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Design Your Own Quirk!


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#41 DaZur

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Posted 25 October 2016 - 09:46 AM

Posted Image

Oops... I thought you said twerk. Posted Image


This is not my handiwork... Kudos to whoever made this!

#42 Konrad

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Posted 25 October 2016 - 09:52 AM

+100% to Paul Inouye design skill

#43 Vanguard319

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Posted 25 October 2016 - 09:54 AM

Reinforced legs: fall damage is halved

#44 GrimRiver

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Posted 25 October 2016 - 09:55 AM

I don't own a hellslinger but it'd be "cool"(c wut i did thar) for it to have a quirk "heat transference" that give any enemy mech within 50m spiked heat equal to the hellslinger current heat level,

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 GRiPSViGiL

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Posted 25 October 2016 - 09:56 AM

PGIs failed vision and implementation of the skill tree should have allowed us to quirk our own mechs. Player customization is something gamers have grown accustomed to yet PGI decides what my mechs strengths are....which shows how out of touch they are considering they develop games. Crazy, I know.

#46 FearNotDeath

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Posted 25 October 2016 - 10:02 AM

All Maddog's have Hellfire Lrm's causing Lrm's to increase heat generated by targets being hit.

#47 LordKnightFandragon

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Posted 25 October 2016 - 10:07 AM

View PostGreyNovember, on 24 October 2016 - 08:01 PM, said:


This makes you immune to any weapon that is DoT, and LRMs.


Maybe a % then, but either way, - dmg taken per hit....make dem assaults feel armored.

#48 Deathlike

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Posted 25 October 2016 - 10:21 AM

View PostKonrad, on 25 October 2016 - 09:52 AM, said:

+100% to Paul Inouye design skill


That assumes a lot...

It's equivalent to multiplication by zero. Imagine if it was division by zero...

#49 Wrathful Scythe

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Posted 25 October 2016 - 10:26 AM

No gauss-charge for the Grid Iron! Make the Grid Iron great again.

#50 JadePanther

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Posted 25 October 2016 - 06:21 PM

quirks for the huntsman CT's..

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 jjm1

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Posted 25 October 2016 - 11:08 PM

nascar quirk. deletes your account if you run off and lose 12-0 without your assault lance.

#52 GreyNovember

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Posted 26 October 2016 - 01:27 AM

View PostLordKnightFandragon, on 25 October 2016 - 10:07 AM, said:


Maybe a % then, but either way, - dmg taken per hit....make dem assaults feel armored.


They are.

They just happen to be using the exact same armor.

Little thicker. Blows away in chunks all the same.

#53 PyckenZot

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Posted 26 October 2016 - 01:47 AM

Quirk to be installed on every single mech in the game:

Damage to pilot PyckenZot -100%

View PostWrathful Scythe, on 25 October 2016 - 10:26 AM, said:

No gauss-charge for the Grid Iron! Make the Grid Iron great again.


Yeah I loved playing my GI again during the ED test!

#54 s0da72

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Posted 26 October 2016 - 06:03 AM

MM human sacrifice quirk.

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 LordNothing

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Posted 26 October 2016 - 09:54 AM

View Post762 NATO, on 25 October 2016 - 01:35 AM, said:

Only on April Fools Day, Urbie gets +200 everything! Ballistic range and cooldown, energy same, structure AND armor, accel/decel, just every quirk ever. And an event for kills/KMDDs and Urbie v Urbie. Leaderboard to match. Would make for a hilarious and fun event. Imagine the 12v11 urbies with a timber that gets thrown in and TKed for being an elitest jerk.

Cheers!


that would be good but only for stock builds (at the very least running a std60).

#56 LordNothing

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Posted 26 October 2016 - 10:09 AM

-4 tons to all ballistic weapons (lights only)

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 roboPrancer

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Posted 26 October 2016 - 11:24 AM

Kdk-3 - 50% damage dealt

#58 Clownwarlord

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Posted 26 October 2016 - 11:28 AM

Huntsman P or PA or both
Quirk: SRM range +30%
270 meters -> 351 meters

#59 Darkhorse13Golf

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Posted 07 November 2016 - 06:52 PM

View PostBud Crue, on 24 October 2016 - 05:55 PM, said:

Lore based quirks.

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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