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Stock Variant Quirks List


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#1 zaku potion

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Posted 11 September 2015 - 03:41 PM

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Prime

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A Variant

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B Variant

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C Variant

#2 zaku potion

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Posted 11 September 2015 - 04:04 PM

Some really nice agility quirks and lack of negative sensor quirks on many variants. The A has +70% turning rate which is ridiculous, they took away the infinite cbills on pts so I only had a change to try out the Prime. However, even without basic skills the Prime has major accel/decel agility and a huge torso yaw range.

I've fought alot of vultures in CW and the MDD was a very easy target with its massive STs, and these are looking to be a real pain in the ass at mid to longer ranges if they can move as well as it looks like they can on paper. I really want to try the A variant with that 70% turn speed! Overall this chassis looks like its going to be focused on superior agility with a little bit of needed structure quirks. Very annoying/dangerous for the enemy and fun for the pilot.

Edited by Haunt Steiner, 11 September 2015 - 04:04 PM.


#3 zaku potion

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Posted 11 September 2015 - 04:12 PM

Another thing to note is that alot of the structure quirks/sensor stuff are spread amongst the Torso/Arm Omnipods, and the agility quirks are on the legs. You will be able to mix and match things like +35% turn rate on one leg and accel/decel/-10%turn rate on another for a net gain on everything, or just flat out have two +35% turn rate legs for 70%. These have no interaction at all with the torso/arm omnipod quirks, so you are not limited to certain hardpoints for your chosen level of agility.





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