Jump to content

What Kind Of Quirks Should The Fafnir Get?


  • You cannot reply to this topic
53 replies to this topic

#1 Armored Yokai

    Member

  • PipPipPipPipPipPipPipPip
  • IS Exemplar
  • IS Exemplar
  • 1,971 posts
  • LocationHouston,TX

Posted 28 January 2018 - 09:56 AM

with the obese side torsos, there's no doubt they will be easier to blow off like the Mad Cat's large sidetorso hit boxes. being a walking cannon like the Daishi that really isn't going to help when it's fighting off other mechs especially with the probable torso range of a battlemaster.

I honestly think the Fatnir should have 90%-100% crit reduction on the HGauss so Mgun spamming munchkins can't just go like "tehee I'm a leg humping you with mguns so there's no chance you can hit me". the Fatnir should get bonus range on the hgauss to have around 300m to stay relevant and bonus 2+ ammo per ton.

The purpose of the Fafnir should be a massive weapons platform that's incredibly powerful and feared but also slow on the mobility and torso.

Edited by Armored Yokai, 28 January 2018 - 09:57 AM.


#2 Trenchbird

    Member

  • PipPipPipPipPipPipPipPip
  • The Death Wish
  • The Death Wish
  • 1,166 posts

Posted 28 January 2018 - 10:05 AM

Crit chance and ST armor quirks are excellent. However, all100 tonners should probably have more agility as well. Having the Fafnir cripplingly slow right out the gate isn't good, frankly. I hope they give 100 tonners some mobility buffs when the Fafnir comes out.

#3 Bombast

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 7,709 posts

Posted 28 January 2018 - 10:15 AM

+25% to Cup Volume

Edited by Bombast, 28 January 2018 - 10:15 AM.


#4 Funky Bacon

    Member

  • PipPipPipPipPipPipPip
  • 629 posts

Posted 28 January 2018 - 10:18 AM

I kinda want offensive quirks for it. This whole mech is just a massive gun platform basically.

Edited by Funky Bacon, 28 January 2018 - 11:56 AM.


#5 Fluffinator

    Member

  • PipPipPipPipPip
  • The Grizzly
  • The Grizzly
  • 132 posts
  • LocationKY

Posted 28 January 2018 - 10:22 AM

-15% incoming crit
+15% ballistics range
+15-20 armor on CT RT and LT.

#6 Jackal Noble

    Member

  • PipPipPipPipPipPipPipPipPip
  • 4,864 posts
  • LocationTerra

Posted 28 January 2018 - 10:29 AM

+25% milking speed

#7 VonBruinwald

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Undisputed
  • The Undisputed
  • 3,460 posts
  • LocationRandis IV

Posted 28 January 2018 - 10:41 AM

1000% Ballistic Cooldown....

Edited by VonBruinwald, 28 January 2018 - 10:42 AM.


#8 El Bandito

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 26,736 posts
  • LocationStill doing ungodly amount of damage, but with more accuracy.

Posted 28 January 2018 - 10:46 AM

View PostArmored Yokai, on 28 January 2018 - 09:56 AM, said:

with the obese side torsos, there's no doubt they will be easier to blow off like the Mad Cat's large sidetorso hit boxes. being a walking cannon like the Daishi that really isn't going to help when it's fighting off other mechs especially with the probable torso range of a battlemaster.

I honestly think the Fatnir should have 90%-100% crit reduction on the HGauss so Mgun spamming munchkins can't just go like "tehee I'm a leg humping you with mguns so there's no chance you can hit me". the Fatnir should get bonus range on the hgauss to have around 300m to stay relevant and bonus 2+ ammo per ton.

The purpose of the Fafnir should be a massive weapons platform that's incredibly powerful and feared but also slow on the mobility and torso.


90-100%? No. Just give it a lot of ST armor. Crit chance reduction quirk shouldn't go over 25%, and you can get more from the skill tree.

Edited by El Bandito, 28 January 2018 - 10:47 AM.


#9 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 28 January 2018 - 10:48 AM

View PostEl Bandito, on 28 January 2018 - 10:46 AM, said:

90-100%? No. Just give it a lot of ST armor. Crit chance reduction quirk shouldn't go over 25%, and you can get more from the skill tree.

Frankly I think that a lot of the base equipment just needs to be tougher in general so we don't have to give huge crit chance reduction quarks to everything. It's a symptom of an underlying problem (the true problem being the critpocalypse).

While you're mentioning it, the skill tree node for crit chance is also pretty weak. It could stand to be doubled from its current value.

Edited by FupDup, 28 January 2018 - 10:49 AM.


#10 El Bandito

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 26,736 posts
  • LocationStill doing ungodly amount of damage, but with more accuracy.

Posted 28 January 2018 - 11:00 AM

View PostFupDup, on 28 January 2018 - 10:48 AM, said:

Frankly I think that a lot of the base equipment just needs to be tougher in general so we don't have to give huge crit chance reduction quarks to everything. It's a symptom of an underlying problem (the true problem being the critpocalypse).

While you're mentioning it, the skill tree node for crit chance is also pretty weak. It could stand to be doubled from its current value.


I personally want MGs to do less crits. They are the chief offenders. Increase their base damage to compensate.

#11 Poppaukko

    Member

  • PipPipPipPipPipPip
  • The Privateer
  • The Privateer
  • 236 posts
  • LocationFinland

Posted 28 January 2018 - 11:04 AM

No cockpit shake when firing Heavy Gauss.

#12 visionGT4

    Member

  • PipPipPipPipPipPip
  • The Formidable
  • The Formidable
  • 313 posts

Posted 28 January 2018 - 11:35 AM

View PostBombast, on 28 January 2018 - 10:15 AM, said:

+25% to Cup Volume


View PostJackalBeast, on 28 January 2018 - 10:29 AM, said:

+25% milking speed



I hope theres a motorboat war horn

#13 Y E O N N E

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • The Nimble
  • The Nimble
  • 16,810 posts

Posted 28 January 2018 - 11:38 AM

About half the armor the ANH gets, and then better agility than your typical 100 tonner.

Weapons depend on variant.

#14 Water Bear

    Member

  • PipPipPipPipPipPipPipPip
  • Liquid Metal
  • Liquid Metal
  • 1,137 posts

Posted 28 January 2018 - 12:39 PM

It's going to need agility quirks, armor quirks, or - god forbid - maybe both. HGR DPS is absolute crap. If the thing can't a) back away to avoid taking damage or Posted Image have so much armor it doesn't mind taking damage, then it will never deal more damage than it takes.

Edit: point b turned into an emoji. I will allow it.

Edited by Water Bear, 28 January 2018 - 12:39 PM.


#15 C E Dwyer

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,274 posts
  • LocationHiding in the periphery, from Bounty Hunters

Posted 28 January 2018 - 12:45 PM

Breast reduction surgery ?

#16 ANOM O MECH

    Member

  • PipPipPipPipPipPipPip
  • Survivor
  • 993 posts

Posted 28 January 2018 - 01:08 PM

It should provide a cbill bonus for leaving it in the mechbay.

The less you play it, the more it earns.

That might make it worth spending money on.

#17 Fleeb the Mad

    Member

  • PipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 441 posts

Posted 28 January 2018 - 02:28 PM

View PostWater Bear, on 28 January 2018 - 12:39 PM, said:

It's going to need agility quirks, armor quirks, or - god forbid - maybe both. HGR DPS is absolute crap. If the thing can't a) back away to avoid taking damage or Posted Image have so much armor it doesn't mind taking damage, then it will never deal more damage than it takes.

Edit: point b turned into an emoji. I will allow it.


Looking at Heavy Gauss in terms of DPS is a mistake. First, heavy gauss kills using less damage than most weapons due to its high pinpoint damage. Second, front-loaded damage always skews actual comparisons of damaged exchanged.

Dual heavy gauss builds in particular are very efficient killing machines given they all tend to have excellent convergence. An instant 50 damage to one location is powerful. Given that a good shot will land successive hits with little to no spread, you can cripple or kill enemy mechs rather quickly. Given there's no spread, you will generally kill mechs more efficiently than with dakka or lasers.

It also has a rather notable intimidation factor that makes mechs hesitant to push into it. In trades that first hit tends to make enemy mechs rather gun shy, since most are going to be dangerously close to losing a component.

#18 Zigmund Freud

    Member

  • PipPipPipPipPipPip
  • 390 posts

Posted 28 January 2018 - 02:41 PM

1 - built in case in both ST without slot consumption, because it will have slots problems, that's for sure, and case is must have
2 - -receiving crit, 20% maybe
3 - huge ST armor buff, since STs are fat. Like Atlas level, at least
4 - HGR range buff, cd buff and ammo/tone buff. Around +15% I would say.
OP? Nah, still super slow, fat STs and tiny arms. They should let it be HGR platform it's meant to be.

#19 Cruxs

    Member

  • PipPipPip
  • The Fearless
  • The Fearless
  • 93 posts
  • LocationMy parents basment.

Posted 28 January 2018 - 02:47 PM

I think it should get a quirk where when you shoot it your weapons bounce back and hurt yourself. ;)

#20 The6thMessenger

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Nova Captain
  • Nova Captain
  • 8,142 posts
  • LocationFrom a distance in an Urbie with a HAG, delivering righteous fury to heretics.

Posted 28 January 2018 - 03:08 PM

I'm down with reduced crit-chance and torso armor. Now with the HGR buff, i don't think it needs any GR god quirks.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users