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Herein Lies The Answer To No Quirks For Clan Battlemechs


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#121 Widowmaker1981

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Posted 16 March 2016 - 06:06 AM

View PostMalachy Karrde, on 16 March 2016 - 04:30 AM, said:



I am a clan player *******! I exclusively use a dire wolf and warhawk save for CW. For CW drops I have a mad dog, adder and a hellbringer and stormcrow that I drop with a warhawk. aside from mastering inner sphere trash mechs from time to time, I only play clan. If you have trouble with clan tech, get better at using it. It has significant advantages even here in MWO. Most people just want to blindly brawl and suck at tactics, combined with having no idea what the strengths and weaknesses of their weapons are. Anyone who says X mech is crap, except for a very few exceptions, are full of it and dont know how to use the mech to its strengths. I don't support quirks for clan mechs because if they had them, the game would be no fun, as combined with clan weaponry, they would be overpowered compared to IS counterparts. I'd much rather have a challenge than to mindlessly roll over everything I meet. Its hard enough now to have a challenging match. I am considering using a gargoyle or something because the dire wolf is much to easy to point and shoot something into scrap.


Warhawks are clan mechs

Warhawks have significant quirks already, and have had for some time.

You clearly don't know what you are talking about. This thread is about certain clan mechs (the ON1-IIC and HGN-IIC mainly) needing quirks because they are not very good due to geometry/hardpoint/engine cap reasons. No one is saying ALL clan mechs should have mega quirks.

#122 SmoothCriminal

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Posted 16 March 2016 - 06:14 AM

@OP - were you looking at balance for CW or PUGlife? ERLL comparison suggests the former. If so, manuverability, heat, brawling etc are significantly less important in a CW game. By contrast, they are immensely important in PUGlandia anarchy. Duration and heat are vital - which is why I believe top tier IS/Clan are fairly well balanced at the moment.

But the clan Battlemechs and lower tier IS/Clan omnis are terrible. They need (as raised in previsou pages before) structure/manoeuvrability quirks. HGN IIC could do with +50% jj power also. As for weapon quirks sure - lets keep things asymmetric: clans get damage and range, IS get heat and duration. for Puglandia this works - for CW and much more stagnated and tactical gameplay, it doesn't.

It is an important issue that hasn't really been picked up on - CW balance =/= PUG balance.

#123 Lugh

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Posted 16 March 2016 - 06:24 AM

View PostMalachy Karrde, on 16 March 2016 - 04:30 AM, said:

I am a clan player *******! I exclusively use a dire wolf and warhawk save for CW. For CW drops I have a mad dog, adder and a hellbringer and stormcrow that I drop with a warhawk. aside from mastering inner sphere trash mechs from time to time, I only play clan. If you have trouble with clan tech, get better at using it. It has significant advantages even here in MWO. Most people just want to blindly brawl and suck at tactics, combined with having no idea what the strengths and weaknesses of their weapons are. Anyone who says X mech is crap, except for a very few exceptions, are full of it and dont know how to use the mech to its strengths. I don't support quirks for clan mechs because if they had them, the game would be no fun, as combined with clan weaponry, they would be overpowered compared to IS counterparts. I'd much rather have a challenge than to mindlessly roll over everything I meet. Its hard enough now to have a challenging match. I am considering using a gargoyle or something because the dire wolf is much to easy to point and shoot something into scrap.


So weird as I find it is much much easier to derp roll over things in the IS mechs when I use them. Solo queue you have to choose durability which makes you a tiny bit slower, but they still kick butt and take names.

If all the IS pilots were smart and playing in a comp unit, with pilots that they drop with all the time they could run XL engines all day and not worry because they'd be on the mobility +coordinated FP defeats all train, all day every day.

Sadly in solo queue you can't even expect a DW or Atlas to last beyond 10 seconds under fire.... Posted Image

#124 Lugh

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Posted 16 March 2016 - 06:29 AM

View PostSmoothCriminal, on 16 March 2016 - 06:14 AM, said:

As for weapon quirks sure - lets keep things asymmetric: clans get damage and range, IS get heat and duration. for Puglandia this works - for CW and much more stagnated and tactical gameplay, it doesn't. It is an important issue that hasn't really been picked up on - CW balance =/= PUG balance.


This doesn't work. It's already skewed horribly in IS favor. Heat and Duration are > range + damage (for more heat which is a HUGE limiter)

#125 Malachy Karrde

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Posted 16 March 2016 - 07:38 PM

View PostWidowmaker1981, on 16 March 2016 - 06:06 AM, said:


Warhawks are clan mechs

Warhawks have significant quirks already, and have had for some time.

You clearly don't know what you are talking about. This thread is about certain clan mechs (the ON1-IIC and HGN-IIC mainly) needing quirks because they are not very good due to geometry/hardpoint/engine cap reasons. No one is saying ALL clan mechs should have mega quirks.


I never said the Warhawks didnt. Doesn't mean it needs them. The mad dog has quirks too... it never needed them to fulfill it's role effectiveky. The dire wolf doesn't have them and doesn't need em. Same with the timber wolf. I can go on. Stop jumping on semantics. Clan mech don't need quirks. Quirks are for trashborn mechs.

#126 Malachy Karrde

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Posted 16 March 2016 - 07:43 PM

View PostLugh, on 16 March 2016 - 06:24 AM, said:


So weird as I find it is much much easier to derp roll over things in the IS mechs when I use them. Solo queue you have to choose durability which makes you a tiny bit slower, but they still kick butt and take names.

If all the IS pilots were smart and playing in a comp unit, with pilots that they drop with all the time they could run XL engines all day and not worry because they'd be on the mobility +coordinated FP defeats all train, all day every day.

Sadly in solo queue you can't even expect a DW or Atlas to last beyond 10 seconds under fire.... Posted Image
really? I played a match last night in my dire. Score was 11 to 7. I was a damaged dire wolf. I obtained 5 kills and won the match with 12 percent remaining. All of my weapons were functional and I was out of both lrm and uac ammo. The last kill was with small lasers at 200 meters. This is more the norm for the dire wolf than the exception in my experience. Maybe a rookie dire wolf pilot doesn't last 10 seconds but someone with over 1000 matches in it is a whole nother story. I own all but a few mech in the game over both accounts. I've all but a dozen mastered, the ones not are lights. I have full module setups for 92 different mechs...I own every assault in game except the 2c mechs. I find it much easier to roll over people with clan assaults than the IS assaults. Even with quirks they just don't cut it. Maybe It's being trapped into using certain hard points I don't know. When I'm in my dire, nothing seems to be able to stand up to it. It's been almost 4 months since I've gotten less than 2 solo kills in a match with it. Dunno, my experiences seem to be the exact oposits as yours. My belief is quirks are merely eye candy for the player. Player sees lots of quirks...says oh this is a great mech and plays it that way. They see no quirks and obviously cause it's not quirk ed it's bad. So instead of playing to its potential, they play it badly and fail, thereby proving to themselves that they were right when it's the pilot error all along. When I die I usually watch the others on my team. Most of the time I see so called clanners fighting like inner sphere pilots. They aren't making use of their superior weaponry and most of their builds baffle me. They run way hotter than they need to and give up all their tech advantages. My opinion is that most of the so called clan pilots in this game don't know how to be a clan pilot. They have the arrogance down but not the ability. From a battle tech perspective it's like a bunch of little kids were given the keys to their parents car without being taught how to drive first.

Edited by Malachy Karrde, 16 March 2016 - 07:57 PM.






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