justcallme A S H, on 19 April 2017 - 09:57 PM, said:
lol, the KDK3 is always the exception to every rule.
It's mostly IS mechs that have quirks, so mainly talking IS. I mean there are some great Clan exceptions like a WHK-P which demands quad ERPPC and a big fat TC to send those aqua balls across a map markedly faster than Gauss rounds (there are a few other mechs of course).
But ye I agree it is a shame IS has to rely on them. Part of that is due to no IS TCs remember, but if IS TCs are not identical in crit/weight when they come in, they'll be DOA. Same as IS vs Clan DHS and the 3/2 slot issue, IS mechs need heat quirks to make up for lack of available tonnage.
I hadn't really thought of TCs too much TBH since the recent 'nerf', the need to run 5-7 tons and so many slots made them a lot more of a specialised component to me (CERPPC booster like you say for example), but that is a good point, I doubt IS is going to get any benefits there, but hopefully they won't get negatives there too as they certainly need it more in more cases.
I agree about the heat too, I think in general clan guns run hotter but it can be compensated for too easily, maybe there needs to be a slight, buff to IS/nerf to clan, heat rate overview of weapons overall to make that distinction?