Summoner
Notice anything??? Yeah thats right, they are all the same except the B,C,D add 5% reverse speed, and D also adds torso yaw angle. Now there is also the 8/8 bonus you get for not changing omnipods but they all have that and they are all 5% movement type quirks. So basically there is no benefit to running any variant over the D. So...am I missing something here? Is there a reason to run the other variants beyond grinding or events or cbill bonus on certain mechs? Or is the Summoner D just flat out better than the other Summoners for all builds?
And as always I was wondering about balance across the board as well.
For instance here is the Firestarter K
Compared to the Summoner the quirks seem a bit lacking to say the least. Without quirks the Firestarter is giving up a good amount of armor and firepower. Then once you add the quirks to the Summoner it gets even worse because while both the Firestarters and Summoner's weapons get a little bit better, the Summoner gets a bit more armor and more importantly a lot more mobile. And mobility is supposed to be the Firestarters strength (despite its bad back).
Now top speed is good for the Firestarter if you put ~43% of weight to the ISXL engine for max speed (compared to the Summoners ~31% CXL) But mobility isn't just top speed and with quirks the difference doesn't seem to be that much, when considering everything that is given up... only about 20% for yaw and 30% for turn speed. And that’s with max engine, if you actually use the same weight percentage for engines it gets a lot worse. The Firestarter wouldn’t even be able to have 10 engine heatsinks so you would have to put a heatsink outside of the engine taking up crits and giving lower performance, you would also only be 21kph faster than the Summoner and actually slower in turning and twisting…but even if we ignore that and assume max engine the mobility difference just doesn’t seem that big.
And then just look at the massive 70% accel/decel of the Summoner compared to the non-existent mobility quirks on the Firestarter. To me that just doesn't seem balanced, especially now that the Firestarter is a good bit bigger and thus loss some of its advantage of being harder to hit.
Or we could look at a IS heavy to compare.
Grasshopper 5P
Has the same weapon range quirk as the Firestarter, slightly better duration quirk, and much much better quirks in just about everything else.
Extra structure on everything but the head compared to no extra structure.
Good accel/decel quirks compared to no accel/decel quirks.
Little bit of turn rate compared to no turn rate.
Good yaw speed quirk on top of already having better yaw angle.
Basically the only thing the Firestarter has going for it, is its natural benefits of being a smaller target, and faster. Oh and a flamer range quirk...
The grasshopper also has all of its natural benefits of more armor/structure, more firepower, better mounts, and then added to it a lot of extra structure, better improved weapons, and nicely improved mobility.
So yeah, like the title says. Can somebody explain quirk logic to me... Why are some variants just flat out better? And why do some mechs have so much better quirks than mechs that they are arguably already better than?






























