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Civil War Tech And Quirks?

Weapons Gameplay

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#1 Verantesai

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Posted 15 September 2017 - 01:27 PM

How does the new tech integrate with quirks old n' new? Specifically with things like PPC quirks with Light/Snubnose/Heavy or ER Laser's with their Laser quirks

#2 Gas Guzzler

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Posted 15 September 2017 - 01:31 PM

View PostVerantesai, on 15 September 2017 - 01:27 PM, said:

How does the new tech integrate with quirks old n' new? Specifically with things like PPC quirks with Light/Snubnose/Heavy or ER Laser's with their Laser quirks


Theoretically the new tech should be balanced with the old, I'm not really seeing any OP issues coming up with new tech and quirks.

#3 Bombast

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Posted 15 September 2017 - 01:33 PM

With PPCs at least, most of the quirks carry over. 'PPC Velocity' covers Heavy PPCs as well.

I believe I read there were a few exceptions, but they seemed to be mistakes, not intentional.

#4 Y E O N N E

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Posted 15 September 2017 - 01:33 PM

If it's a PPC quirk, it applies to the entire PPC family. Any specifically named type of PPC in the quirk applies only to that PPC.

For IS, standard laser quirks (e.g. +5% Medium Laser range or -10% Medium Laser Duration) apply to ER lasers. This is not the case for Clans. Unless it's a generic laser quirk, specific laser quirks only apply to that specific type of laser.

Missile spread reduction applies to all missiles.





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