

What Are "quirks" And Should I Look At Them When Selecting My First Mech?
#1
Posted 27 February 2017 - 03:34 AM
#2
Posted 27 February 2017 - 03:59 AM
I would advise against making a decision based upon quirks
Quirks are likely to be removed in March or April when the new skill tree goes in, and even if they stay are always subject to change, if you need a tiebreaker between 2 diferant Mechs use quirks as that but do so with the knowledge that they are subject to change and removal, far more important should be potential loadout, speed range, hardpoint locations, any nostalga you feel for that Mech, Mech shape and hitboxes
#3
Posted 27 February 2017 - 04:16 AM
Rogue Jedi, on 27 February 2017 - 03:59 AM, said:
I would advise against making a decision based upon quirks
Quirks are likely to be removed in March or April when the new skill tree goes in, and even if they stay are always subject to change, if you need a tiebreaker between 2 diferant Mechs use quirks as that but do so with the knowledge that they are subject to change and removal, far more important should be potential loadout, speed range, hardpoint locations, any nostalga you feel for that Mech, Mech shape and hitboxes
Thank you. Unfortunately I haven't been in this series enough to be nostalgic)
Mechwarrior Online is my first meeting point with the franchise, and I've been playing it only for 3 days)
#4
Posted 27 February 2017 - 04:43 AM
darth Dan, on 27 February 2017 - 04:16 AM, said:
Mechwarrior Online is my first meeting point with the franchise, and I've been playing it only for 3 days)
That's fair.
Quirks are heavier for "Inner Sphere" mechs to try and balance the technological disparity between the two primary sides (Inner Sphere and Clan).
IS mechs have a yellow HUD. Clan mechs have a blue HUD.
Clan weapons generally have better range and in some cases better overall damage.
IS weapons generally are heavier hitting (all damage faster, such as IS autocannons do all their damage in a single shot while Clans require several shots in a burst). Through quirks, they often shoot quite a bit faster too. There's also armor quirks, mainly because IS XL engines cannot take the abuse that Clan XL (extra light) engines can.
As said though the quirks are being removed mainly due to power creep. The future skill tree is also providing a "choose your own quirk" system.
#5
Posted 27 February 2017 - 05:13 AM
Koniving, on 27 February 2017 - 04:43 AM, said:
That's fair.
Quirks are heavier for "Inner Sphere" mechs to try and balance the technological disparity between the two primary sides (Inner Sphere and Clan).
IS mechs have a yellow HUD. Clan mechs have a blue HUD.
Clan weapons generally have better range and in some cases better overall damage.
IS weapons generally are heavier hitting (all damage faster, such as IS autocannons do all their damage in a single shot while Clans require several shots in a burst). Through quirks, they often shoot quite a bit faster too. There's also armor quirks, mainly because IS XL engines cannot take the abuse that Clan XL (extra light) engines can.
As said though the quirks are being removed mainly due to power creep. The future skill tree is also providing a "choose your own quirk" system.
Thank you.
#6
Posted 27 February 2017 - 06:04 AM
Welcome to MWO.
Edited by Chuck E Finley, 27 February 2017 - 06:05 AM.
#7
Posted 27 February 2017 - 06:33 AM
darth Dan, on 27 February 2017 - 03:34 AM, said:
Quirks are supposed to help weaker mechs compete against good mechs.
Best mechs don't need any quirks. And since they don't have them, they can't loose their power.
For your first mech you should buy a clan omni : Stormcrow, Timberwolf, Night Gyr - they are top tier even without quirks.
And you will be able to try each and every clan weapons thanks to omnipods.
Edited by Kmieciu, 27 February 2017 - 06:33 AM.
#8
Posted 27 February 2017 - 09:20 AM
Kmieciu, on 27 February 2017 - 06:33 AM, said:
Best mechs don't need any quirks. And since they don't have them, they can't loose their power.
For your first mech you should buy a clan omni : Stormcrow, Timberwolf, Night Gyr - they are top tier even without quirks.
And you will be able to try each and every clan weapons thanks to omnipods.
I took Ebon Jaguar, also a Clan Omni.
#9
Posted 27 February 2017 - 09:26 AM
darth Dan, on 27 February 2017 - 03:34 AM, said:
Decide weather you want to play Clan tech or IS tech first IMHO. If you think you'll ever want to do some faction play, decide on one side and stick to it. you can always make an Alt account for the other side. Wish someone had told me that when I started playing. I would have save d alot of C-bills on Mechs I sold later.
#10
Posted 27 February 2017 - 10:12 AM

#11
Posted 28 February 2017 - 02:29 PM
#12
Posted 28 February 2017 - 11:55 PM
BigScwerl, on 27 February 2017 - 09:26 AM, said:
Decide weather you want to play Clan tech or IS tech first IMHO. If you think you'll ever want to do some faction play, decide on one side and stick to it. you can always make an Alt account for the other side. Wish someone had told me that when I started playing. I would have save d alot of C-bills on Mechs I sold later.
So there is no plans on changing how current system works? Always have to choose? I like Clantech energy weapons, but for kinetic weaponry I prefer Inner Sphere.
#13
Posted 01 March 2017 - 12:07 AM
darth Dan, on 28 February 2017 - 11:55 PM, said:
Also the quirks are not being completely removed. Most of the weapon quirks are being reduced and some removed. But there are still going to be performance and defensive quirks. The new skill tree will have a weapon tree you can improve your weapons with. But I would save a few c-bills for when it drops. Since I'm afraid it will cost c-bills to unlock skills points.
Edited by MechaBattler, 01 March 2017 - 12:10 AM.
#14
Posted 01 March 2017 - 12:21 AM
darth Dan, on 28 February 2017 - 11:55 PM, said:
At the beginning it is better to select a side and stick it (eg, in your example, Clan).
Later on you can decide if you want to start an alt account for the IS or start buying IS mech in your primary account. Both options have pros and cons. I do not like alt accounts, I have 70 mechs after more than 1 year playing and I have both Clan and IS mechs. I mostly play quick matches so no issues for me having both techs on the same account.
#15
Posted 01 March 2017 - 02:34 AM
MechaBattler, on 01 March 2017 - 12:07 AM, said:
when PGI announced the new skill tree they said quirks were being completely removed, the first skill tree public test still had some quirks, but we do not know if they will still be there on the second test, we also do not know how many iterations the test will go through before the skill tree is braught into live, which is why I said it would likely be removed, and even if it stays, there have not been many patches since the first quirkening, I think more than 2 years ago, which did not include adjustments to at least a few quirks, so quirks are most defenately subject to change
#16
Posted 01 March 2017 - 09:04 AM
Rogue Jedi, on 01 March 2017 - 02:34 AM, said:
#17
Posted 01 March 2017 - 10:53 AM
#18
Posted 01 March 2017 - 12:42 PM
darth Dan, on 27 February 2017 - 03:34 AM, said:
Lots of good answers here on buying 'mechs and the relative permanence of quirks, I'll just add my two cents:
I almost never consider quirks, as I tend to purchase based on hardpoint type (I like variety), aesthetics, and the playstyle that a 'mech lends itself to. However I might consider quirks when choosing between two variants of a single chassis; or when deciding on what weapons to put onto a 'mech.
#19
Posted 02 March 2017 - 01:01 AM
Jables McBarty, on 01 March 2017 - 12:42 PM, said:
Quirks are becoming important once you start reaching the limits of the chassis.
For example, best pilots are able to fire at the enemy from the beginning till the end of the match. They are constantly riding the heat limit and don't waste time hiding.
Those people can use a 10% heat generation quirk into 10% more damage dealt.
And that is significant.
Edited by Kmieciu, 02 March 2017 - 01:02 AM.
#20
Posted 02 March 2017 - 07:38 AM
Kmieciu, on 02 March 2017 - 01:01 AM, said:
Quirks are becoming important once you start reaching the limits of the chassis.
For example, best pilots are able to fire at the enemy from the beginning till the end of the match. They are constantly riding the heat limit and don't waste time hiding.
Those people can use a 10% heat generation quirk into 10% more damage dealt.
And that is significant.
Out-of-context quote is out of context, but yes, FWIW your assessment is accurate.
Just...some of us don't care, and that's fine too.
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