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Archer Quirks Wishlist

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#1 LegendaryArticuno

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Posted 07 March 2016 - 07:37 AM

Archer goes live in two weeks! What type of quirks would you like to see?

Personally, I'm hoping for significant powercreep in order to shake up the meta.

I.e. +Ammo quirks that currently no other mech has and high +CT/ST quirks

Edited by LegendaryArticuno, 07 March 2016 - 09:13 AM.


#2 Cyborne Elemental

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Posted 07 March 2016 - 07:44 AM

Missle cooldown -50%
Missle heatgen -20%
Missle range +20%
Missle velocity +60%
Rage 9001%

#3 GonaDie

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Posted 07 March 2016 - 07:44 AM

Hmmm...maybe some LRM velocity and MLas range? And some structure depending on it's hitboxes. Ohh, and some general missile cooldown.

Edited by GonaDie, 07 March 2016 - 07:46 AM.


#4 VirtualSmitty

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Posted 07 March 2016 - 07:55 AM

Hoping for some reasonable structure quirks and above average general missile cooldown/heat gen quirks. I'm very excited for this one, i've been playing a pseudo Archer with one of my Warhammers, i'm ready.

#5 PyckenZot

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Posted 07 March 2016 - 07:59 AM

Hmm let's see,... not to overdo it,...

Missile cooldown -50%
Missile speed +50%
Missile heat -50%
Missile launcher weigth -75%
Missile weigth -75%
Missile ballistic arc increase +75%
Missile terrain penetration +100%

Chance to drop PH +100%

#6 Hit the Deck

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Posted 07 March 2016 - 08:01 AM

No to missile cooldown because all of IS LRM will compete with each others! Give it a decent, say, minus 20% to Missile Spread and add +15% to Missile Speed for good measure. Throw in some -30% to Lock Time (a new quirk) which stacks with Artemis.

Bishop actually wants it to be a vanilla Mech to fit the TT characteristic but I don't like Vanilla Mechs :/ Better to be strong in something and weak in others.

#7 cazidin

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Posted 07 March 2016 - 08:26 AM

Missile Cooldown -10 or 20%
Missile Velocity + 10 to 15%
Missile Spread -5 or 10%
Missile Heat Generation -10 or 15%
General Structure Quirks, atleast for the side torso.
General agility quirks.
Maybe some energy quirks for the mixed loadout variants.

#8 LegendaryArticuno

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Posted 07 March 2016 - 08:31 AM

I feel like the way quirks are currently structured, there's not a lot of room for creativity.

Similar to the Rifleman being a lighter Jaggermech... Archer will just be a heavier Catapult... there are only a few mechs that have a unique identity, i.e. Atlas with a ton of structure quirks.

#9 MerryIguana

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Posted 07 March 2016 - 09:00 AM

AMS range and rof of course.

#10 VirtualRiot

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Posted 07 March 2016 - 09:01 AM

How about a crazy like, 30% missile range quirk. Would really make it a unique chassis and fit the theme methinks.
If your gonna do missile spread quirks, maybe 10% for lrm15 and 20 only. Also 10% missile heat get would be adequate.
Maybe like others said, a 10% energy range, and 10% mlas range

It already has a fudgeton of missile hardpoints, it does not need much in the way of quirks.

#11 Novakaine

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Posted 07 March 2016 - 09:09 AM

Oh Jeez I can't wait😈

#12 LegendaryArticuno

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Posted 07 March 2016 - 09:23 AM

View PostHit the Deck, on 07 March 2016 - 08:01 AM, said:

No to missile cooldown because all of IS LRM will compete with each others! Give it a decent, say, minus 20% to Missile Spread and add +15% to Missile Speed for good measure. Throw in some -30% to Lock Time (a new quirk) which stacks with Artemis.

Bishop actually wants it to be a vanilla Mech to fit the TT characteristic but I don't like Vanilla Mechs :/ Better to be strong in something and weak in others.


Missile range does nothing for SRMs. Heat and cooldown are most important.

#13 DerMaulwurf

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Posted 07 March 2016 - 09:26 AM

LRM-20 specific quirks. To provide some incentive for super-stock loadouts.

#14 ReemusX

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Posted 07 March 2016 - 09:41 AM

Flamer cooldown

Wait...2 weeks? I thought March 15th was the day back when I ordered.

Edited by ReemusX, 07 March 2016 - 09:42 AM.


#15 Gas Guzzler

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Posted 07 March 2016 - 09:57 AM

View PostReemusX, on 07 March 2016 - 09:41 AM, said:

Flamer cooldown

Wait...2 weeks? I thought March 15th was the day back when I ordered.


Its only one week, OP was wrong

#16 Hit the Deck

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Posted 07 March 2016 - 10:00 AM

View PostLegendaryArticuno, on 07 March 2016 - 09:23 AM, said:

Missile range does nothing for SRMs. Heat and cooldown are most important.

I wrote nothing about missile range.....

#17 Otto Cannon

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Posted 07 March 2016 - 10:01 AM

LRM heat gen and cooldown, with some ST structure would be nice. Maybe MLaser buffs in there if they need something else too.

#18 ReemusX

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Posted 07 March 2016 - 10:13 AM

View PostGas Guzzler, on 07 March 2016 - 09:57 AM, said:


Its only one week, OP was wrong

Whew.... I was about to say....

With 9 missile hardpoints on one variant I would think there would be some heat quirks for LRMs/Missiles for that fact...and good heat numbers... It would make no sense NOT to with what it is going to be built for.

#19 Anyone00

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Posted 07 March 2016 - 10:18 AM

Can the LRM angle be quirked?
[Cue Flashbacks to when Artemis was first introduced]

#20 Monkey Lover

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Posted 07 March 2016 - 10:52 AM

Armor on the sides and srm quriks. I want a brawler not a lrm boat.





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