Edited by Plaid Ninja, 21 February 2018 - 08:39 PM.
#1
Posted 21 February 2018 - 08:15 PM
#2
Posted 21 February 2018 - 08:16 PM
#3
Posted 21 February 2018 - 08:22 PM
#4
Posted 21 February 2018 - 08:34 PM
they gave it E and B quirks so you use E and B on it
#5
Posted 21 February 2018 - 08:38 PM
#6
Posted 21 February 2018 - 09:06 PM
The reason why PGI is taking this route however is less fluffy, and more practical.
When you buff a hardpoint type on a mech with 6x of that hardpoint, it's very difficult to control the value of that quirk. A 10% cooldown quirk on the missile hardpoint would be a major buff to the mech, affecting 6 weapons. But it means the mech gains more, the more you pile on to that hardpoint type - a Bushwacker with 6xSRM launchers would gain a lot more from that than a Bushwacker with 3xSRM launchers, obviously, and you have to balance around the worst case scenario. This essentially forces all Bushwackers to be SRM boats, and unfairly penalizes Bushwackers that aren't running all six.
On the other hand, buff the E or B hardpoint, and the gain from that buff is less, while the max gain a builder can get out of it is simply from that one weapon. This makes the loss if you don't use the weapon type at all much less, and it also means that finding a way to utilize that buff fully is a lot easier - you don't need to invest a heck of a lot to get a single E weapon, for example.
Consider ERPPC's. When you reduce the heat generation of ERPPC's by 30%, a mech with a single E hardpoint gains a solid, but not ridiculous advantage. A mech with 3E however can mount 3 of them, and basically get a "free" erppc shot every cycle - an enormously powerful advantage. Thus, you need to balance that mech around 3xERPPC's, which really sucks if someone is building that mech and DOESN'T want to run 3xERPPC's, as it's going to suck otherwise.
#7
Posted 21 February 2018 - 09:10 PM
No wonder BT is so pathetic.
ITS YOU.
Edited by Humpday, 21 February 2018 - 09:18 PM.
#8
Posted 21 February 2018 - 09:12 PM
It's seriously retraded and it makes no sense. Why wouldn't you actually give quirks that are relevant to the default omnipod layout of the mech?
The LBK-PRIME gets a -10% missile cooldown but you only get 1 hardpoint in each torso instead of 2 hardpoints in each arm like the D-model. And again, you only get the quirk if you run the full set of 8.
Some mechs get amazing synergy with their quirks. Like the Orion V. But some just make absolutely no sense.
#9
Posted 21 February 2018 - 09:59 PM
Plaid Ninja, on 21 February 2018 - 08:15 PM, said:
Those quirks are meant to shore up deficiencies in those areas.
For example, a mech with only one missile hardpoint can only bring one missile weapon, which isn't very meta. So if that one missile weapon has a great quirk attached to it, it might be worth bringing along after all. (it won't be, but that's the idea behind the quirk)
The quirks are meant to boost the mech's weaknesses, not take the mech's strengths (which by definition don't need a boost) and make them even stronger.
#10
Posted 21 February 2018 - 10:16 PM
The quirks made it ridiculously tanky with hilarious firepower and the LFEs get it up there north of 60kph. It's such a fun 'mech now, because the quirks not only band-aided weaknesses to the extreme, they turned weaknesses into strengths and then buffed strengths too.
It literally is a mini Atlas now.
#11
Posted 22 February 2018 - 01:36 AM
#12
Posted 22 February 2018 - 01:46 AM
Quote
it actually isnt that hard, they couldve just divided the quirk % by the number of hardpoints.
for example:
1 missile hardpoint = 25% missile cooldown
2 missile hardpoints = 12.5% missile cooldown
3 missile hardpoints = 8.33% missile cooldown
5 missile hardpoints = 5% missile cooldown
#13
Posted 22 February 2018 - 04:19 AM
The idea of the rule of 8 quirks was also addressed by Chris. He doesn’t see the rule of 8 quirks in the same light as other quirks because they are tied to omnipods that demand a mixed or less than optimum load out. By encouraging builds that don’t just boat a single weapons the rule of 8 quirks are viewed as increasing player choice and diversity.
#14
Posted 22 February 2018 - 04:45 AM
Guess if someone wants to min max, they can min max anything
#15
Posted 22 February 2018 - 05:47 AM
Plaid Ninja, on 21 February 2018 - 08:15 PM, said:
There's basically two kinds of quirks. Type 1 is when a 'mech chassis has severe flaws and they want to make it more powerful, so they buff its main weapon systems.
The Bushwhacker is a type 2 situation. Because it only has 1E 1B on the P1, they realize that any build that actually uses those hardpoints will be worse than a straight missile build, so they buffed E and B weapons. If you go straight missile, however, it's one of the best medium mech chassis for that in the inner sphere, so it definitely doesn't need missile buffs.
Edited by Water Bear, 22 February 2018 - 05:48 AM.
#16
Posted 22 February 2018 - 06:12 AM
Plaid Ninja, on 21 February 2018 - 08:15 PM, said:
No, what would make Zero since is giving one of the best missile boats in the game missile quirks! The whole point of quirks is to Make under performing mechs good,, Or make underused weapons on a mech work better and that is exactly what the bushwacker quirks do..
adding missile quirks to those mechs would just be power creep.
#17
Posted 22 February 2018 - 06:56 AM
#18
Posted 22 February 2018 - 07:22 AM
#19
Posted 22 February 2018 - 12:11 PM
Edited by MechaBattler, 22 February 2018 - 12:13 PM.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users