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Black Lanner Quirks


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#1 Gas Guzzler

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Posted 19 February 2018 - 08:42 AM

..are actually kind of useful.

https://mwomercs.com...e-black-lanner/

I'm guessing that the weapon stuff is set of 8 and the durability is tied to omni-pods. Still, I might grab the reinforcements even.

#2 Seranov

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Posted 19 February 2018 - 08:50 AM

Okay, it's clearly meant to be a sniper/second line mech, because this thing is going to be squishy as can be, especially with its chunky hitboxes. This was clearly a mech that would need LBK-like armor quirks to make it actually viable, and they decided to give it paltry Structure quirks instead (except for bad pods that nobody will use anyway). I don't imagine we'll be seeing too many of these past March 1st.

#3 Tordin

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Posted 19 February 2018 - 09:13 AM

Need more left side armor quirks and on arms. Especially when some variants have most of its firepower/ hardpoints in the left arm. Equal spread of hardpoints between RA, RT, LT and LA should have equal armor, structure quirks. Kinda understand if right arm got more, seems okayish to shield with though.

#4 Gas Guzzler

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Posted 19 February 2018 - 09:14 AM

Whatevs I'll be taking advantage of my speed and agility and that range quirk.

#5 El Bandito

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Posted 19 February 2018 - 09:18 AM

BKL-E can be decent CERLL sniper on open maps with its default heat and range quirk, and high mounted RA. Seems its agility is top notch for a 55 tonner, losing to only Wolverine.

#6 Hestan

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Posted 19 February 2018 - 09:22 AM

I am guessing the quirks will be tied to full 8 piece. Start changing pods and you lose the quirks.

#7 Gas Guzzler

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Posted 19 February 2018 - 09:33 AM

View PostHestan, on 19 February 2018 - 09:22 AM, said:

I am guessing the quirks will be tied to full 8 piece. Start changing pods and you lose the quirks.


Typically omni-pods have durability quirks tied to them, but the rest are likely set of 8. So, you will hold on to the durability if you switch pods.

#8 Alkabides

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Posted 19 February 2018 - 09:43 AM

C variant seemed good until you realized all 6 of the laser hardpoints in 1 arm.

#9 Gas Guzzler

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Posted 19 February 2018 - 09:58 AM

View PostAlkabides, on 19 February 2018 - 09:43 AM, said:

C variant seemed good until you realized all 6 of the laser hardpoints in 1 arm.


I'm liking the -D variant and the hero.

5 ER ML, 4 MGs
6MGs, 2 SRM 6s, maybe with art if its doable. Could also do 6 MGs and 2 MPL instead. Or squeeze an LPL and MPL on there I guess. OR just go full mixed and do 6 MGs, 2 SRM6s and 2 HSLs

Edited by Gas Guzzler, 19 February 2018 - 09:58 AM.


#10 Glaive-

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Posted 19 February 2018 - 10:08 AM

Nice to see that the quirks are decent for the most part. Needs more armor and less structure, though.

#11 NRP

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Posted 19 February 2018 - 10:20 AM

Why is PGI so fixated on structure quirks? Structure is worthless when all your weapons are critted.

#12 FupDup

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Posted 19 February 2018 - 10:32 AM

View PostNRP, on 19 February 2018 - 10:20 AM, said:

Why is PGI so fixated on structure quirks? Structure is worthless when all your weapons are critted.

That's the reason WHY they're fixated on them. They want "crit seeking" to be a thing.

#13 Verilligo

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Posted 19 February 2018 - 10:34 AM

View PostGas Guzzler, on 19 February 2018 - 09:58 AM, said:


I'm liking the -D variant and the hero.

5 ER ML, 4 MGs
6MGs, 2 SRM 6s, maybe with art if its doable. Could also do 6 MGs and 2 MPL instead. Or squeeze an LPL and MPL on there I guess. OR just go full mixed and do 6 MGs, 2 SRM6s and 2 HSLs

6 MG, 2 SRM4, 2 HML? It's more heat and ever so slightly less damage, but maybe better DPS, less ammo-dependent, and doesn't require you stick quite as close to knife fight range until you're ready to commit with the MGs.

#14 FupDup

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Posted 19 February 2018 - 10:35 AM

View PostVerilligo, on 19 February 2018 - 10:34 AM, said:

6 MG, 2 SRM4, 2 HML? It's more heat and ever so slightly less damage, but maybe better DPS, less ammo-dependent, and doesn't require you stick quite as close to knife fight range until you're ready to commit with the MGs.

You can't do 2 HML on the hero because one of those lasers is head-mounted (HML is 2 slots).

#15 Gas Guzzler

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Posted 19 February 2018 - 10:47 AM

View PostVerilligo, on 19 February 2018 - 10:34 AM, said:

6 MG, 2 SRM4, 2 HML? It's more heat and ever so slightly less damage, but maybe better DPS, less ammo-dependent, and doesn't require you stick quite as close to knife fight range until you're ready to commit with the MGs.

View PostFupDup, on 19 February 2018 - 10:35 AM, said:

You can't do 2 HML on the hero because one of those lasers is head-mounted (HML is 2 slots).


What he said. 2 ERML is an option, or 1 ERML 1HML.

#16 FupDup

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Posted 19 February 2018 - 10:54 AM

Anyways, my first main complaint about the Blanner quirks is that I think it should've gotten armor quirks that mirror those of the Bushwacker (+10 per location). As a "cavalry" mech it's gonna need that, especially with how it got translated to be chubbier than the concept art.

#17 Verilligo

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Posted 19 February 2018 - 10:57 AM

View PostGas Guzzler, on 19 February 2018 - 10:47 AM, said:


What he said. 2 ERML is an option, or 1 ERML 1HML.

Ah, right. Totally slipped me by that one was a head mount. In that case I'd probably go with the HSL, yeah. Mixing ERML and HML feels like it gives too much of a cooldown desync, so you may as well stick closer to the cooldown of the SRM6s.

#18 FupDup

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Posted 19 February 2018 - 11:14 AM

I decided to boot up the game to compare the Blanner's agility values to existing mechs. For reference, here is the Blanner Prime:

Acceleration: 36.15
Deceleration: 37.72
Turn Rate: 65.65 (includes +5% quirk)
Torso Turn Rate: 112.5

Now, here is the average Linebacker:

Acceleration: 45.39
Deceleration: 36.53
Turn Rate: 72.76
Torso Turn Rate: 130.5

May I ask what the eff is going on here? The argument that the Linebacker needs to be more agile than the normal heavy is invalid here because the Black Lanner is also supposed to be abnormally agile for a medium (gigantic locked XL, MASC). It has less armor (lower base values AND lower quirks), lower pod space, and apparently now also lower agility in every aspect except Deceleration (and it's only a tiny bit better than the LBK in that area).

The one area that the BKL should have blown away the competition was agility, but apparently that's just asking too much.

Edited by FupDup, 19 February 2018 - 02:32 PM.


#19 Gas Guzzler

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Posted 19 February 2018 - 11:28 AM

View PostFupDup, on 19 February 2018 - 11:14 AM, said:

I decided to boot up the game to compare the Blanner's agility values to existing mechs. For reference, here is the Blanner Prime:

Acceleration: 36.15
Deceleration: 37.72
Turn Rate: 65.65 (includes +5% quirk)
Torso Turn Rate: 112.5

Now, here is the average Linebacker:

Acceleration: 45.39
Deceleration: 36.53
Turn Rate: 72.76
Torso Turn Rate: 130.5

May I ask what the **** is going on here? The argument that the Linebacker needs to be more agile than the normal heavy is invalid here because the Black Lanner is also supposed to be abnormally agile for a medium (gigantic locked XL, MASC). It has less armor (lower base values AND lower quirks), lower pod space, and apparently now also lower agility in every aspect except Deceleration (and it's only a tiny bit better than the LBK in that area).

The one area that the BKL should have blown away the competition was agility, but apparently that's just asking too much.


Hmm I agree that is quite odd..

#20 FireStoat

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Posted 19 February 2018 - 11:30 AM

While this is almost completely off topic... If PGI allowed players to swap default equipment & engine swap on an Omnimech that possessed its 8/8 stock pods (which was possible in table top), the sales of mechs like this would skyrocket overnight.





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