First, you have to understand that the Battletech source was designed by poo flinging monkeys who had to make a game that could be played inside a normal sized room in a house, preferably on top of something no larger than a kitchen or dining room table. That is why we have silly short ranged weapons, and the poo flinging monkey part is why nothing in the TT is balanced.
But in TT, you have people playing who are standing in the same room who can agree to abide by things like Clan honor, Clan reduced manpower/resources, weight restrictions, and other house rules that make the game fun for everyone. MWO does not have that luxury. MWO has to at least try to have balance because there is no way you're going to get thousands of random strangers on the internet to agree to house rules. So PGI is stuck trying to make a clan laser which is intentionally better than IS not ZOMGWTFBBQ vs IS mechs. PGI also has to convert hexes into meters. Hence quirks.
A clan ER Large Laser has 11 damage, 10 heat, 3.25 cooldown, 1.5 duration, max range 1480, and optimal range 740.
An IS ER Large Laser has 9 damage, 8 heat, 3.25 cooldown, 1.25 duration, max range 1350, and optimal range 675.
The clan laser also only uses 1 slot and 4 tons vs the IS 2 slots and 5 tons (missiles between the two are even more lopsided here).
The problem should be painfully obvious. The clan version does more damage with better range and has only a small heat penalty and a meaningless duration penalty. You can't have an online game where things are that out of balance and expect people to play anything but the good stuff.
Those weapon stats are why clan battlemechs don't get quirks at all. They already have better equipment, and they have the design freedom of IS battlemechs. They don't need buffed. Clan omnimechs don't need weapon buffs, but a few do need some movement and/or structure buffs because of fixed equipment that would otherwise leave those mechs physically weaker than post-quirk IS mechs. (Can we all agree now that poo-flinging monkeys should not be allowed to design games?)
Getting back to the ER Large Laser, the easiest balance is IS energy quirk of 10% range. That's almost right on (like within a couple meters) to balance. Damage is a bit trickier because if you just buff IS damage, then the IS weapons are better because of lower heat and duration. And you also lose any flavor between clan and IS. So instead PGI decided to balance DPS, not damage. IS energy-quirked mechs tend to get lower duration lasers that makes it easier for them to deliver their full damage potential, and they get reduced heat allowing them to fire their lasers more often. The net effect is that as a general rule, clan mechs can do better alphas, but IS mechs are better sustained brawlers (it's not an exact rule, so no dogpiling me on that).
There are some interesting things that come from quirks. First is that while Clan mechs ultimately have more freedom, espec omnimechs, IS mechs can be built into excellent specialists. Want a good laservomit brawler? Just look for energy and structure/armor quirks, but know that that mech might not be good for anything else. Want a good splat mech, the Catapult A1 jumps to mind with it's solid missile quirks, excellent structure quirks, and 6 missile hardpoints. But again, that mech really isn't good for much else (hell, it has no energy or ballistic hardpoints so it's absolute crap as a ballistic boat
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So when the Kodiak comes out, it will likely have no quirks. It's Clan. It's a battlemech. It doesn't need them.