Tbr Neg Quirks
#1
Posted 01 March 2016 - 07:19 AM
#2
Posted 01 March 2016 - 07:31 AM
Seriously I wonder what kind of seizure they got between now and the time when 3 timbers (WITH negative quirks mind you) was seen as too OP in CW against any IS dropdeck, thus capping it at 240 tons.
Edited by TexAce, 01 March 2016 - 07:34 AM.
#3
Posted 01 March 2016 - 07:32 AM
I keep seeing red on some of my Clan Mechs (talking about quirks that is)
Edited by Davegt27, 01 March 2016 - 07:35 AM.
#4
Posted 01 March 2016 - 07:35 AM
#5
Posted 01 March 2016 - 07:43 AM
SpiralFace, on 01 March 2016 - 07:35 AM, said:
Better then every other pod is an opinion
The major heat nerf to clan mechs forces a move to ballistics but the ballistics pods
Have neg quirks
So I was wondering about the reference for removal of neg quirks so I can try to separate out people’s opinions to what PGI actually said
#6
Posted 01 March 2016 - 07:48 AM
ERLL can actually be used on them now.
Using the A-Left Torso is the only real problem, but given the advantages it offers you can counter most of those negative quirks with the missle only Right torso.
Edited by Mister D, 01 March 2016 - 07:49 AM.
#7
Posted 01 March 2016 - 07:56 AM
i just realized i had stripped all the omnipods out of my other 2 chassis, which would explain why they don't have neg quirks
Edited by JagdFlanker, 01 March 2016 - 07:57 AM.
#8
Posted 01 March 2016 - 12:05 PM
Quote
ERLL can actually be used on them now.
Using the A-Left Torso is the only real problem, but given the advantages it offers you can counter most of those negative quirks with the missle only Right torso.
when PGI implemented the big laser nerf last year I built my 4 C-ERLL TW to be a "well take this" build
It has been my most reliable and effective CW build since then
#9
Posted 01 March 2016 - 11:30 PM
Davegt27, on 01 March 2016 - 07:43 AM, said:
The major heat nerf to clan mechs forces a move to ballistics but the ballistics pods
Have neg quirks
So I was wondering about the reference for removal of neg quirks so I can try to separate out people’s opinions to what PGI actually said
"Major heat nerf"
Which one? I hope you aren't talking about that pitiful reduction in heat cap by 0.2 points per sink, that Clans received in exchange for a 0.1 h/s increase in dissipation.
If you're talking about lasers being hotter than the TT value, well...they were way too cold before. Even IS smalls and mediums got heat-nerfed.
The bigger problem Clans have is players attempting to over-gun their 'Mechs...
Edited by Yeonne Greene, 01 March 2016 - 11:31 PM.
#10
Posted 01 March 2016 - 11:51 PM
#11
Posted 02 March 2016 - 01:49 AM
JagdFlanker, on 01 March 2016 - 07:19 AM, said:
The negative quirk is still there if you use the A torso on other variants. However, those negative quirks will go away if you have all 8 A omnipods. My Timbie-A has only positive quirk, none negative, which is awesome.
#12
Posted 02 March 2016 - 01:51 AM
#13
Posted 02 March 2016 - 03:12 AM
Where are the laser quirks?!
#14
Posted 02 March 2016 - 03:34 AM
Davegt27, on 01 March 2016 - 07:43 AM, said:
S-Right torso is clearly the best, since it has the most hardpoints of all the Right torsos.
Davegt27, on 01 March 2016 - 07:43 AM, said:
You mean the heat nerf that increased dissipation? So that the Timber can alpha more often?
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