Jump to content

Quiks Balance Method


3 replies to this topic

#1 Manei Domini Krigg

    Member

  • PipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 2,005 posts
  • Locationred team

Posted 12 September 2015 - 10:52 PM

As IMHO it should look like:

1 - Quirk weapons should be in the amount of 5-15%
2 - 2 positive weapon Quirk 1 negative
3 - Quirk armor and structure should not be anywhere but in certain areas:
( a ) components, which STATISTICS fly off first,
( B ) the loss of the components which often ends in mech death
4 - positive Quirk on the mobility of not more than give the chassis that have less weapons slots / no jump jets / no ECM
5 - Quirk sensors according to the role of the mech.

Edited by Krigg, 12 September 2015 - 10:52 PM.


#2 Xetelian

    Member

  • PipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 4,391 posts

Posted 12 September 2015 - 11:03 PM

Take for example a SDR 5V

Put that up against a FS9 or ACH?

Would -15% Laser duration -15% energy cooldown -15% Heat reduction really make this thing on equal footing against the LCT 1E and its 6 SPL?

Probably not.

I know radar quirks aren't going to do that, they might as well take it out of the game and give everyone a free spider cockpit item for going through the trouble of grinding 20,000 exp on it.

We need some hard point inflation to bring some of these things out of the dog house but I think if they don't add 2 more energy points for the 5V they can atleast make the MPL on it fire twice as fast to get it close to actually having another 2 MPL and that can't fit between 5-15%. Give it 90% cooldown and 15% duration and 15% generation and we've got a contender.

#3 Kiiyor

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 5,564 posts
  • LocationSCIENCE.

Posted 12 September 2015 - 11:23 PM

The Awesome and Dragon invalidate this already. The 9M has 25% less heat for ERPPCs and is still garbage when compared to just about any other assault :)

There will always be mechs that are just sub-par. They need big quirks to make them less so.

#4 LordNothing

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 16,798 posts

Posted 13 September 2015 - 02:22 AM

quirks should be used to fix mechs, not weapons. many lack luster weapons need their own fixes. generic weapon quirks specifically should only be used to help mechs with relatively few or bad (too low, or torso mounted) hardpoints. weapon heat quirks on mechs with cooling issues (< 10 truedub lights for example). things like weapon specific range, spread and cd should all be handled by modules. i think it was a mistake to use quirks to make stock builds more effective than other build options.

Edited by LordNothing, 13 September 2015 - 02:45 AM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users