to MWO. THATS ANNYOING
the second is similar ANNOYING to having swap loadouts and pots all the time.
So this change did:
- devalue many of my mechs
- force me to do more annoying things by either buying more mechs of the same type, which is totally now how omnimechs were supposed to be. "Omnimechs" with the identical laodout and identical pods should not differ at all unless the CT brings up some individual fixed equipment or hardpoints.
I own all 3 Waves, and many of the mechs in those are rather untouched due to not having much interest in them. Yet of those I have interest, mostly 1/3 or 2/3 are now staying untouched as well. So its now like 20% of those mechs being used by me.
Do you really think I feel motivated to buy further packs if the amount of "viable" content within is that low?
The consequences are
that I hop online, feel the mood to play mech X with loadout Y and simply logoff again, because I am not in the mood to swap laodouts first or using a gimped variant of a chassis already being subtier mech. If you are lucky, I grab another "already done" mech and use it. I spent now less time in MWO
in a week than I previously did PER DAY. and having checked my own motivation, it is esaxctly and only because of this secifc decision your balance team made.
But the consequences reach further, for
YOU PGI
The interest in buying new mechs is related to my MWO motivation. I wanted to buy another Gold, pack, Now I rarely even play. And I guess writing this post even exceeds my ingame time of the last 14 days.
I usually give any mech I like and use regulary Cockpit items and camo (one shots). So ALL my adders, ALL my TBR's ALL my MDD's ALL my NVA's do have cockpititems and camo (none of those free from the packs). Stuff I paid money for that you got. Now with giving those crappy quirks, I have "obsolete" mechs, So I will not have use for the cockpit items in them. This means I am going to take them out and slap them into new mechs of the Wave 3. At least those you haven't gimped with weird CT quirks AGAIN. The Shadowcat and Ebon jaguar, are very much mechs I like by desing, because chicken legs and such. But with the SHC's quirks, and whatever future feraking stuff you may do, I will not buy new cockpit items for them. Now calculate what 3x8 cockpit items means in MC (not) spent.
Because currently, ther eis no CT differenc eon the SHC and so the quirks already tell me:
SHC B > SHC P >SHC A > the rest. basically only owning SHC B variants would be the best.
Same goes for the reinforcement Variants. While initially it was planned to own them all, and equip the ones I like with camo and cockit items, most stay untouched and even unbought due to pointless quirks.
You said in future we will have the ability to put playerdecals on our mechs - for mc charge. Well, that will also mean instead of 30 mechs receiving them instant, it's probably 5 or 6 of my mechs getting them, givne ther eis any motivation left when this happens.
So many things impoved in MWO, so many new mechs came out, yet the motivation is totally down for me due to this little thing that didn't even helped those chassis in diveristy. All it did is creating infreriority even amongst the same chassis of omnimechs, which will also lead many people to not buy specific omnimech chassis beyond 3 chassis to max their skills.
Equal CT chassis should only receive quirks that are equal for all mechs amongts this chassis
Please revert this omnimech destroying imbalance creating nonsense.
tl:dr - whale swimming in other seas now.
Why did you buy a Gold Mech anyways? That might be the first error.
Let's get to the point though.
As far as MOST people are concerned, omnimechs just w/o the quirks are more or less the SAME mech that you can retrofit however you want. So, anyone with all the variants (with a non special CT) could just outright build the same thing and grind ALL variants (at least 3) the same way. It's boring, but doable. Some of us prefer to create the diversity and build them 3 different ways (so we don't bore ourselves to death). With CT quirks, it makes it a little complicated, but while I min-max a lot, the way I've decided is to optimize around them in such a way that I don't worry too much of a quirk here or there unless a particular quirk is hurting/helping a build.
For instance, the Summoner-B and Gargoyle-A lends to SPECIFIC builds. While I prefer my Prime Invasion builds, but using the stock hardpoints for some extra bonuses (which seem kinda out of left field) isn't complicated to work with (it's awesome for both variants IIRC with the specific omnipod set), but these are exceptions to the rule.
Most people would NEVER consider OMITTING certain omnipods (Executioner-D side torsos) due to the extreme usefulness/utility that they can provide. So, you'll still be able to build what you want, but there will be many optimal omnipods used... and this includes the CT (had to rebuy the Nova-S due to a better torso twist rate... argh).
More importantly, some of the quirks are kinda needed.
In the case of the Ice Ferret, the Prime variant is garbage, and it can do a Mist Lynx impression.
However, the non-Prime variants allow for a little diversity. The Ice Ferret-D exists to allow MPL be useful (although it sucks with 4 due to heat, although 5ML is really sweet).
While not every example is ideal or perfect, but having a niche is better than doing nothing at all, being just another mech I can just copy the same build on all 3 variants. I can't say the CT quirks will ever be the same (and it's fun mocking the ones that make no sense), but there's no reason to buy the variant otherwise if there wasn't a quirk. If anything, I'd rather sell them off because I don't need another mech variant that will
literally do the same thing that the others could do anyways.
Right now, they add value. The only "devaluing" is if you have to buy the same variant to get the specific quirks. In most cases, the quirks in question aren't really world-beating (tell me which CT is "OP" compared to the rest, and be serious about the answer here) so in MOST cases, there isn't anything that would put one over the top.