Ted Wayz, on 11 March 2016 - 09:33 AM, said:
A couple months back there was a thread about LRM boats and how to use them effectively. I really think PGI read the thread because the quirks for the Archer are spot on.
The mobility quirks allow the Archer to get in and out of trouble, stay mobile, and twist and react to danger. These are all keys to being a good LRM boat. If you think LRM boats sit still and rely on others for locks you are doing it wrong. The Archer quirks promote you doing it right.
PGI quirked the secondary weapons which is appropriate. They also quirked the primaries (LRMs) on the variants with a lesser number of tubes. Very smart. Adding cooldown quirk to an monster with 9 tubes that is more than likely going to sport at least 6 x LRM5 would have been ridiculous. Especially with a cooldown module. The velocity quirk will make the 5W a real beast, it really needs no more help.
Interesting choice on the Tempest. Generic missile heat quirk will allow for a SRM6, LPL or a large tube boat. The structure quirks speak to the former.
Adding ST structure quirks to the XL equipped versions makes perfect sense but one Unseen too late maybe? To all you hypocrites that agree that this is appropriate for the Archer, or even find the structure quirks lacking, please revisit your comments on the Rifleman. Which btw is so good you hardly ever see them on the battlefield. Pat yourselves on the back for that.
Overall PGI did a good job on this mech. And this is coming from someone who actually knows a thing or two about LRMs.
Yeah, think there have been a few posts about this.
You might know something about lrms but apparently failed chart reading 101.
The base model has a standard engine and some CT buffs. Never mind you will need to run an xl and those side torsos....It did get decent lrm quirks for its 3 launchers
The 5s has an xl engine but no torso structure buffs but hey it has arm and whoa..leg buffs. It has 0 missile quirks despite 5 hard points but hey a couple mild energy and laser quirks for its whopping 4 energy weapons. Just screams laser vomit to me.
The 5w is entirely missile dependent and got a mild velocity quirk for lrms when most will likely make it an srm build. No heat reducing quirks or cool down quirks. It did get some structure quirks for it xl though.
The tempest got all the structure quirks which frankly all the variants should have. Despite the same weapon load as the 2s it got a worthless missile and energy quirks.
Basic quirks should have been the structure quirks of the tempest and missile quirks of the cat c4 limited to lrms across the basic variants.