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Nva - Side Torso Quirk Thread


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#1 Lily from animove

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Posted 12 September 2015 - 02:13 AM

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Abput the right Torsos.

So the AMS only torso, compared to the prime (no hardpoints)
Wow, an AMS is not really healpful in this game, and the delta in quikrs, esepcialyl with the prime having 12structure this is hardly a good balance. the A right torso should at leats get 6 or 8 structure points as well. Especially given that the C right torso has gotten 24 Structre points as well and this one houses an entire energy Hardpoint.
lso the B right torso has 1E as well. yet it even gets mobility. (but not protection) But wasn't it said firepower vs portection and moility? This seems not to be in line.

Especially given that the NVA has a CT that you can hit from ANY angle, torso twist angles and speeds have a minot benefit at all which mostlikely will make everyone not using any weapons in the right troso going either prime or C right torso.

And by this, I am really confused those quirks have been chosen.

Saying that the balance is made between firepower, info, mobility and protection, I truly have to start wondering what made you decide fro those hardpoit quirks.

This is very visible with the left torsi,

the NVA A offering one laser, oneamd gets a slight negative quirk set.
The NVA B also, it offers 2B. (which mans even a bigger ballistic could go in or just 2 MG's)
The NVA S gets , it offers 2B and it got positive quirks.

NVA-B vs NVA S left sidtorso balance is where? Why should one ever choose the B?

given that the NVA-s both torso have gotten the same quirks, the NVA-B left torso should get the same. YES if taking the prime config into account this B-pod has more firepower, but that is irrelevant, because any pilot would then change those pod to an S-pod and erase tose negative quirks. The only "downside" is a pitiful loss in possible 8/8 piece bonus.

The Prime left Torso, has no hardpoints, the C Torso has 1M. Both have a different but wide range of positive quirks. In that comparison the prime is a bit short. isn't it?Especially considering that the Missile gifted torso git a lot more Armor and structure quirks.

given this I would tend to always use the NVA Cleft torso, given I don't want to mount any specific weapon in my Torsos.


I see in this distribution absolutely no connection between Firepower and the quirks.

have not even much of an idea of giving any advices here except completely changign anything, since you first need to tell us what the point is behind that all. Quirks should create a proper interpod balance as well as balancing the NVA in comparison to other mechs. But this seems to be a random decision mess based on dicerolls. No offense just the impression this leaves.

Edited by Lily from animove, 12 September 2015 - 02:14 AM.


#2 Jack Shayu Walker

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Posted 12 September 2015 - 04:36 AM

PGI had a much easier time with IS mechs where they didn't have to deal with omnipods, we're going to have to give them some patients in dealing with our swappable parts.

#3 Andi Nagasia

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Posted 13 September 2015 - 06:31 AM

i think the the NVA should get Much more Structure as you take Less Energy,
right now the its rather Lack Luster, even the SCR got more Structure in some areas

#4 Lily from animove

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Posted 14 September 2015 - 03:22 AM

View PostAndi Nagasia, on 13 September 2015 - 06:31 AM, said:

i think the the NVA should get Much more Structure as you take Less Energy,
right now the its rather Lack Luster, even the SCR got more Structure in some areas


Not entirely, given that firepower is said to be one of the columns and we consider some point of "role warfare" there are a fe basic things to consider.

The 1E arms will mostl be taken with some heavy guns or empty, so LPL or PPC. Or in a mix with a B arm
The 3E arms will mostly be taken by a low amount CERML NVA or CERMPL.or in a mix with a B arm.
The 6E arms will msot of the time being used when totally boating Energy. they hardly get used wiht some proper sized ballistics, due to lack of tonnage.

And from this point of "what you use them for, is what you should balance them for"

The 1E arms should get some HP buffs, and some higher mobility quirks. To support the poking ability.
The 3E arms should get HP quirks above 6E and 1E arm but no mobility quirks, or only slight mobility quirks.
The 6E arms should get some HP buffs but no mobility quirks.

maybe:

1E: 12 Structure +10 yaw angle, +10% yaw rate.
3E: 24 Structure
6E: 12 Structure - 10 yaw angle, - 10% yaw rate

This would bring more balance to the role from interpod balance.

1E Heavy Energy weapons, mostly for poking. reltively good sustained dps.
3E will be a balanced Laser loadout between Strike firepower and sustained firepower, but it will mean "facetime" in battle so some durability would be needed.
6E arms are heavy strike abilities, ohter poking with mediums, or skirmishing with Shorts. but since the Strike firepower is very much I think it whould be fine with only minor hp quirks and no mobility gain. You acrifice mobility for firepower.

All arms should get some HP, simply for intermechbalance. Because the NVA arms are wide compared to the SCR and even lower. Why the SCR 6E arm even got massive HP, which is nonsense considering those two Arms in comparison with each other, a myt, because it buffs and widens the gap off from balance between those two mechs.

But speaking abou the ST's, as thats what the topic is about:

what are they used for? what role.

E's gonna be either used with ML, or PPC's for ST snipers.
B's eihter go an AC or MG's
None goes for? whenever something else isn't needed due to weapons beign in the arms.
M's for srms or lrm's
AMS, for? dunno, noobs :P Seriously with the change of the current game no one needs ams anymore.

And so the entire roles should take effect here too. And again cosidering intermehc and interpod balance I think all pods shoud get structure. at leats 16 each or 20 - intermehc balance needs this..

Give the B and E Hardpoint ST's positive quirks for pitch angle. so that up and down mobility is buffed fitting for their role. But give negative yar angle and rates so that brawling is a disadvantage.
Give the non Weapon hardpoints, both mobility buffs. yaw rate/angle + pitchrate/angle.

This balances stuff, because when using wepaons in the ST's you will "enjoy" some more relevant up/down aim advantage, yet the "downside" of twist moblity. But in return, midn that your weapons are in the ST's not arms, so this is already an advanatge by height and wideness.

Then for roles, add some scantimequirks. 1E's get long range, B's get mid range and long range, Empty ones for all ranges.
Grant every Torso with a weapon -0,5 to target acuisition delay, but the one without wepaons -1.

Now you have a well rouned up pod-choice depending on the role you gonna play, and something that covers the weaknesses of the mech in general.





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