Jump to content

Why Are The Mal And The Stk So Far Behind On Quirks?

Balance

35 replies to this topic

#21 Eisenhorne

    Member

  • PipPipPipPipPipPipPipPipPip
  • Liquid Metal
  • Liquid Metal
  • 2,111 posts
  • LocationUpstate NY

Posted 15 May 2018 - 06:03 AM

View Posttheta123, on 14 May 2018 - 01:58 AM, said:

Remember the victor?? ooooh dear god.. But then again i too was a whiny bostord when they did the PPC/AC jump jetting thing that made them so powerfull

Now i have 7 victors in my garage, doing my part in keeping the victor in MWO!


The VTR-9S is still very powerful, you can run AC20 + 3 ASRM6, and go 76 KPH after speed tweak with jump jets. You can also swap the engine to an XL385 if you REALLY gotta go fast, I use a pair of these in my conquest deck. Linebacker rushes can suck it.

The new VTR-9A1 has several very powerful builds. Dual heavy gauss, 3 LBX10, 3 AC10, UAC10+UAC5, dual AC20, etc. Lots of possibilities with 3 ballistic hardpoints spread across the mech.

#22 Xetelian

    Member

  • PipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 4,397 posts

Posted 18 May 2018 - 09:12 PM

View PostAlexander of Macedon, on 15 May 2018 - 05:57 AM, said:

Most of them still have modest weapon quirks. Armor quirks is what they need.



I'd gladly give up the missile related quirk on the 2 missile hardpoint MAL for some armor.


MALs are a rarity in MWO, I know a few of you guys drive them successfully but I just can't level these things as I don't strap LRMs to them.



STKs can also give up their measly weapon quirks for a ton or two of extra armor.

#23 Xetelian

    Member

  • PipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 4,397 posts

Posted 27 May 2018 - 04:12 PM

Still need armor quirks on these two mechs.


Moving 2 arm armor to the ST/CT didn't do diddly crap for them.

#24 LordBraxton

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,585 posts

Posted 27 May 2018 - 04:23 PM

Buff all IS assaults. Honestly the cyclops isn't even that great, not compared to the Meta Cat 2

#25 The Mechromancer

    Member

  • PipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 497 posts

Posted 27 May 2018 - 04:35 PM

The stalker doesnt really need quirks IMO.

They have incredible hitboxes and can zombie like no other assault. High and tight weapon locations make then god-tier peekers.

Sauce: Stalker lover since forever.

Edited by The Mechromancer, 27 May 2018 - 04:35 PM.


#26 MTier Slayed Up

    Member

  • PipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 717 posts

Posted 27 May 2018 - 05:34 PM

For a Mauler - 4 uac 5's. You'll still do wonderful provided if you're not face tanking.

The engine is fine imo. I often find anything about 60kph, for whatever reason in quickplay, to be leading ahead of everyone. I'm not sure if everyone just wants to goof off or if they're picking their nose when a match starts, but 90% of the time, I'm in the lead.

Can't say for the Stalker but I'd say rock the old school build of large lasers is still viable, just hill hump, abuse your side torso hit boxes, and you'll be fine.

Anyways - If they need to be more viable, I'd say give them structure quirks more than anything, or a Mauler with a decreased chance of UAC jam.

#27 cougurt

    Member

  • PipPipPipPipPipPipPip
  • CS 2023 Silver Champ
  • CS 2023 Silver Champ
  • 693 posts

Posted 27 May 2018 - 06:17 PM

they're far from the worst, it's just that they're both outclassed by other options. the stalker is beaten out by the battlemaster when it comes to energy builds, and the mauler is strictly worse than the sleipnir if you're not utilizing the additional ballistic hardpoints on the MX90.

i can't really call either of them bad mechs, but i think they could use some minor buffs.

#28 Destoroyah

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 301 posts

Posted 27 May 2018 - 07:01 PM

If any mech needs a massive quirk it's the execuioner. Not only is that thing the tallest mech ingame except for the annihilator maybe, it gots the worst case of guerilla arm syndrome I've seen of any mech and I own alot. It might not be slow as hell like the anni, but the anni has much better hit boxes/durability/and firepower. While you can frankenmech a exe to have better firepower most only got 3-4 weapons max and not necessarily big ones either due to limited free tonnage for a 95tonner. Not to mention you got to expose practically 80% of your mech just to clear for the arms alone, so your most definitely are not going to get that first shot in a trade.
What the mech really needs is really good armor quirks all around and much better weapon quirkage on either the 8 piece set or omnipods that have very little weaponry.

#29 Nightbird

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The God of Death
  • The God of Death
  • 7,518 posts

Posted 27 May 2018 - 09:00 PM

They have all the quirks they need, they're top performing assaults overall.

#30 Nothing Whatsoever

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 3,655 posts
  • LocationNowhere

Posted 27 May 2018 - 09:17 PM

I wonder if they are behind on quirks, in part, due to keeping the Heat System as-is, and not having a more defined Alpha Strike profile for MWO beyond Ghost Heat?

In other words, its about 'Boating' potential to Alpha Strike potential in relation to how they track Heat, that would then prevent a re-look.

So as long as the basics of the Heat System stay as-is, well? I personally doubt any quirk-en-ing would be available anytime soon with considerations like hitboxes and so on.

#31 VitriolicViolet

    Member

  • PipPipPipPipPipPipPip
  • The Corsair
  • The Corsair
  • 592 posts
  • LocationAustralia, Melbourne

Posted 27 May 2018 - 10:10 PM

Ah mechs that once did well and then were forgotten. Black Knights, Highlanders, the other Victors and a bunch of others you dont see.

Skill tree really helped the Highlanders (153 CT armor, 8 rear CT) with armor but they could still use a JJ buff.

Black knights need to all have armor quirks its real weird that the 6 and the 6B get screwed with structure quirks, my 6 has 84 CT armor same as my BSW and my Partisan has 115 CT armor, more than my Cyclops. there shouldnt be a 40 ton discrepancy in the Black Knights armor values its ludicrous.

#32 Eisenhorne

    Member

  • PipPipPipPipPipPipPipPipPip
  • Liquid Metal
  • Liquid Metal
  • 2,111 posts
  • LocationUpstate NY

Posted 27 May 2018 - 10:44 PM

On the topic of Maulers... the MX90 does some vicious dakka builds, 5x AC5 or 6x AC2 are both pretty strong on it. It's not a front-line mech, but its very good at fire support. The 2P is decent with 2 HGR + 6 ML, if a bit slow.

#33 Koniving

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Guide
  • The Guide
  • 23,384 posts

Posted 27 May 2018 - 10:59 PM

Maulers I can understand, they're glass cannons and the need for DPS oriented combat means they can't fight and twist in any meaningful way.

But Stalkers? As some of the kings of hitboxes, so long as they're not sporting XL or light engines, Stalkers tank more than Annihilators. Any look at my old flamer stalker vids would show that they can take absolutely insane amounts of abuse without quirks or the current armor skill trees and keep ticking. Arms have 20% damage reduction. Each ST, once destroyed, reduces all incoming damage to it by 60% at minimum. The CT is a narrow strip on the front that either has to be hit from down low or up higher than most mechs can reach on even ground to have an easier time hitting the center torso...

#34 Y E O N N E

    Member

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

Posted 27 May 2018 - 11:06 PM

Stalker hitbox superiority is greatly exaggerated. All it has ever gotten the chassis is an expedited ticket to stick-dom.

#35 Eisenhorne

    Member

  • PipPipPipPipPipPipPipPipPip
  • Liquid Metal
  • Liquid Metal
  • 2,111 posts
  • LocationUpstate NY

Posted 27 May 2018 - 11:22 PM

I'm coming around on the STK-3FB though. On closer ranged cold maps, it's a dangerous mech if you slap 6 large lasers on it. It's a bit slow (58), but with 20 DHS and ECM, it runs cool for having 6 LL, and pumps out the damage.

#36 Xetelian

    Member

  • PipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 4,397 posts

Posted 27 May 2018 - 11:41 PM

People claiming the STK is fine because it has amazing hitboxes neglect the fact that melts in two alphas.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users