Re-Quirk The Flea-Fa
#1
Posted 27 September 2018 - 11:59 AM
+100% MG ROF!
See, doesn't make sense. It would only have the equivalent of a paltry 12MGs and 3 energy slots for backup so it wouldn't be able to chew through mechs with any notable speed, and while it may not be able to match the speed of it's fellow 20 tonners MASC would give it that little boost to compensate provided you're prepared to spend the tonnage. Now I know what you Clanners are thinking FA-OP-Please nerf! but you have to remember it has to run an ISXL which makes it an inevitable glass cannon even with those armour quirks. Ultimately, you'd have to be a really skilled pilot to make use of this 'mech, it's not something anyone could just pick up and do relatively well in. Might as well give the Flea-19 a +50% MG ROF quirk at the same time...
#2
Posted 27 September 2018 - 12:15 PM
#3
Posted 27 September 2018 - 12:34 PM
#4
Posted 27 September 2018 - 12:42 PM
#6
Posted 27 September 2018 - 12:56 PM
#7
Posted 27 September 2018 - 01:01 PM
#8
Posted 27 September 2018 - 01:04 PM
#9
Posted 27 September 2018 - 01:07 PM
MechaBattler, on 27 September 2018 - 12:56 PM, said:
You don't run maschine guns... only pir does, and it's a manical glass cannon which easily gets obliterated by IS burntime, single shell acs, heavy gauss bs and whatever weapons. Even regular dual gauss is garanteed to rip a part off of any pir, even with maxed out survival tree.
That is your tradeoff using and boating clan maschineguns which are utterly worthless on almost all other clan mechs.
Honestly, why should a mech which dedicated 3-4 tons to maschineguns even remotely equal a pir-1 which is dedicating almost half it's weight for 120 meter max range yolo glasscannon playstyle.
#10
Posted 27 September 2018 - 01:08 PM
Sorry these people call a 5% change in something "moderate" or even "substantial". A weapon quirk as proposed by the OP will never be seen ever again in this game.
#11
Posted 27 September 2018 - 01:24 PM
Toha Heavy Industries, on 27 September 2018 - 01:07 PM, said:
That is your tradeoff using and boating clan maschineguns which are utterly worthless on almost all other clan mechs.
Honestly, why should a mech which dedicated 3-4 tons to maschineguns even remotely equal a pir-1 which is dedicating almost half it's weight for 120 meter max range yolo glasscannon playstyle.
The Piranha's weaknesses are all fine and dandy, but that's a separate discussion from the Machine Guns themselves. If we had an IS Piranha (same scaling, mobility, etc.) filled up with IS tech it would suck popsickles barring strong quirks. If you think the Clan Piranha is bad, then an IS Piranha would be soooooooooo much worse.
#12
Posted 27 September 2018 - 02:07 PM
#13
Posted 27 September 2018 - 02:16 PM
FupDup, on 27 September 2018 - 01:24 PM, said:
well assuming it would absolutely receive great quirks, it's absolutely doable.
https://mech.nav-alp...#62ba0602_PIR-1
#14
Posted 27 September 2018 - 02:20 PM
Jackal Noble, on 27 September 2018 - 02:16 PM, said:
https://mech.nav-alp...#62ba0602_PIR-1
That linked build isn't a proper comparison because it's still using more compact Clan equipment. You'd lose 7 slots from FF, 7 from Endo, 2 from XL, and 3 from your DHS (although you can do SHS on a pure MG boat anyways). Also the Clan FF is lighter in weight, too.
#15
Posted 27 September 2018 - 02:38 PM
#16
Posted 27 September 2018 - 02:48 PM
#17
#18
Posted 27 September 2018 - 02:55 PM
Look at SRMs for a case study of how this approach has failed spectacularly, with Clan SRMs needing to have utterly obnoxious spread to compensate for their halved tonnage requirements yet equal performance in most other attributes (besides that aforementioned horrible spread). Besides the issue of potentially making one side's weapons crap it's also just super boring to make everything a linear hierarchy of more tonnage is better.
Some ideas include...
A. One faction gets more range and lower spread, other faction gets more raw DPS.
B. One faction gets to keep strong critting abilities, other faction gets crits heavily reduced or removed but better anti-armor damage.
C. One faction keeps high-DPS rapid-fire MGs, other faction gets MGs that fire in a burst (with a cool-down time between bursts, basically mini Clan ACs).
I'd not want Option C though because that infringes on niches of the future Magshots and AP Gauss Rifles.
Edited by FupDup, 27 September 2018 - 02:56 PM.
#19
Posted 27 September 2018 - 03:02 PM
FupDup, on 27 September 2018 - 02:51 PM, said:
https://mech.nav-alp...#ee40a945_PIR-1
there, with standard armor.
#20
Posted 27 September 2018 - 04:31 PM
Toha Heavy Industries, on 27 September 2018 - 12:52 PM, said:
They have more then double the health of a clan variant.
That has a near-zero impact on the gameplay and you know it. Nobody ever decided to take an MG over a cMG because the former has more health.
Jackal Noble, on 27 September 2018 - 03:02 PM, said:
So 10x MGs with 7200 rounds after skills and no lasers and the MASC still has to get left behind. You do realize that a Fire Ant already does 9.24 DPS before skills, right? And it has MASC.
Yeah, no thanks. I'd rather keep dropping in my Ember than take that mess, shite torso pitch and all.
Edited by Yeonne Greene, 27 September 2018 - 06:27 PM.
3 user(s) are reading this topic
0 members, 3 guests, 0 anonymous users