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Are Huntsman Quirks All 'set Of 8'?


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#41 FupDup

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Posted 07 February 2017 - 04:16 PM

View PostQuicksilver Kalasa, on 07 February 2017 - 04:06 PM, said:

That's because they are generally specific to a set location, in other words their impact is static rather than dynamic like weapon quirks are.

This is the part where location-specific weapon quirks would probably be nice.


View PostQuicksilver Kalasa, on 07 February 2017 - 04:06 PM, said:

This is true, but if the Mist Lynx ever gets torso pods with weapon hardpoints, all of the quirks have to be redone. That seems problematic imo.

This specific gundam would still be mediocre even with torso guns, so my body is ready.


View PostQuicksilver Kalasa, on 07 February 2017 - 04:06 PM, said:

I don't think either are really optimal because for good balance those quirks have to be made with optimal layouts in mind of which there could be many. Basically it makes balancing these sorts of things as metas change a convoluted mess that should be avoided altogether.

Well, what would Quickie's ideal solution to balancing Omnimechs/Omnipods be, then? I'm sure you have at least a theory in mind.

#42 1453 R

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Posted 07 February 2017 - 04:44 PM

Pod-specific weapon quirks are a no-go. Any sort of weapon quirking should be the domain of Set of 8 bonuses, since that means Piranha can treat the Set of 8 quirks as, essentially, BattleMech quirks given they only apply to a known-factor pod configuration.

Pod-specific quirks should be related to other factors, such as mobility, durability, or possibly even Information Warfare if IW ever stops being a sad misplaced never-implemented ghost. Weapon quirks for pods is, as stated, a mess - and also somewhat counterintuitive, since the better option there would simply be to take the pod with more weapons.

#43 Quicksilver Aberration

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Posted 07 February 2017 - 05:44 PM

View Post1453 R, on 07 February 2017 - 04:44 PM, said:

Pod-specific weapon quirks are a no-go. Any sort of weapon quirking should be the domain of Set of 8 bonuses, since that means Piranha can treat the Set of 8 quirks as, essentially, BattleMech quirks given they only apply to a known-factor pod configuration.

There is a problem with that though, you have to give god quirks to mechs to make some of them usable because of the lack of hardpoint inflation and potentially suboptimal engine ratings and equipment. Basically you still have this incredibly large bandaid to help make up for the fact that suboptimal variants are poorly optimized.

I mean look at the Mist Lynx and Ice Ferret stock hardpoint layouts and think of decent ways to make most of those useful without hardpoint inflation. The Ice Ferret Prime has 2E and 1M, that's it.



If set of 8 quirks are going to be the way forward for the majority of Omnimech quirks, we might as well just make them plain old Battlemechs and inflate hardpoints accordingly.

View PostFupDup, on 07 February 2017 - 04:16 PM, said:

Well, what would Quickie's ideal solution to balancing Omnimechs/Omnipods be, then? I'm sure you have at least a theory in mind.

Drop the concept of Omnimechs because the balance entailed is beyond the ability for any company to really manage, that our only release specific pods and never release all of them so there are limitations to what you can min/max. That or pod specific weapon quirks, which would allow much tighter control over what's receiving bonuses. I don't know really whether location specific weapon quirks would fix balance, but it would fix what must be considered when talking about min/maxing. It still isn't really my favored approach because it still doesn't fix the sub-optimal Omnis.

Edited by Quicksilver Kalasa, 07 February 2017 - 05:55 PM.


#44 Snazzy Dragon

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Posted 07 February 2017 - 05:52 PM

The sets of 8 are not even that useful, as usual. Better off mixing than matching.





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