Deathlike, on 30 January 2017 - 07:26 PM, said:
It didn't need quirks in the first place (although let's laugh @ the LBX quirk for obvious reasons).. just like the KDK-3, and yet it got them and then some.
If it's not powercreep recognition at its most blatant level (at the time), I don't know what is.
Yep. But at the time, I don't think anyone thought it was going to be THAT good when we first saw the in-game model. No one knew until it appeared in the patch.
Then the rage began. lol.
FupDup, on 30 January 2017 - 07:30 PM, said:
That's a pretty bad comparison because the KDK-3 is an assault mech while the Cheeto is a light. Lights are inherently bad by virtue of the construction rules unless they have massive quirks or the stars align in their design (e.g. missile Jenner IIC has a pretty big punch).
Let's face it, the quirkless Cheetah is not nearly as valuable to its team as a quirkless Mad Cat, Night Gyr, Kodiak, etc. Unless you can think of some kind of broad measure that buffs all lights without giving them quirks, then ALL lights need quirks to be worth as much to their team as a bigger mech.
I think a better example of a overquirked mech would be the locust SPL, back around the time of the Wild Wild Quirky West (as a Fellow Nova Cat friend and Clansman once told me
) the thing had weapon quirks that made assault mechs pee their pants if they saw one of them coming for it; if there were two then it'd **** it's pants and go down quickly.
But to add, the Cheetah is indeed not as valuable as the heavies. When we apply them to Faction Play, they're not worth taking, unless you like bringing Assault mechs and need the lighter chassis to complement the drop deck. In Quick Play, they're rarely seen these days. Usually Lights I see are Oxides, Locusts, and oddly enough Adders alongside Kitfoxes recently.