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Re-Quirk The Flea-Fa


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#1 VonBruinwald

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Posted 27 September 2018 - 11:59 AM

I haven't seen too many many Fire-Ants around recently. So it got me think, what do they need to encourage their prevalence. And then it hit me, it was so simple and so obvious, and totally not OP! All it needs is one more little quirk:

+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 Racerxintegra2k

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Posted 27 September 2018 - 12:15 PM

Nothing the IS fields is comparable to the PIR-1 period.

#3 Eisenhorne

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Posted 27 September 2018 - 12:34 PM

While I agree it would make the flea as deadly as a PIR-1, IS has worse lights right now and clans have worse assaults. Seems unfair to fix give IS better lights without fixing clan assaults. Give the KDK, EXE, DWF some armor quirks at the same time, and baby you got a balance patch there.

#4 MechaBattler

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Posted 27 September 2018 - 12:42 PM

How about just buffing IS machine guns in general? Why should they weigh twice as much with no appreciable gain?

#5 B L O O D W I T C H

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Posted 27 September 2018 - 12:52 PM

View PostMechaBattler, on 27 September 2018 - 12:42 PM, said:

How about just buffing IS machine guns in general? Why should they weigh twice as much with no appreciable gain?


They have more then double the health of a clan variant.

#6 MechaBattler

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Posted 27 September 2018 - 12:56 PM

So only after my armor is opened does the advantage of IS MGs come into play? Seems like a poor gain for paying twice the weight.

#7 Chados

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Posted 27 September 2018 - 01:01 PM

The FLE19 needs it worse!

#8 Jackal Noble

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Posted 27 September 2018 - 01:04 PM

The more posts I read of yours, the more I'm convinced you've lost your marbles.

#9 B L O O D W I T C H

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Posted 27 September 2018 - 01:07 PM

View PostMechaBattler, on 27 September 2018 - 12:56 PM, said:

So only after my armor is opened does the advantage of IS MGs come into play? Seems like a poor gain for paying twice the weight.


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 Bud Crue

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Posted 27 September 2018 - 01:08 PM

If the once upon a time 20% rof quirk on the 6MG running Arrow was considered by the Lord of Balance to be power creep that necessitated a much needed nerf, then what would a 100% rof quirk on the Flea be considered? Bestowing godhood?

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 FupDup

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Posted 27 September 2018 - 01:24 PM

View PostToha Heavy Industries, on 27 September 2018 - 01:07 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.

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 MechaBattler

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Posted 27 September 2018 - 02:07 PM

It's simple math. IS MGs weigh twice as much as their Clan counterparts with the only gain being higher component health. Even when PGI issues MG quirks they're just 25% at most and on mechs with no where near the number of MGs for it to really matter. Like the Osiris and Uziel variants 20% rate of fire, but only 2 ballistic points each.

#13 Jackal Noble

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Posted 27 September 2018 - 02:16 PM

View PostFupDup, on 27 September 2018 - 01:24 PM, said:

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.

well assuming it would absolutely receive great quirks, it's absolutely doable.
https://mech.nav-alp...#62ba0602_PIR-1

#14 FupDup

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Posted 27 September 2018 - 02:20 PM

View PostJackal Noble, on 27 September 2018 - 02:16 PM, said:

well assuming it would absolutely receive great quirks, it's absolutely doable.
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 MechaBattler

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Posted 27 September 2018 - 02:38 PM

They should buff all IS MGs RoF 25% as a compromise. But give the Flea MG variants another 25% to make them equal to the Piranha. Then maybe the Flea too can have it's own thread about how OP it is.

#16 Jackal Noble

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Posted 27 September 2018 - 02:48 PM

https://mech.nav-alp...#ee40a945_PIR-1
How's that? Is that better?

#17 FupDup

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Posted 27 September 2018 - 02:51 PM

View PostJackal Noble, on 27 September 2018 - 02:48 PM, said:

https://mech.nav-alp...#ee40a945_PIR-1
How's that? Is that better?

You're getting warmer, but that linked build still doesn't have enough slots. It's got 11 slots free with Clan tech. IS Endo brings that down to 4. IS FF brings that down to -3. IS XL brings that down to -5.

#18 FupDup

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Posted 27 September 2018 - 02:55 PM

In terms of what specific actions to take to make IS MGuns more worth the weight relative to Clam versions, I'd rather try an "asymmetrical" kind of thing rather than "heavy gun is gud gun little gun is weak gun."

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 Jackal Noble

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Posted 27 September 2018 - 03:02 PM

View PostFupDup, on 27 September 2018 - 02:51 PM, said:

You're getting warmer, but that linked build still doesn't have enough slots. It's got 11 slots free with Clan tech. IS Endo brings that down to 4. IS FF brings that down to -3. IS XL brings that down to -5.

https://mech.nav-alp...#ee40a945_PIR-1
there, with standard armor.

#20 Y E O N N E

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Posted 27 September 2018 - 04:31 PM

View PostToha 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.

View PostJackal Noble, on 27 September 2018 - 03:02 PM, said:

https://mech.nav-alp...#ee40a945_PIR-1
there, with standard armor.


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.

Spoiler

Edited by Yeonne Greene, 27 September 2018 - 06:27 PM.






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