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Viper Quirks

Balance

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#1 Desgarden

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Posted 20 July 2016 - 06:54 AM

Hey folks,

can anyone explain to me why a 40 ton medium mech with speed to rival light mechs, with equal or more tonnage for weapons, more arnour and being even slightly smaller than a Jenner IIC or Wolfhound needs to totally out-quirk them when it comes to movement quirks?

Some stats for comparision:
WLF-2 / WLF-2R

Additional Structure Center Torso+11 Additional Structure L/R Leg+8 ER-Large Laser Heat Generation-15% Energy Weapon Heat Generation-10% Acceleration15% Deceleration15% Turn Rate5%


WLF-A

Additional Structure Center Torso+6 Additional Structure L/R Arm+3 Additional Structure L/R Torso+8 Additional Structure L/R Leg+4 Laser Duration-10% Turn Rate5% Torso Yaw Speed10%


and one of the most nimble lights:
RVN-X

Additional Structure Center Torso+6 Additional Structure L/R Arm+12 Additional Structure L/R Torso+8 Additional Structure L/R Leg+8 Energy Weapon Range10% Laser Duration-30% Missile Weapon Cooldown15% Missile Weapon Velocity10% Acceleration25% Deceleration25% Turn Rate15% Torso Angle Yaw+18° Torso Yaw Speed20%


And here the Viper. As you can see the difference, depending on the light mech chassis of course, can be huge.
Posted Image

Edited by Desgarden, 20 July 2016 - 06:54 AM.


#2 Dark Wooki33 IIC

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Posted 20 July 2016 - 07:17 AM

8,5 tons of free space (its not that dangerous) ...
Besides, the variants with the good quirks (the prime as example) most often have bad side torsi and if you change them you loose the überquirks.
Not to mention the absent of any weaponquirks on most optimized loadouts (the only model that dont have to swap omnipods for being decent is the ppcvariant).

Imho a wolfhound will win most 1o1 engagements.





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