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Summoner Prime Quirks: Not Sure I Get The Complaining


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#1 Bishop Steiner

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Posted 13 February 2016 - 05:34 PM

Mind you it's not everywhere, but I've seen it spread among various topics. Idk, they actually look good to me.
Maybe not so sure how useful the LB-X velocity buff will be, but aside from that they look solid to me. (Would have preferred this velocity buffs added to cool down, since the LBX is kind of bad)

The issues with the Summoner aren't really ones that quirks can logically fix. Quirks won't add tonnage for ammo and heatsinks. Quirks don't add hard points for bidding light weapons.

And the quirks they gave it enhance what it is and what it has.

The rest really ain't going to be fixed until Russ is convinced to unlock Endo, and ungimp JJs.

#2 El Bandito

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Posted 13 February 2016 - 05:39 PM

I remember Russ said recently that they are introducing possible ammo quirks. As for heat sinks, heat reduction quirk does just that. So it is possible for PGI to give the Summoner (or the Scat) more ammo and heatsinks without unlocking endo/ferro.

Edited by El Bandito, 13 February 2016 - 05:39 PM.


#3 Mcgral18

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Posted 13 February 2016 - 05:50 PM

Tee hee, I found a typo in their Ammo.XML

<!-- Ammo Type specific information ** values are per round ** type = String Id of the weapon type "Ballistic / Beam / Missile" (used with Weapon) internalDamage = integer value of damage recieved when ammo is destroy from within the Mech tons = wieght of the ammo!-->



Integer value also doesn't apply anymore, with cACs...hopefully that doesn't break anything. If anything, I guess just rounded down damage (or just keeping floating point of the damage, and the write up isn't entirely accurate)
As a matter of fact, cUAC10 has 2.5 explosion damage, while it deals 3.33
Just as with the old Artemis, they don't touch explosion damage very much. Kinda sloppy, but not exactly a disastrous failure.
As an aside...MGs are also still a 0.04...dark days...we complain about double that. Well, I do.



View PostBishop Steiner, on 13 February 2016 - 05:34 PM, said:

The issues with the Summoner aren't really ones that quirks can logically fix. Quirks won't add tonnage for ammo



Anyways...logically, just as with HoverJets™, they should be able to be quirked the same way as Weapons.
-<Module faction="Clan" CType="CAmmoTypeStats" name="ClanGaussAmmo" id="2212">
<Loc iconTag="StoreIcons\ClanGaussAmmo.png" descTag="@ClanGaussAmmo_desc" nameTag="@ClanGaussAmmo"/>
<ModuleStats health="10" tons="1" slots="1"/>
<AmmoTypeStats numShots="10" internalDamage="0" type="ClanGaussAmmo"/>
<EffectList/>


Something along the lines of 'gaussAmmoMult="1.5"'
would fit their quirk nomenclature, assuming they add the link to "numShots="x"", which is located in a different .XML to weapons.

Logically speaking, it should be similar. They don't have hardpoints like weapons, but it's not like that's ever made a difference. Quirks are a globally affecting thing.

Edited by Mcgral18, 13 February 2016 - 05:51 PM.


#4 Aetes Nakatomi

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Posted 13 February 2016 - 06:07 PM

The only thing I am a bit miffed is the bloody MG quirks on the only pods with torso mounted ballistic slots. Generic ballistic quirks would have been much more helpful to the SMN.

#5 Mcgral18

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Posted 13 February 2016 - 06:10 PM

View PostAetes Nakatomi, on 13 February 2016 - 06:07 PM, said:

The only thing I am a bit miffed is the bloody MG quirks on the only pods with torso mounted ballistic slots. Generic ballistic quirks would have been much more helpful to the SMN.


And 20% isn't NEARLY enough to make a pair a valid choice.

50%, that's only 4 MGs worth.

75%...now THAT would be a consideration, that's 8 effective Machine Guns (for the cost of a half ton). But 20%?
Bah, how about a Gauss Rifle instead?

Edited by Mcgral18, 13 February 2016 - 06:10 PM.


#6 Bishop Steiner

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Posted 13 February 2016 - 06:31 PM

View PostAetes Nakatomi, on 13 February 2016 - 06:07 PM, said:

The only thing I am a bit miffed is the bloody MG quirks on the only pods with torso mounted ballistic slots. Generic ballistic quirks would have been much more helpful to the SMN.


True but those aren't the Summoner Prime

View PostEl Bandito, on 13 February 2016 - 05:39 PM, said:

I remember Russ said recently that they are introducing possible ammo quirks. As for heat sinks, heat reduction quirk does just that. So it is possible for PGI to give the Summoner (or the Scat) more ammo and heatsinks without unlocking endo/ferro.


That was months ago about the ammo and not much mention since. Not to mention it's stupid. And how much heat gen quirks does it take to equal 1 truedub, on average?

#7 Ultimax

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Posted 13 February 2016 - 07:39 PM

View PostBishop Steiner, on 13 February 2016 - 06:31 PM, said:

That was months ago about the ammo and not much mention since.



IIRC, He said it in the most recent town hall as well.

Edited by Ultimax, 13 February 2016 - 07:39 PM.


#8 FupDup

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Posted 13 February 2016 - 07:41 PM

I guess it's in part because it was hyped, thus we were expecting the newest wave of Clan quirks to be more significant and gamechanging. I guess that's the problem...I was expecting significant progress. I really should stop doing that...

#9 Mcgral18

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Posted 13 February 2016 - 07:57 PM

View PostFupDup, on 13 February 2016 - 07:41 PM, said:

I guess it's in part because it was hyped, thus we were expecting the newest wave of Clan quirks to be more significant and gamechanging. I guess that's the problem...I was expecting significant progress. I really should stop doing that...


Posted Image

Some disappointments, nerfing the Myth Lynx for structure, with 5% additional buff for heat generation (15%)


I guess he hyped "more than 2% MG range", and 10% MG RoF is greater than that...but isn't much better, in the grand scheme. If you can only mount a pair realistically (without gimping other weapons), you would need, at the very minimum, a 50% RoF MG quirk (double), and I'd wager even a full 67% or 75% (3X, 4X) RoF quirk may even be ignored...but at 4X, you might actually want to take them, but they replace your high mounted Ballistic, and if 6MGs are terrible, 8 MGs would also be quite bad.

#10 FupDup

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Posted 13 February 2016 - 08:00 PM

View PostMcgral18, on 13 February 2016 - 07:57 PM, said:

I guess he hyped "more than 2% MG range", and 10% MG RoF is greater than that...but isn't much better, in the grand scheme. If you can only mount a pair realistically (without gimping other weapons), you would need, at the very minimum, a 50% RoF MG quirk (double), and I'd wager even a full 67% or 75% (3X, 4X) RoF quirk may even be ignored...but at 4X, you might actually want to take them, but they replace your high mounted Ballistic, and if 6MGs are terrible, 8 MGs would also be quite bad.

Is my math off? Wouldn't a 50% RoF quirk just increase the RoF from 10 to 15, rather than double up to 20 like you said?

Edited by FupDup, 13 February 2016 - 08:00 PM.


#11 Mcgral18

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Posted 13 February 2016 - 08:09 PM

View PostFupDup, on 13 February 2016 - 08:00 PM, said:

Is my math off? Wouldn't a 50% RoF quirk just increase the RoF from 10 to 15, rather than double up to 20 like you said?

You know...you might have a point. Depends how they do it, as RoF is different to Cooldown.

50% Cooldown=double cooldown, because it halves the cooldown.

RoF is not a cooldown, but a given value...

<WeaponStats maxDepth="10.0" volleydelay="0" speed="100" lifetime="1.0" duration="-1.0" tons="0.5" maxRange="240.0" longRange="120.0" minRange="0" ammoPerShot="1" ammoType="MachineGunAmmo" cooldown="0.0" heat="0.0" impulse="0.001" heatdamage="0" damage="0.08" numFiring="1" projectileclass="" type="Ballistic" slots="1" Health="10" spread="1.5" maxheight="0" critChanceIncrease="0.06,0.03,0.01" critDamMult="9.0" rof="10.0"/>



Alright, I'm fine with a 100% quirk, or a 400% quirk.

#12 El Bandito

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Posted 13 February 2016 - 08:14 PM

View PostFupDup, on 13 February 2016 - 08:00 PM, said:

Is my math off? Wouldn't a 50% RoF quirk just increase the RoF from 10 to 15, rather than double up to 20 like you said?


He meant 50% cooldown, which is essentially 100% RoF. PGI deals in cooldown value, not RoF value.

Edited by El Bandito, 13 February 2016 - 08:14 PM.


#13 FupDup

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Posted 13 February 2016 - 08:15 PM

View PostEl Bandito, on 13 February 2016 - 08:14 PM, said:


He meant 50% cooldown, which is essentially 100% RoF. PGI deals in cooldown value, not RoF value.

MGs don't use cooldowns, MGs use RoF.

Yes, they're two different things.

#14 Mcgral18

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Posted 13 February 2016 - 08:20 PM

View PostFupDup, on 13 February 2016 - 08:15 PM, said:

MGs don't use cooldowns, MGs use RoF.

Yes, they're two different things.


Wait...but a 20% quirk actually means 120%?
Or 1+20%?

Are we actually getting additive?

<Quirk name="clanmachinegun_rof_multiplier" value="0.025"/>


That's going to 0.1 on the Summoner D ST. Alright, it all makes sense...

100% quirk = 2x RoF, if it's actually additive, and 300%=4x?

#15 stuntmahn

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Posted 13 February 2016 - 09:20 PM

My problem is I have no need for velocity-quirks on LBX allready doing 1k+ speeds (PPC is different). Missiles are in much more need of it on a mech like the SMN, and you can only stack +6% velocity if you choose parts from different variants. New spread-quirk on Prime LT is nice, that one's worth something.

AMS and ballistic RoF/CD arent worth thinking about (ref: Mcgral)


CT accel/decel and heat gen is nice, as well is structure good and welcome (everywhere), just hope they make the D-variant's legs the same type.

Oh, and fix the bouncy arms when running!


Edit: And since I've not seen any talk about the Victor, they better have something for it soon. I'm getting sick of has-beens still being punished for operating in a favourable meta.

Edited by stuntmahn, 13 February 2016 - 09:23 PM.


#16 RedDevil

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Posted 13 February 2016 - 09:25 PM

Ammo quirks would be fine. Imagine if you didn't run out of ammo within the first 3 minutes of the fight.





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