#21
Posted 07 March 2016 - 11:11 AM
#22
Posted 07 March 2016 - 11:24 AM
Monkey Lover, on 07 March 2016 - 10:52 AM, said:
Considering every variant's stock loadout has LRMs, I'm guessing an LRM boat is what we're getting.
That said, like the Catapult we may get generic missile quirks instead... though I wouldn't mind additional LRM 20 quirks to incentivize its intended purpose (much like the Hunchback 4J has LRM 10 quirks stacking with generic missile quirks.
#23
Posted 07 March 2016 - 11:34 AM
#24
Posted 07 March 2016 - 11:43 AM
Edited by Aetes Nakatomi, 07 March 2016 - 11:46 AM.
#25
Posted 07 March 2016 - 11:46 AM
As a complete side-note I do find it funny PGI didn't dare actually represent the most famous archer model as the hero mech; they basically made something up instead.
#26
Posted 07 March 2016 - 11:58 AM
TKG, on 07 March 2016 - 11:46 AM, said:
Which is? Surely not Jaime Wolf's 'Mech, which is effectively Archer IIC. Well, at least the later one, previously he piloted standard ARC-2Ws.
#27
Posted 07 March 2016 - 12:03 PM
#28
Posted 07 March 2016 - 02:22 PM
TKG, on 07 March 2016 - 11:46 AM, said:
As a complete side-note I do find it funny PGI didn't dare actually represent the most famous archer model as the hero mech; they basically made something up instead.
I did in fact suggest structure AND agility quirks!
Barkem Squirrel, on 07 March 2016 - 12:03 PM, said:
What about an AMS buff too?
#29
Posted 07 March 2016 - 07:15 PM
Like that one time
#30
Posted 07 March 2016 - 07:42 PM
#31
Posted 07 March 2016 - 08:03 PM
#32
Posted 07 March 2016 - 08:13 PM
Agent 0 Fortune, on 07 March 2016 - 08:03 PM, said:
They often mentioned that the advantage of deploying Archers compared to Catapults is that the former can punch when it gets close and personal.
#33
Posted 08 March 2016 - 04:33 AM
Hit the Deck, on 07 March 2016 - 08:13 PM, said:
They often mentioned that the advantage of deploying Archers compared to Catapults is that the former can punch when it gets close and personal.
Punch _or_ pick up a tree/lamppost/steel beam/your mech's arm or leg and beat you to death with it.
#34
Posted 08 March 2016 - 05:06 AM
#35
Posted 08 March 2016 - 08:06 AM
#36
Posted 08 March 2016 - 08:45 AM
#37
Posted 08 March 2016 - 10:04 AM
This gives all variants some generic missile boostiness, including SRMs for those who want to experiment with SRM builds. Unfortunately to be noticable/useful, the missile velocity quirk would have to be a pretty big number and PGI doesn't seem to like big numbers in quirks anymore. I'm thinking at least 33% and realistically I'd like to see 50%. (Or at least get the chance to test it on PTS. Hint, hint.)
Specific: increase LRM-20 cooldown, decrease LRM-20 heat generation, and decrease LRM-20 spread.
LRM-20 spread is ridiculous as stock, so needs the double reduction to make them useful. It's even more ridiculous when you remember that the IS LRM-20 weighs 10 tons. They need a massive buff to be useful for the weight you have to spend.
#38
Posted 08 March 2016 - 11:03 AM
Especially on velocity, which is hilarious. You'll give a weapon with 1200 velocity 50% quick buffs, but it's a miracle if an LRM lobber gets more than 10%.
It's a PGI PIck Em.
#39
Posted 08 March 2016 - 01:24 PM
LRM20 specific quirks will automatically categorize a mech as bottom-tier. Weaker general quirks would be much better than having strong-OP LRM20 quirks.
#40
Posted 08 March 2016 - 01:56 PM
LegendaryArticuno, on 08 March 2016 - 01:24 PM, said:
LRM20 specific quirks will automatically categorize a mech as bottom-tier. Weaker general quirks would be much better than having strong-OP LRM20 quirks.
*shrug* Quirks general emphasize the stock loadouts... and the Archer was always an LRM 20 mech, one of the few.
That said, they could easily do something like the Hunchback 4J: have generic missile quirks that makes it useful with any missiles (like the Catapult), then have LRM-20 specific ones that stack to make LRM20s viable weapons (just like running LRM10s on the Hunchback 4J is quite viable... just about the best LRM medium out there).
Besides, the Archer IS an LRM mech, period. There's _nothing_ wrong with having the quirks emphasize that. Just because LRMs happen to be sub-par right now is not a good reason to quirk it for SRMs. If anything, that's completely backwards: the way to make an LRM mech competitive is to fix LRMs, not change the mech's very purpose.
Or, if you prefer, the (potential) problem with the Archer is that LRMs are sub-par, not that it uses LRMs in the first place. If and when LRMs are fixed to be competitive, then the Archer will become as valuable as any other mech (assuming its other attributes, like hardpoint placement and hitboxes, are competitive).
Either way, the Archer is certainly meant to be a lurmer, and there's nothing wrong with the quirks emphasizing that (especially since the IS has plenty of SRM boat options already).
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