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Spreadsheetwarrior: Quirk Justice Is Blind

Balance

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#1 Deathlike

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Posted 19 July 2016 - 01:09 PM

I decided to show up early before doing my fun bit of "making MWO not crash again" stuff, and since there were a few Omnimechs of note that needed to be checked on after another series of requirkening... well, I found these two to be... egregious.

1) ACH-A vs everything else

The 8-set quirk is meant to be a bonus for using all the stock omnipods for a mech. It makes sense to reward a mech for using the set. There are instances however that some stock omnipod sets are optimal (there aren't that many, but it surely does exist).

The problem is literally how it is being applied.

The ACH-A's stock hardpoint loadout is medicore... but compared to the rest of the other variants.. it has no 8-set bonus outside of the pointless XP bonus for the complete set.

The ACH-C's stock hardpoint loadout is generally considered "optimal" if one is willing to forgo the ECM "crutch". Somehow, this variant gets its cake and eat it too since it does have a complete set bonus.


I dunno... I feel like I've mentioned this before...


2) NVA-B LT vs NVA-S LT

If you happen to have the same hardpoint configuration, it is reasonable assumed that the quirks are the same or at least different in application.

The Nova-B has a MG quirk, whereas the Nova-S has the same MG quirk WITH a torso twist bonus quirk.

I've probably repeated this ad nauseum, since PGI added quirks to the Nova in the first place (I'm sure others have done the same)... why this oversight isn't even looked at is beyond me, but attention to detail is obviously not a thing for a year+ after all.


So, in the rush to push out a Spreedsheet-PDF creation, is it unreasonable to use your own mechlab in game to compare omnipod info, is that a form of Lostech in play?


I have some additional gripes with respect to the "consistency" of the Nova's arm quirks... specifically towards the energy arms (and sure we can have a discussion on that), but I would like to think that the people responsible for requirkening at least attempt to play their own game.

#2 Wintersdark

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Posted 19 July 2016 - 01:50 PM

This is what's always really bothered me about MWO's quirks. They lack consistency, to a really shocking degree. Not that everything should ha E the same quirks, but there's such extreme and obvious cases of haves and have-nots even amongst identical variants that the mind boggles.

#3 Ultimax

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Posted 19 July 2016 - 01:59 PM

View PostWintersdark, on 19 July 2016 - 01:50 PM, said:

This is what's always really bothered me about MWO's quirks. They lack consistency, to a really shocking degree.


When you look at the entire picture of this game's development, the mechs, the balance issues, the implementation of pretty much everything, information flow, PGI's decision making - "lacks consistency, to a really shocking degree" can be used to describe all of it.

#4 C E Dwyer

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Posted 19 July 2016 - 02:26 PM

View PostUltimax, on 19 July 2016 - 01:59 PM, said:


When you look at the entire picture of this game's development, the mechs, the balance issues, the implementation of pretty much everything, information flow, PGI's decision making - "lacks consistency, to a really shocking degree" can be used to describe all of it.

I think this is what causes a very large percentage of the rage around this place, the over all inconsistency.

#5 3xnihilo

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Posted 19 July 2016 - 02:52 PM

Spreadsheet warrior: you mean like 4 mg with a 20% rof quirk has pretty decent heat free dps on paper, but for some reason no one seems to want to use them in the game?

#6 Deathlike

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Posted 20 July 2016 - 10:22 PM

I forgot about the Adder as I didn't check its quirks until now... I remember that the Adder-A got a cooldown buff for its RT omnipod.


ADR-B LT/RT vs ADR-A LT/RT

Both Adder-B and Adder-A have an energy hardpoint on their side torsos. The difference is that Adder-A's side torsos has quirks and the Adder-B does not.


It's times like this where one wonders if that will ever be rectified. Maybe someday...

#7 Bradigus

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Posted 20 July 2016 - 11:10 PM

Another example is between the HBK-4SP and the C9N-YLW.

The HBK-4SP has: +32CT, +24 LT/ RT/ LL/ RL, +12 LA/ RA, 5 energy and 2 missile hardpoints and a whole plethora of weapon quirks. Capacity for a 50 damage alpha.

The C9N-YLW on the other hand has: +8 CT, +6 LT/ RT, +16 armor RA, +16 structure RA/ LA, +4 LL/ RL and just enough quirks to make your vaunted AC20 fire as fast as a regular AC10 when you put a cooldown module on it. Capacity for a max 32 damage alpha.

Now to add insult to injury, the HBK-4G has more hardpoints that are better placed, AND better ballistic quirks to achieve a faster cooldown, range and velocity than the YLW's AC20.

This is pure nonsense. One would think the hardpoint strapped mech would have serious survivability and weapon quirks to compensate.

#8 Chuck Jager

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Posted 20 July 2016 - 11:28 PM

The quirks are to help the craptastic builds. OPTIMAL builds should not need quirks. OPTIMAL mechs are lucky to not get negative quirks. Lore is just a fable so lore builds get fictional quirks not real ones.

SAD, but the only logic that applies.





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