Design Your Own Quirk!
#41
Posted 25 October 2016 - 09:46 AM
Oops... I thought you said twerk.
This is not my handiwork... Kudos to whoever made this!
#42
Posted 25 October 2016 - 09:52 AM
#43
Posted 25 October 2016 - 09:54 AM
#44
Posted 25 October 2016 - 09:55 AM
Sparky could get a EM aura that works similar to ECM that disrupts radar and targeting within 50m.
If the hero mechs get quirks that are only unique to that one model and not overwhelming or P2W, it might give people a reason to spend money while making that mech feel unique.
This isn't a quirk but I with you could buy a mod for MC that gives your mech c-bills/xp boosts and will work only on non hero or champ mechs. The boost will only be 15% for 750MC.
#45
Posted 25 October 2016 - 09:56 AM
#46
Posted 25 October 2016 - 10:02 AM
#49
Posted 25 October 2016 - 10:26 AM
#50
Posted 25 October 2016 - 06:21 PM
Liquid paper coating..
Staples.
scotch tape..
Double legal size pad...
colorful paper mache
when applied to the CT doubles the strength of the wet paper sack that holds the engine and the rest of the mech together as an excuse for a CT..
#51
Posted 25 October 2016 - 11:08 PM
#54
Posted 26 October 2016 - 06:03 AM
For those times MM places you in that one team to offer you as cannon fodder to tier 1 meta players..
only for the duration of the match..
heat generation: -50%
armor increase: 100%
#55
Posted 26 October 2016 - 09:54 AM
762 NATO, on 25 October 2016 - 01:35 AM, said:
Cheers!
that would be good but only for stock builds (at the very least running a std60).
#56
Posted 26 October 2016 - 10:09 AM
the promised but never delivered ammo quirk
+1 damage and +1 heat to all tag lasers
+20000% jump jet fuel on all mechs that look remotely like iron man
2x ecm range
+50% heat capacity on all standard sinks
rickroll narc (plays audio clip while spamming all displays in the target mech with an animated gif for the duration of the beacon)
all warhorns play in a loop after your first kill and wont stop until you get your second
100x lb pellets 10x spread, 50% cd, and each pellet gets a 25% crit chance.
gauss rifle that self crits when you miss
all lerm boats get a quirk that causes all lerms fired at targets beyond maximum range, to turn around and lock on to the head of the launching mech. spread reduced 10x.
reverse psr movement
+10 burst size for all uacs
Edited by LordNothing, 26 October 2016 - 10:12 AM.
#57
Posted 26 October 2016 - 11:24 AM
#58
Posted 26 October 2016 - 11:28 AM
Quirk: SRM range +30%
270 meters -> 351 meters
#59
Posted 07 November 2016 - 06:52 PM
Bud Crue, on 24 October 2016 - 05:55 PM, said:
Example: Quickdraws all get serious torso bonuses to account for their legendary rear firing ability.
To account for their unique ankle actuators.from lore they get a built in hill climb module, and 5%-10% speed bonus; but also a -10 structure on legs and increased crit chance in legs. Grasshoppers, various bonuses for small energy weapons and a jump height bonus. Stuff like that.
Still use quirks for balance (I suspect to suggest otherwise to PGI is a losing battle) but use additional lore based quirks, both positive and negative to make the mechs unique.
Dude....perfect...just...perfect.
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