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What Is The Point Of Quirks


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#61 Savage Wolf

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Posted 10 August 2015 - 09:58 AM

View PostMechwarrior Buddah, on 10 August 2015 - 09:53 AM, said:

Im not a purist by any means but once they doubled the armor and started down that path, plus pinpoint all the time aiming it started down the sliding path of btech flavored lol

I guess Im a non purist because way back in CB I had the argument of if theyre gonna go all that stuff anyways then they should keep the look and the names etc but throw the table values out and make up their own numbers for balance

And I remember the counter argument for that my a guy whose name was mercury or something was that that would make it not a battletech game in the same way maple syrup flavored syrup isnt really maple syrup


I'm all for battletech flavored. I'm even more for lets try making a whole new franchise that can start from scratch with something new, but that's not this game.

And yes, they have strayed from the battletech path in many areas for which I am thankful, but there are still many areas where they cling to lore where we could get a better game by straying a bit again.

#62 xXBagheeraXx

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Posted 10 August 2015 - 10:01 AM

View PostSavage Wolf, on 10 August 2015 - 09:58 AM, said:


I'm all for battletech flavored. I'm even more for lets try making a whole new franchise that can start from scratch with something new, but that's not this game.

And yes, they have strayed from the battletech path in many areas for which I am thankful, but there are still many areas where they cling to lore where we could get a better game by straying a bit again.


LIke Mixtech.....Whoo man....that would be INCREDIBLE....xD

#63 Mechwarrior Buddah

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Posted 10 August 2015 - 10:06 AM

View PostxXBagheeraXx, on 10 August 2015 - 09:58 AM, said:

Until that one game they arent....LOL


sarcasm XD

Ran 705 damage 4 kills in the last game I had someone tell me I was a waste of tonnage so meh XD

#64 Savage Wolf

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Posted 10 August 2015 - 10:18 AM

View PostxXBagheeraXx, on 10 August 2015 - 10:01 AM, said:

LIke Mixtech.....Whoo man....that would be INCREDIBLE....xD


Mnah... not sure I like that one. I like having two different factions with different flavours. Balanced, but different. Not that they are THAT different. But that's subjective.

But there are other things like, why can't you just make Artemis Launchers their own weapons instead of an upgrade. Would be so much simpler and do basicly the same. But no. Lore and TT.

#65 xXBagheeraXx

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Posted 10 August 2015 - 10:25 AM

View PostMechwarrior Buddah, on 10 August 2015 - 10:06 AM, said:


sarcasm XD

Ran 705 damage 4 kills in the last game I had someone tell me I was a waste of tonnage so meh XD


That would normally be Me, I'd rather see LRM stalkers...but...If its stupid but it works...xD

#66 Mechwarrior Buddah

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Posted 10 August 2015 - 11:05 AM

View PostxXBagheeraXx, on 10 August 2015 - 10:25 AM, said:


That would normally be Me, I'd rather see LRM stalkers...but...If its stupid but it works...xD


LRM Warhawk... all lrm warhawk lol

#67 Mechwarrior Buddah

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Posted 10 August 2015 - 12:03 PM

View PostSavage Wolf, on 10 August 2015 - 09:58 AM, said:


I'm all for battletech flavored. I'm even more for lets try making a whole new franchise that can start from scratch with something new, but that's not this game.

And yes, they have strayed from the battletech path in many areas for which I am thankful, but there are still many areas where they cling to lore where we could get a better game by straying a bit again.


agreed

LRMs for instance dont need to be 1k range (or more) because youll hardly ever hit anything at that range. Id say toss the TT tables and give them 500-750 max cause for missiles that IS long range in this game

#68 FupDup

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Posted 10 August 2015 - 12:05 PM

View PostMechwarrior Buddah, on 10 August 2015 - 12:03 PM, said:

LRMs for instance dont need to be 1k range (or more) because youll hardly ever hit anything at that range. Id say toss the TT tables and give them 500-750 max cause for missiles that IS long range in this game

Actually, the max range for Lurms in TT was 21 hexes, aka 630 meters...PGI probably increased their range to attempt to compensate for their weird implementation of the weapons system.

#69 Mechwarrior Buddah

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Posted 10 August 2015 - 12:10 PM

View PostFupDup, on 10 August 2015 - 12:05 PM, said:

Actually, the max range for Lurms in TT was 21 hexes, aka 630 meters...PGI probably increased their range to attempt to compensate for their weird implementation of the weapons system.


Id rather it be put back to that because thats where you actually engage. Making the +10% quirk on the zeus kinda worthless lol

#70 Savage Wolf

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Posted 10 August 2015 - 12:12 PM

View PostMechwarrior Buddah, on 10 August 2015 - 12:03 PM, said:


agreed

LRMs for instance dont need to be 1k range (or more) because youll hardly ever hit anything at that range. Id say toss the TT tables and give them 500-750 max cause for missiles that IS long range in this game

View PostFupDup, on 10 August 2015 - 12:05 PM, said:

Actually, the max range for Lurms in TT was 21 hexes, aka 630 meters...PGI probably increased their range to attempt to compensate for their weird implementation of the weapons system.


I don't think it really matters. They could have range 2000 for all I care, they still wont be used at that range. So why spend time changing it?

#71 Mechwarrior Buddah

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Posted 10 August 2015 - 12:20 PM

View PostSavage Wolf, on 10 August 2015 - 12:12 PM, said:


I don't think it really matters. They could have range 2000 for all I care, they still wont be used at that range. So why spend time changing it?


Why change anything right? Why waste the time to make things better?

#72 Savage Wolf

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Posted 10 August 2015 - 12:25 PM

View PostMechwarrior Buddah, on 10 August 2015 - 12:20 PM, said:


Why change anything right? Why waste the time to make things better?


But it changes nothing. LRMs would perform the same. What does it improve? Can we really call it a change if it doesn't change anything?

#73 Ascaloth

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Posted 10 August 2015 - 12:25 PM

View PostSavage Wolf, on 10 August 2015 - 12:12 PM, said:


I don't think it really matters. They could have range 2000 for all I care, they still wont be used at that range. So why spend time changing it?


Maybe if they triple LRM speed and maul the ECM with the nerf hammer?

Ohhhh imagine all those QQ threads!! So many shining tears!!

#74 Savage Wolf

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Posted 10 August 2015 - 12:28 PM

View PostAscaloth, on 10 August 2015 - 12:25 PM, said:


Maybe if they triple LRM speed and maul the ECM with the nerf hammer?

Ohhhh imagine all those QQ threads!! So many shining tears!!

Yeah, but the change of range alone changes nothing. And that's all that was suggested. Also removing ECM doens't really extend the effective range of LRMs, but the speed sure does.

#75 Screech

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Posted 10 August 2015 - 01:10 PM

The quirk system, or The Quirkening, is there to provide job security for Paul. After they finished the first quirk pass they then stated the upcoming second quirk pass to balance out the first.

I will give you three guesses what comes after the second quirk pass.

#76 M4rtyr

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Posted 10 August 2015 - 01:12 PM

View PostScreech, on 10 August 2015 - 01:10 PM, said:

The quirk system, or The Quirkening, is there to provide job security for Paul. After they finished the first quirk pass they then stated the upcoming second quirk pass to balance out the first.

I will give you three guesses what comes after the second quirk pass.


Yeah, between quirks and all the other mechanics bandaids the game is going to become Mummy Warrior Online shortly.

#77 Deathlike

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Posted 10 August 2015 - 01:18 PM

View PostAnjian, on 10 August 2015 - 09:09 AM, said:

I don't really like the way IS builds are built to optimize around quirks. Limits creativity. Creates the same build for that mech over and over.

I remember getting 5 kills on my Thunderbolt once, in the prequirk age. Using an AC5 mounted on the arm. When was the last time you see a ballistics heavy Thunderbolt? Today, such a build makes people question what the hell are you doing?


The low arms are actually rather depressing on that mech. Shooting into the ground is a freaking occurrence.

Even the missile hardpoints are worthy additions... dakka arms, not so much.


View PostFupDup, on 10 August 2015 - 12:05 PM, said:

Actually, the max range for Lurms in TT was 21 hexes, aka 630 meters...PGI probably increased their range to attempt to compensate for their weird implementation of the weapons system.


"Copy older MW LRM ranges."

Done.

It's a one-step copy+paste job for the man in charge!

#78 Revis Volek

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Posted 10 August 2015 - 01:35 PM

View PostMcgral18, on 09 August 2015 - 06:45 PM, said:


Make those Robots move with the same agility as Gundams 20 tons heavier?



In this game, speed and agility is an amazing equalizer.

#79 oldradagast

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Posted 10 August 2015 - 02:44 PM

The first reasonably official Quirks - aside from "proto-quirks" that granted semi-random bonuses and penalties to mech mobility - were given to the Awesome as structural buffs to balance out its horrible hitboxes.

Had Quirks stayed just that - a way to allow mechs with lousy hitboxes to compete - they might have worked.

But then came along Clans, resulting in the IS needing huge Quirks to compete, and everything since then has been about reducing TTK. Giving an extra 10 points of armor on a location is meaningless with mechs running around with 30%+ increases in DPS with certain weapon systems.

Only now is this being dragged into the light because the improved hit registration has made it very clear just how far TTK has really fallen and because the upcoming "Rebalancing" is hoped to be something more than just shuffling Quirks around semi-randomly yet again so as to sell different mechs.

#80 Gas Guzzler

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Posted 10 August 2015 - 02:58 PM

View Postoldradagast, on 10 August 2015 - 02:44 PM, said:

The first reasonably official Quirks - aside from "proto-quirks" that granted semi-random bonuses and penalties to mech mobility - were given to the Awesome as structural buffs to balance out its horrible hitboxes.

Had Quirks stayed just that - a way to allow mechs with lousy hitboxes to compete - they might have worked.

But then came along Clans, resulting in the IS needing huge Quirks to compete, and everything since then has been about reducing TTK. Giving an extra 10 points of armor on a location is meaningless with mechs running around with 30%+ increases in DPS with certain weapon systems.

Only now is this being dragged into the light because the improved hit registration has made it very clear just how far TTK has really fallen and because the upcoming "Rebalancing" is hoped to be something more than just shuffling Quirks around semi-randomly yet again so as to sell different mechs.


Well the obvious solution to that is toning down the insane cooldown quirks that exist on certain mechs, and then maybe give them a little extra help somewhere else.





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