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Should Mech Variants Be Quirked For Specific Builds?


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#1 Greyhart

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Posted 17 September 2015 - 08:03 AM

simple question should a mech be quirked for a specific build.

i.e Grid Iron having gauss quirks

Or should the quirks be general meaning all builds with in a role (e.g. scout) are viable?

i.e Grid Ion having a general ballistic quirk

#2 Chuck Jager

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Posted 17 September 2015 - 10:08 AM

In theory yes. In practice no.

The Thunderwub has incredible quirks, but I think the biggest deal breaker was the general range. The mplas is very underpowered in range and damage compared to clan (heat and duration not important at 400-600m). The clan like range compared with the std engine gave a mech that really worked well in a great niche. when folks started putting longer range weapons on it for CW or just adding 2 lplas and dropping the arm lasers it becomes a monster.

Unless range weight and damage on clan tech is nerfed 35% quirks are very needed for specific weapons on specific mechs for specific weak builds that would help balance. 5-15% general quirks can throw some IS mechs over top if optimized. Many mechs have 1-3 good builds and maybe 1 competitive build at most. Specific quirks help control adding a single competitive or good build without throwing everything else out of whack.

Original and fun does not equal good. The weight savings on clan mechs with the number of hardpoints allows for a hard to reach alpha/range for IS mechs. With this savings it is a ton easier to play around with clan builds. Lore and simple statements like "clan are hot" really hurts the unseen "quirks" that clan has (a std meets xl engine plus lighter weapons is best general quirk in game)

#3 Lily from animove

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Posted 17 September 2015 - 10:40 AM

yes and no.

when giving quirks, the builds usually chosen by players should be taken into account. othrwise quirks can enhance a spcific build too much or gimp it too much. quirks should balance, not bias.





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