The Summoner Has Yet Another Problem.
#1
Posted 23 April 2016 - 10:05 PM
The B only has 1 less quirk because it has the +5% reverse speed as well.
Now you're probably thinking "but wut about the 8 piece bonus scout?"
First of all, chances are you don't plan on using all 8 correspondant omnipods for hardpoints. And secondly you wouldn't sacrifice quirks like +15 structure in the torsos for some silly AMS rate of fire quirks just so you can get that 2.5% accel/deccel quirk.
I'm stuck with 3 summoners and only the D is outfitted because if I outfitted the others I would be missing out on free quirks. I feel like I should sell them and get another D variant or something...
It's little things like these that don't make any sense that make me wonder if PGI actually gives a bologne sandwhich about this game.
Poor suckoner
#2
Posted 23 April 2016 - 10:19 PM
#3
Posted 23 April 2016 - 10:24 PM
PGI outright does not understand how omni mechs work.
The mech IS the CT. If you give superior quirks to a certain CT, you auto-invalidate every other variant.
For example, WHK-Prime, IFR-Prime and DWF-Prime, all need some sort of incentive with CT quirks, because those are the inferior versions.
#4
Posted 23 April 2016 - 10:56 PM
Malachy Karrde, on 23 April 2016 - 10:19 PM, said:
Is this real life? Did you even read my post? By running the prime instead of the D variant, you're losing out on +5% reverse speed and +9 torso turn angle. There is NO reason for you to be running the prime.
Edited by ScoutMaster, 23 April 2016 - 10:56 PM.
#5
Posted 23 April 2016 - 10:59 PM
Navid A1, on 23 April 2016 - 10:24 PM, said:
PGI outright does not understand how omni mechs work.
The mech IS the CT. If you give superior quirks to a certain CT, you auto-invalidate every other variant.
For example, WHK-Prime, IFR-Prime and DWF-Prime, all need some sort of incentive with CT quirks, because those are the inferior versions.
They may be learning slowly since the kitfoxes and several other lights had their leg/side torso structure quirks moved to the center pod.
#6
Posted 23 April 2016 - 11:19 PM
ScoutMaster, on 23 April 2016 - 10:56 PM, said:
Whoopee! A WHOLE 5% extra velocity in reverse: the direction you only go if you're already a dead man/woman/pilot. AND it gets and extra 9o twist to each side? Oh happy day, I can at long last be slightly-better-but-not-really than average!
Get real. Those quirks are worthless, and literally everyone knows it but you; one of them is approaching not-suck, but didn't quite make it. The real quirks for the suckonner are in the side torsos and arms, not the CT.
Edited by Volthorne, 23 April 2016 - 11:22 PM.
#7
Posted 23 April 2016 - 11:21 PM
#8
Posted 24 April 2016 - 12:23 AM
#9
Posted 24 April 2016 - 12:47 AM
Volthorne, on 23 April 2016 - 11:19 PM, said:
Whoopee! A WHOLE 5% extra velocity in reverse: the direction you only go if you're already a dead man/woman/pilot. AND it gets and extra 9o twist to each side? Oh happy day, I can at long last be slightly-better-but-not-really than average!
Get real. Those quirks are worthless, and literally everyone knows it but you; one of them is approaching not-suck, but didn't quite make it. The real quirks for the suckonner are in the side torsos and arms, not the CT.
Why so mad? Let me guess, the other account is your clan alt? There is no logic in your argument, the D is still superior to the prime, PERIOD. 9 degrees torso twist can mean the difference between a good shot and a miss when you're shooting someone to your side while running.
#10
Posted 24 April 2016 - 01:00 AM
In the same mech, the Summoner-B's Left Torso is superior to the Summoner-Prime's Left torso... and it has AMS to boot! Improved spread doesn't outweigh durability. Ironically, the Summoner-D's Left Torso does have AMS, but unless you're committing to the dakka slot as well (you could use the Summoner-D's Right Torso easily enough), you are better off with more protection AND the missile hardpoint!
The Summoner-Prime's Right Torso is pointless... when you have buffs in the Summoner-B's Right Torso OR the Summoner-C's Right Torso.
I believe I've written about this before, but to no avail... so.. you can thank our balance overlord.
http://mwomercs.com/...ost__p__5026757
#11
Posted 24 April 2016 - 01:13 AM
ScoutMaster, on 23 April 2016 - 10:56 PM, said:
So what? use the D with the exact same loadout. You can only pilot ONE mech at a time anyhow so how is this really an issue?
Inner Sphere pilots have had this issue since day one. There is always an inferior variant that needs to be elited just so you can master the good one you intend to actually pilot.
But, with an Omni mech you do not have to worry about grinding XP on a chassis with rubbish quirks AND rubbish hardpoints.
The only time it really maters is IF you intend to use multiple mechs of the same type in the same drop deck. And when that happens BUY ANOTHER. Inner Sphere pilots need to do this so...why not Clan pilots?
#12
Posted 24 April 2016 - 01:48 AM
#13
Posted 24 April 2016 - 04:15 AM
ScoutMaster, on 23 April 2016 - 10:56 PM, said:
Is this real life? Did you even read my post? By running the prime instead of the D variant, you're losing out on +5% reverse speed and +9 torso turn angle. There is NO reason for you to be running the prime.
#14
Posted 24 April 2016 - 06:20 AM
Mister D, on 24 April 2016 - 12:23 AM, said:
The loyalty variant also has +12 armor in each ST omnipod. That said, it's at a direct tradeoff with the Prime's 4% per side torso heat generation quirk, so at least there's a little bit of a tradeoff there....
#15
Posted 24 April 2016 - 06:33 AM
Malachy Karrde, on 23 April 2016 - 10:19 PM, said:
It's my go-to group queue mech. I have it in modified lore config, ER PPC, LRM15, uAC10. It's real ammo limited but it can run, jump, and fight hard. I like it, and it can do it all, especially given that Clan LRMs work at all ranges.
#16
Posted 24 April 2016 - 06:48 AM
The only competitive build for the Summoner is 5 SSRM6. Makes wasting 5 tons on jump jets somewhat useful.
#17
Posted 24 April 2016 - 07:07 AM
Chados, on 24 April 2016 - 06:33 AM, said:
It's my go-to group queue mech. I have it in modified lore config, ER PPC, LRM15, uAC10. It's real ammo limited but it can run, jump, and fight hard. I like it, and it can do it all, especially given that Clan LRMs work at all ranges.
Yeah I still r run mine with stock armor, too. If rolls damage rather well, I fact oddly I don't seem to last longer in my up armored versions.
#18
Posted 24 April 2016 - 09:21 AM
#19
Posted 24 April 2016 - 09:22 AM
Volthorne, on 23 April 2016 - 11:19 PM, said:
Um, what? +9 torso twist angle is not insignificant on any mech aside from Urbies. The quirk is helpful if you run a poptart with an ERPPC in each arm--no lower actuators, so any bonus twist angle is a big plus.
Personally, I have no issue with omnimech CTs having different quirks. At least it gives you some variability when mastering a chassis. If all the CTs are the same, I invariably end up running the same loadout on all three.
#20
Posted 24 April 2016 - 10:44 AM
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