With the different variant types having their own unique quirks, under the new skill tree with quirks removed most mechs fully mastered with 91 pts maxing in one area as much as possible while still getting some basic skills in other areas is weaker then a non elite mech in the current skill tree with quirks. To keep th e point of owning different variants in the new skill tree which is now pointless as the 3 variant to master is gone, without the quirks you can't truly specialize your mech for a role, now if you keep the quirks you can spec it around those quirks in the skill tree which is truly specializing and keeping the need to buy more then 1 variant just to have the quirks for a specific role.


Mechs Need Quirks
Started by XDarkPrinceX, Mar 06 2017 08:03 AM
6 replies to this topic
#1
Posted 06 March 2017 - 08:03 AM
#2
Posted 06 March 2017 - 08:13 AM
Totally disagree with your reasoning as to "specializing" but yes many mechs need quirks, not so that they can be special but so they are competitive or even merely viable.
#3
Posted 06 March 2017 - 11:34 AM
I don't know about that Bud. Aside from the upcoming Hero Crab, the Crabs have very little to distinguish between them, other than one being worse than the other. I wouldn't mind seeing more distinct bonuses.
#4
Posted 06 March 2017 - 11:34 AM
Yep. mechs need quirks - agility quirks can safely be rolled into base agility (if thats actually done), but if removing weapon quirks - and you do need to be careful with weapon quirks, because stacked percentage based quirks are greater than the sum of their parts - mechs losing weapon quirks they previously needed to be balanced against their competition need to be compensated in some way - armour seems the obvious, if boring, choice.
Edited by Widowmaker1981, 06 March 2017 - 11:36 AM.
#5
Posted 06 March 2017 - 11:41 AM
NO NO and NO.
if anything the double HP, armor and weapon damage needs to be removed even the Heat system need to be fixed but Quirks no they need to stay out of MWO
if anything the double HP, armor and weapon damage needs to be removed even the Heat system need to be fixed but Quirks no they need to stay out of MWO
#6
Posted 06 March 2017 - 11:59 AM
Kf Envy, what fantasy are you livin in where all mechs are created equal?
Some mechs are really bad. And even on the Clan side we have people saying the Direwhale needs help because of the Kodiak. Where does that leave half the IS assaults?
Some mechs are really bad. And even on the Clan side we have people saying the Direwhale needs help because of the Kodiak. Where does that leave half the IS assaults?
#7
Posted 06 March 2017 - 12:03 PM
MechaBattler, on 06 March 2017 - 11:34 AM, said:
I don't know about that Bud. Aside from the upcoming Hero Crab, the Crabs have very little to distinguish between them, other than one being worse than the other. I wouldn't mind seeing more distinct bonuses.
Oh I agree that quirks used for giving distinctiveness is a good thing, just not a necessary thing. To put another way, yes its nice that a Dragon variant might have this quirk or that quirk to make each variant "special" but what is more important for that mech is a their armor/structure quirks, their agility quirks and any other help they can get because they are as wide as a barn, hard point starved and cursed with terrible hit boxes. They NEED those quirks not for distinctiveness but in order to be playable. Any distinctiveness provided by quirks is just an additional nicety.
In re Crabs, sure quirks help give them some "flavor" but even in the live server 10% beam duration or 10% pulse laser cooldown isn't really that distinctive. I ignore those quirks for the most part. I ceretainly don't dictate my builds to them.
Look at Grasshoppers. If you were going to run ERLLs according to the distinctiveness of the quirks, you'd obviously pick the 5J right? If flavor quirks were in any way important then yeah, but they really aren't. Rather than shove 5ERLL on the mech that is specifically quirked for it, folks put that build on the 5P because high hard points dictate the "distinctiveness" of that build far more than the quirks do. The poor hard points of the 5J in this context just reinforces this and overwhelms any desire to build to the quirks.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users