Jump to content

Quirks For Each Variant Should Be Relative To The Chassis Average


4 replies to this topic

#1 Omi_

    Member

  • PipPipPipPipPipPip
  • The Blade
  • 336 posts
  • LocationWinnipeg, Manitoba, Canada

Posted 13 September 2015 - 04:10 PM

Part of the difficulty with digesting the quirks system in this game is actually making heads or tails of the quirks summary. It's very tedious to read through multiple mechs to compare their differences and if PGI wants us to provide quality feedback on this balance pass, then I think it's high time the UI is cleaned up WELL BEFORE the PTS closes.

The quirks presented here are taken directly from the current PTS values.

Here I have re-written the quriks for 4 Atlas variants, by presenting a list of quirks for the Atlas and then a list of changes for each variant. When constructing the Atlas' base quirks, I used quirks that were common across many variants, not just the ones that belonged to every variant. In any case where a variant does not have a quirk common to the rest of the family (such as negative sensor quirks on the AS7-K), I give that variant an opposing quirk that cancels out the one from the base list.

I motion that the way I present these quirks is easier to read than what PGI currently uses, as it allows one to see what a chassis is generally about in the base list and also compare variants within the family against one another without much strain. Please not that I use time in seconds rather than percentage where I can. I also lump related quirks such as structure or torso turn values on fewer lines.

Disclaimer:
I assumed for the sake of building this list, I assumed that every mech has a default target acquisition time of 1 second purely for exposition, for lack of knowing how it actually works.

ATLAS BASE QUIRKS
  ARMOUR
	[+]Structure (Torso)              +14/+15/+14
	[+]Structure (Arms)               +14/+14
	[+]Structure (Legs)               +13/+13
  SENSORS
	[-]Target Acquisition Delay       +3s (4s)
	[-]Scan Time (Short Range)        +2s (3s)
	[-]Scan Time (Medium Range)       +1s (4s)
	[-]Scan Time (Long Range)         +1s (6s)



AS7-BH QURIKS (Boar's Head)
  MOBILITY
	[+]Acceleration Rate              +25%
	[+]Deceleration Rate              +25%
	[+]Torso Turn Yaw (Angle, Rate)   +10, +0%



AS7-RS QUIRKS
  MOBILITY
	[+]Reverse Speed                  +30%
	[+]Torso Turn Yaw (Angle, Rate)   +25, +5%
  SENSORS
	[-]Target Retention Time          -1s



AS7-K QUIRKS
  ARMOUR
	[+]Structure (Torso)              +11/+11/+11
	[+]Structure (Arms)               +11/+11
	[+]Structure (Legs)               +12/+12
  
  SENSORS
	[+]Target Acquisition Delay       -2s (1s)
	[+]Scan Time (Short Range)        -2s (1s)
	[+]Scan Time (Medium Range)	  -1s (3s)
	[+]Scan Time (Long Range)         -1s (5s)



AS7-D QUIRKS
  ARMOUR
	[+]Structure (Torso)              +33/+35/+33
	[+]Structure (Arms)               +34/+34
	[+]Structure (Legs)               +34/+34
  MOBILITY
	[+]Acceleration Rate              +20%
	[+]Deceleration Rate              +20%
	[+]Turn Rate                      +25%
	[+]Torso Turn Yaw (Angle, Rate)   +20 deg, +10%
  SENSORS
	[-]Target Retention Time          -2s   (3s)
	[-]Scan Time (Short Range)        +2s   (5s)
	[-]Scan Time (Medium Range)       +1.5s (5.5s)
	[-]Target Acquisition Delay       +1s   (5s)


Posted ImagePosted ImagePosted ImagePosted ImagePosted ImagePosted Image
(Taken from Othello's thread - http://mwomercs.com/...50-quirks-list/)

Edited by Hornsby, 13 September 2015 - 04:13 PM.


#2 oldradagast

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • 4,833 posts

Posted 13 September 2015 - 04:40 PM

Simple rule: If the quirks are large enough to make the variants feel and perform very differently, you've messed up.

People buy a series of mechs because they like they way they handle and feel. We should not have a world with nuttiness like: 1 Atlas that twists well, 1 Atlas that twists poorly, 1 that turns fast, 1 that turns slow, 1 with lots of extra armor, 1 that's really fragile, 1 that can shoot well, 1 that can't, etc.

That blows a steaming hole through Lore and the whole reason people buy chassis and like certain chassis lines, IMHO.

#3 Omi_

    Member

  • PipPipPipPipPipPip
  • The Blade
  • 336 posts
  • LocationWinnipeg, Manitoba, Canada

Posted 13 September 2015 - 04:51 PM

View Postoldradagast, on 13 September 2015 - 04:40 PM, said:

Simple rule: If the quirks are large enough to make the variants feel and perform very differently, you've messed up.

People buy a series of mechs because they like they way they handle and feel. We should not have a world with nuttiness like: 1 Atlas that twists well, 1 Atlas that twists poorly, 1 that turns fast, 1 that turns slow, 1 with lots of extra armor, 1 that's really fragile, 1 that can shoot well, 1 that can't, etc.

That blows a steaming hole through Lore and the whole reason people buy chassis and like certain chassis lines, IMHO.


I completely agree. What I would like to see, going by the lists I've provided above, is that each chassis' base quirks provide the bulk of quirks while each variant's specific quirks be kept short, flavourful and easily digested.

#4 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 13 September 2015 - 08:13 PM

View Postoldradagast, on 13 September 2015 - 04:40 PM, said:

Simple rule: If the quirks are large enough to make the variants feel and perform very differently, you've messed up.

People buy a series of mechs because they like they way they handle and feel. We should not have a world with nuttiness like: 1 Atlas that twists well, 1 Atlas that twists poorly, 1 that turns fast, 1 that turns slow, 1 with lots of extra armor, 1 that's really fragile, 1 that can shoot well, 1 that can't, etc.

That blows a steaming hole through Lore and the whole reason people buy chassis and like certain chassis lines, IMHO.

To be fair, there are a few rare situations when variants perform vastly differently than the norm. Ravens are the best example of this, with the 3L being the iconic scout; while the 2X and 4X were slower, more armed, and more armored for combat.

You are right in general though, usually variant differences aren't that big.

Edited by FupDup, 13 September 2015 - 08:14 PM.


#5 Koshirou

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 827 posts

Posted 14 September 2015 - 01:56 AM

View Postoldradagast, on 13 September 2015 - 04:40 PM, said:

Simple rule: If the quirks are large enough to make the variants feel and perform very differently, you've messed up.

People buy a series of mechs because they like they way they handle and feel.

Bumping for truth.





3 user(s) are reading this topic

0 members, 3 guests, 0 anonymous users