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Quirk Types Part 1


11 replies to this topic

Poll: Quirk Types (20 member(s) have cast votes)

Mobility

  1. Turn Rate (16 votes [8.38%])

    Percentage of vote: 8.38%

  2. Torso Twist Rate (16 votes [8.38%])

    Percentage of vote: 8.38%

  3. Torso Twist (Yaw) Angle (13 votes [6.81%])

    Percentage of vote: 6.81%

  4. Torso Pitch Angle (13 votes [6.81%])

    Percentage of vote: 6.81%

  5. Hill Climb Rate (13 votes [6.81%])

    Percentage of vote: 6.81%

  6. Acceleration (16 votes [8.38%])

    Percentage of vote: 8.38%

  7. Deceleration (16 votes [8.38%])

    Percentage of vote: 8.38%

  8. Jump Jet Fuel Capacity (14 votes [7.33%])

    Percentage of vote: 7.33%

  9. Jump Jet Impulse/Boost (16 votes [8.38%])

    Percentage of vote: 8.38%

  10. Top Speed (13 votes [6.81%])

    Percentage of vote: 6.81%

  11. Torso Pitch Rate (9 votes [4.71%])

    Percentage of vote: 4.71%

  12. Arm Pitch Angle (9 votes [4.71%])

    Percentage of vote: 4.71%

  13. Arm Pitch Rate (9 votes [4.71%])

    Percentage of vote: 4.71%

  14. Arm Yaw Angle (9 votes [4.71%])

    Percentage of vote: 4.71%

  15. Arm Yaw Rate (9 votes [4.71%])

    Percentage of vote: 4.71%

  16. Other (Write in comments) (0 votes [0.00%])

    Percentage of vote: 0.00%

Durability

  1. Structure (16 votes [14.29%])

    Percentage of vote: 14.29%

  2. Armor (19 votes [16.96%])

    Percentage of vote: 16.96%

  3. Fall Damage Reduction (11 votes [9.82%])

    Percentage of vote: 9.82%

  4. Collision Damage Reduction (9 votes [8.04%])

    Percentage of vote: 8.04%

  5. Critical Damage Chance Reduction (7 votes [6.25%])

    Percentage of vote: 6.25%

  6. Gyro/Screen Shake Reduction (14 votes [12.50%])

    Percentage of vote: 12.50%

  7. MASC Damage Reduction (5 votes [4.46%])

    Percentage of vote: 4.46%

  8. Heat Damage Reduction (12 votes [10.71%])

    Percentage of vote: 10.71%

  9. AMS Range (9 votes [8.04%])

    Percentage of vote: 8.04%

  10. AMS Rate of Fire (10 votes [8.93%])

    Percentage of vote: 8.93%

  11. Other (Write in comments) (0 votes [0.00%])

    Percentage of vote: 0.00%

Firepower

  1. Collision Damage Attack (as in applied on Ramming) (8 votes [3.45%])

    Percentage of vote: 3.45%

  2. Cooldown by Hardpoint Type (15 votes [6.47%])

    Percentage of vote: 6.47%

  3. Cooldown by Specific Weapon (10 votes [4.31%])

    Percentage of vote: 4.31%

  4. Range by Hardpoint Type (16 votes [6.90%])

    Percentage of vote: 6.90%

  5. Range by Specific Weapon (12 votes [5.17%])

    Percentage of vote: 5.17%

  6. Heat by Hardpoint Type (14 votes [6.03%])

    Percentage of vote: 6.03%

  7. Heat by Specific Weapon (12 votes [5.17%])

    Percentage of vote: 5.17%

  8. Rate of Heat Loss (General Dissipation) (16 votes [6.90%])

    Percentage of vote: 6.90%

  9. Missile Spread (13 votes [5.60%])

    Percentage of vote: 5.60%

  10. LBX Spread (10 votes [4.31%])

    Percentage of vote: 4.31%

  11. Volley Rate (Clan Ballistics) (9 votes [3.88%])

    Percentage of vote: 3.88%

  12. MG Spread (9 votes [3.88%])

    Percentage of vote: 3.88%

  13. Flamer Rate of Heat Applied to Target (needs a better name) (8 votes [3.45%])

    Percentage of vote: 3.45%

  14. Tag Bonus (8 votes [3.45%])

    Percentage of vote: 3.45%

  15. Narc Bonus (10 votes [4.31%])

    Percentage of vote: 4.31%

  16. Narc Duration (13 votes [5.60%])

    Percentage of vote: 5.60%

  17. Projectile Speed by Weapon (13 votes [5.60%])

    Percentage of vote: 5.60%

  18. Laser Duration (All) (16 votes [6.90%])

    Percentage of vote: 6.90%

  19. Laser Duration (Standard vs Pulse) (11 votes [4.74%])

    Percentage of vote: 4.74%

  20. Laser Duration (Specific Weapon) (9 votes [3.88%])

    Percentage of vote: 3.88%

Firepower Continued

  1. LRM Indirect Arc (Launch/Attack Angle if it can be done in a quirk) (9 votes [18.75%])

    Percentage of vote: 18.75%

  2. Lock-on Speed (18 votes [37.50%])

    Percentage of vote: 37.50%

  3. Artemis Spread Bonus (11 votes [22.92%])

    Percentage of vote: 22.92%

  4. Artemis Lock Speed Bonus (10 votes [20.83%])

    Percentage of vote: 20.83%

  5. Other (Write in comments) (0 votes [0.00%])

    Percentage of vote: 0.00%

Sensors/Electronic-Info Warfare

  1. Sensor Range (17 votes [6.94%])

    Percentage of vote: 6.94%

  2. Target Scan Time Short/Medium/Long Ranges (TIG at S/M/L range) (12 votes [4.90%])

    Percentage of vote: 4.90%

  3. Target Retention Time (16 votes [6.53%])

    Percentage of vote: 6.53%

  4. Target Acquisition Delay (Mostly negatives) (8 votes [3.27%])

    Percentage of vote: 3.27%

  5. Target Acquisition Delay (Baseline flipped to be viewed mainly as buffs) (9 votes [3.67%])

    Percentage of vote: 3.67%

  6. Target Acquisition Delay Short/Medium/Long Range (preferred version of the above 2 but with range brackets) (9 votes [3.67%])

    Percentage of vote: 3.67%

  7. Target Info Sharing Range (13 votes [5.31%])

    Percentage of vote: 5.31%

  8. Lock Sharing Range (13 votes [5.31%])

    Percentage of vote: 5.31%

  9. Target Sharing Range (Lock and Info combined) (12 votes [4.90%])

    Percentage of vote: 4.90%

  10. ECM Range (15 votes [6.12%])

    Percentage of vote: 6.12%

  11. ECM Lock Speed Decrease (10 votes [4.08%])

    Percentage of vote: 4.08%

  12. ECM Counter Stregnth (11 votes [4.49%])

    Percentage of vote: 4.49%

  13. ECM Counter Resistance (12 votes [4.90%])

    Percentage of vote: 4.90%

  14. BAP/CAP Range Bonus (14 votes [5.71%])

    Percentage of vote: 5.71%

  15. BAP/CAP Target Speed Bonus (Info) (12 votes [4.90%])

    Percentage of vote: 4.90%

  16. BAP/CAP Shutdown Detection Range (13 votes [5.31%])

    Percentage of vote: 5.31%

  17. Command Console Zoom Boost (12 votes [4.90%])

    Percentage of vote: 4.90%

  18. Command Console Sensor Range (11 votes [4.49%])

    Percentage of vote: 4.49%

  19. Command Console Target Info Speed (11 votes [4.49%])

    Percentage of vote: 4.49%

  20. Command Console Boost (All) (15 votes [6.12%])

    Percentage of vote: 6.12%

Sensors/Electronic-Info Warfare Continued

  1. Targeting Computer Boost (All) (12 votes [9.76%])

    Percentage of vote: 9.76%

  2. Targeting Computer Zoom Boost (9 votes [7.32%])

    Percentage of vote: 7.32%

  3. Targeting Computer Sensor Range (9 votes [7.32%])

    Percentage of vote: 7.32%

  4. Targeting Computer Target Info Speed (9 votes [7.32%])

    Percentage of vote: 7.32%

  5. Targeting Computer Critical Chance (7 votes [5.69%])

    Percentage of vote: 5.69%

  6. Targeting Computer Projectile Speed (7 votes [5.69%])

    Percentage of vote: 5.69%

  7. Targeting Computer Energy Range (9 votes [7.32%])

    Percentage of vote: 7.32%

  8. Detectability Range (Decrease the range at which the mech can be detected) (17 votes [13.82%])

    Percentage of vote: 13.82%

  9. Target Scan Resistance (16 votes [13.01%])

    Percentage of vote: 13.01%

  10. Target Scan Resistance Short/Medium/Long Range (Takes longer to be scanned at S/M/L ranges) (13 votes [10.57%])

    Percentage of vote: 10.57%

  11. Lock Signature Reduction (works like ECM lock speed but minor) (14 votes [11.38%])

    Percentage of vote: 11.38%

  12. Other (Write in comments) (1 votes [0.81%])

    Percentage of vote: 0.81%

Finally ECM Rebalance: Hard or Soft

  1. Hard Counter (Current, denies locks and targeting) (2 votes [10.00%])

    Percentage of vote: 10.00%

  2. Soft Counter (Allows locks/targeting but with steep penalties) (18 votes [90.00%])

    Percentage of vote: 90.00%

Vote Guests cannot vote

#1 Trev Firestorm

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Posted 12 September 2015 - 12:12 AM

OK, so the current new system of quirks has very little readily available information documentation on what some of the new quirks actually do, and there is a lack of direction/expectation for the next step. For example: are the firepower quirks coming back? Is there supposed to be a tech pass coming up as well?

Well if they really are going to take feedback this time around let's get a poll of exactly what sort of quirks we find acceptable (category/type not amount) as well as gathering suggestions for additional quirks we would like to see.

I've included any quirks/stats I could think of even if they might seem odd but for any I missed please comment.

Part 2, Distribution: http://mwomercs.com/...ibution-part-2/

Edited by Trev Firestorm, 12 September 2015 - 01:03 AM.


#2 Trev Firestorm

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Posted 12 September 2015 - 12:25 AM

I'm certain I missed a few possibilities but it is late, I am tired and this was a long list.

#3 zaku potion

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Posted 12 September 2015 - 12:30 AM

Good list, I like the quirks for hardpoints and general heat dissipation ideas.

#4 Dracol

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Posted 12 September 2015 - 05:41 AM

hmmm... tried to vote, but go an error. In general, I like the fact quirks related to specific equipment have been avoided. They were a good change in the past, but I am starting to like this rebalancing from the ground up removing them.

#5 Vashramire

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Posted 12 September 2015 - 07:04 AM

Paul said they would bring back weapon quirks after a weapons balance pass. They would be far less severe and more general than they currently are. Think current GHR-5P.

#6 LennStar

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Posted 12 September 2015 - 07:29 AM

I also would prefer small general quirks (like energy weapons +10%, heat sink +10%) to mechs more comparable to single weapon (MedLas +10%) quirks.
There may be mechs who need a more specific quirk, but that should be a definite exception. NARC bonus for the Raven is a good one, bc lore ;)

Also I am against single equipment quirks (ECM, BAP, target computer) with the exception of JJs.

#7 Trev Firestorm

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Posted 12 September 2015 - 12:44 PM

View PostLennStar, on 12 September 2015 - 07:29 AM, said:

I also would prefer small general quirks (like energy weapons +10%, heat sink +10%) to mechs more comparable to single weapon (MedLas +10%) quirks.
There may be mechs who need a more specific quirk, but that should be a definite exception. NARC bonus for the Raven is a good one, bc lore ;)

Also I am against single equipment quirks (ECM, BAP, target computer) with the exception of JJs.

I entirely agree with this myself, only ultra specialized mechs or terribad mechs should be getting specific equipment/weapon quirks.

#8 Trev Firestorm

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Posted 12 September 2015 - 07:58 PM

So I'm guessing people just don't like this poll?

#9 Top Leliel

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Posted 12 September 2015 - 09:20 PM

I definitely think some sort of weapons quirks should be included. It's great that quirks are being added for information gathering, but there's a lot more differences in what quirks should be besides simple tradeoffs between hitpoints, speed and sensors. I hope PGI goes ahead and adds a lot of unique stuff to different mechs.
Please do add detectability range, seems like an important one. A very small mech would be unusually hard to detect, and a very large mech would be unusually easy.

Edited by Top Leliel, 12 September 2015 - 09:26 PM.


#10 Brandarr Gunnarson

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Posted 13 September 2015 - 12:30 AM

I think pretty much everything should be open to Quirking.  Choosing to disallow certain quirks is simply limiting a viable balancing mechanism.  Moreover, you can always explain a Quirk according to 'Mech design.
For example: AC range +5% because the arm is stiffer and recoils less due to 'Mech design; i.e., more kinetic energy to the slug.
For example: BAP range +5% because the radar dome is particularly conducive to the signal due to 'Mech design; i.e., nothing is blocking the signal.
Etc., etc..

Edited by Brandarr Gunnarson, 13 September 2015 - 12:33 AM.


#11 Top Leliel

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Posted 13 September 2015 - 12:39 PM

@Brandarr Gunnarson
I agree with this, quirks should reflect the design of the mech. It shouldn't be arbitrarily "this mech gets better sensors than this one" it should be focused on what the mechs strengths and capabilities are and what its actual design quirks are.
Examples:
Atlas:
Increased armor and structure all around(massively built, no hardpoints heavily stacked on any parts)
Reduced Heat from Autocannons and Missiles(these weapons are made intentionally visible for intimidation: this has the side effect of making them well ventilated)
Longer target retention time(the Atlas has a big roomy head, sensors are shaped and tuned to not be easily confused)
Torso weapons are more vulnerable to critical hits(drawback of high weapon visibility)
Increased detectability range(its an Atlas, hard to hide from scanners)
Raven 3L:
Increased Sensor Range (highly advanced electronics)
Increased Info Gathering Rate(same reason)
Increased Target Retention Rate(same reason)
BAP counters enemy ECM simultaneously with active ECM set to Disrupt(designed for efficient use and combination of electronic equipment)
Increased NARC range and duration(specifically tooled for tracking enemy mechs)
If these templates were to be used, the Atlas would be a lumbering titan designed partly for fear over practicality, while the Raven would be a mobile yet fragile electronics-heavy vehicle. I hope to see a wide variety of quirks, which fit the character of the individual mechs, while also helping to balance them.

Edited by Top Leliel, 13 September 2015 - 12:50 PM.


#12 KraftySOT

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Posted 13 September 2015 - 12:51 PM

All of them.

Soft counter.

lol





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