Countdown To Night Gyr
#101
Posted 15 September 2016 - 02:01 PM
#102
Posted 15 September 2016 - 02:26 PM
Aramuside, on 15 September 2016 - 02:01 PM, said:
I prefer a useless but interesting quirk to a powerful and unnecessary crutch.
The misuse of quirks from their originally stated goal of "slightly improving mechs to balance out the effectiveness of underperformers" to "game changing stat modifications that make or break the viability of the machine, regardless if they are actually necessary" makes me sick. I am glad they are not only getting toned down, but changed more into flavor-quirks.
Large weapon quirks, especially. Those just serve to pigeonhole builds into what maximizes the quirk's capabilities the most.
Edited by Pariah Devalis, 15 September 2016 - 02:28 PM.
#103
Posted 15 September 2016 - 02:27 PM
Aramuside, on 15 September 2016 - 02:01 PM, said:
It seems that PGI read the forum or made a good decision, except that they still manage to sneak that +20% ballistic velocity quirk on the C variant so that you buy the Collector Pack.
#104
Posted 15 September 2016 - 02:41 PM
So, basically, all NG quirks are 8/8, which is kinda logical since that 10% ballistic CD one on Prime would be OP either on CT or RA and completely illogical when placed on any energy component.
#105
Posted 15 September 2016 - 02:43 PM
Hit the Deck, on 15 September 2016 - 02:27 PM, said:
Reinforcement pack, but yeah. If that's not on the C variant CT only, there's really no reason to buy the reinforcements pack. So, it'll almost certainly be there, and be there specifically to encourage buying the pack. It *should* be spread between the omnipods, as those things are on the other omnipods where they (rarely) exist, but that won't be the case.
Really, though, the Night Gyr shouldn't launch with ANY direct weapon quirks. IMHO anyways.
#107
Posted 15 September 2016 - 02:50 PM
Aramuside, on 15 September 2016 - 02:01 PM, said:
Practically useless is fine. I love the Kodiak's claws, and the King Crabs pincers, even if they serve no purpose. This is a mixed bag, a minor buff on some maps or a minor nerf on others, but it'll be very minor either way. As PeeDee said above, better to have an interesting but practically useless quirk than a game-changing crutch.
These things are flavour.
#108
Posted 15 September 2016 - 02:57 PM
Aramuside, on 15 September 2016 - 02:01 PM, said:
I know guys in 228 that use the Hellslinger to great effect on hot maps where one does not typically expect lots of laser vomit.
#109
Posted 15 September 2016 - 02:58 PM
MovinTarget, on 15 September 2016 - 02:57 PM, said:
Pity the Gyr is so crit loaded it will never be a fantastic laserboat. Not enough room for those heat sinks, unfortunately.
#111
Posted 15 September 2016 - 03:05 PM
#112
Posted 15 September 2016 - 03:38 PM
Dee Eight, on 15 September 2016 - 03:05 PM, said:
You make a good a good point about torso twist, though i think their point is that the lower engine rating would in general lead to poorer agility compared to the mechs you mentioned.
#113
Posted 15 September 2016 - 03:49 PM
Wintersdark, on 15 September 2016 - 02:43 PM, said:
.....
Thanks for the correction!
As for the reason to buy the Reinforcement pack, it was originally for that 1E CT HP on the NTG-D so you can do 2Gauss+4Lasers.
#114
Posted 15 September 2016 - 04:18 PM
Quote
How do Flamers affect these mech's? The same as others? or is it less effective giving the -100% quirk?
#115
Posted 15 September 2016 - 04:22 PM
#116
Posted 15 September 2016 - 04:30 PM
Ramrod AI, on 13 September 2016 - 02:50 PM, said:
Not bitching?? really?
personally I do like the ED because :
-New meta builds.
-No-ghost heat 2.0 Now you will know how you will get heat penalty. Is stupid that firing 5 SSRM2 on a mech gets heat penalty, but firing vomit builds gets no penalty {20 alpha dmg vs 42 alpha dmg}
If the ppl are really gonna leave the game because they cant handle a change, I have news for you.
!!!!!!!!!!!!!GROW UP!!!!!!!!!!!
#117
Posted 15 September 2016 - 05:03 PM
The Night Gyr takes no Heat Penalty from environmental Heat. This includes the base temperature of the map along with any hot-spots throughout, such as lava on Terra Therma or the caldera on Caustic. Whether it's standing in a pool of lava or on a rock, the resting Heat of a Night Gyr will always will be 0%.
The Quirk does provide the Gyr with a slight buff against enemy Flamers, but Flamers do still affect Heat levels on the Gyr. This change to the relation between Flamers and the External Heat Transfer Quirk came in with the new Flamers on March 15th.
All that said, the Night Gyr does still take damage from lava. So while its Heat level won't increase when standing in lava, it will take damage from the lava in the same way as all other 'Mechs.
While not as efficient as the Night Gyr in these respects, the Hellslinger carries similar characteristics due to its -50% External Heat Transfer Quirk.
And here's a bonus (11mb) GIF of the Night Gyr:
#118
Posted 15 September 2016 - 05:09 PM
Alexander Garden, on 15 September 2016 - 05:03 PM, said:
The Quirk does provide the Gyr with a slight buff against enemy Flamers, but Flamers do still affect Heat levels on the Gyr. This change to the relation between Flamers and the External Heat Transfer Quirk came in with the new Flamers on March 15th.
Thanks for clearing that up a bit
Im one of the few players that runs around with "Vomit Hunter" mech's with flamers on them and loadouts designed to let me still fire while the flamer is active in order to force the Meta-build Vomit mech's to shut down or start to be seriously careful with how they fire.
Was just wanting to make sure that the -100% thing didnt make flamers completely useless against them
#120
Posted 15 September 2016 - 05:29 PM
Hit the Deck, on 15 September 2016 - 05:28 PM, said:
No long laser barrels. Still a good looking space marine. Primary aesthetic gripe is that the empty laser hardpoint in the head is not capped over when vacant.
Edited by Pariah Devalis, 15 September 2016 - 05:30 PM.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users