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Other Mechs You’D Like To See Unique Quirks (Gh Or Otherwise) On.


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#21 Weeny Machine

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Posted 19 October 2018 - 02:44 PM

Huginn - give it the old SRM4 quirks back and remove some of the structure buffs. That would be a nice brawler with high risk / high reward. It would also offer a new playstyle next to the typical drive-by-shooting lights do

Black Jack - if you don't increase their engine size give them a tad more agility


35t light mechs - give them an agility boost across the board. There is absolutely no reason to take a 35t mech over an Assassin (which blows them out of the water agility wise, armour, structure while having similar firepower and speed)

Jenner / Jenner IIC - please give them finally some arm armour. Especially the Jenner IIC is huge while being terribly fragile

Thunderbolt S - (I hope that's the PPC Thundie) the same quirk like the Awesome, maybe only for normal PPCs, would be great since that mech is also all about PPCs

#22 Big Tin Man

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Posted 19 October 2018 - 09:35 PM

I'd love a lot of the old hyper quirked IS mechs to make a comeback in some ways

AC5 Dragon 1N
PPC Thunderbolts
Huggin
LPL Locust
etc...

#23 The6thMessenger

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Posted 19 October 2018 - 09:54 PM

I'd like Ammo +100% for Urbie and other lights. Maybe other lights would get less, but just more ammo in general.

#24 Y E O N N E

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Posted 19 October 2018 - 10:32 PM

I would make the following additions/changes:

NSR-9S: UAC/20 HSL+1, UAC/20 Jam Duration -1.5 seconds, UAC/20 Range +20%, more armor

NSR-9P: UAC/10 HSL+1, Ballistic Range +10%, more armor

NSR-10P: Ballistic Cooldown -15%, Energy Cooldown -25%, Heat -10%, more armor

NSR-9FC: UAC Jam Chance -10%, Heat -10%, Speed +7.5%, more armor

LCT-3V: MG RoF +50%, Energy Cooldown -50%, Laser Duration -25%, Range +15%, more armor

LCT-1V: MG RoF +25%, Large Pulse Cooldown -10%, Laser Duration -15%

LCT-1M: Missile Spread -15%, LRM Ammo +50%, Medium Laser Duration -10%

LCT-3S: SRM2 Cooldown -10%

LCT-1E: Energy Range +5%, Small Laser Range +20%, more agility

LCT-3M: Small Pulse Range +25%, AMS Range +10%, AMS RoF +10%, more agility

MLX-D (Left Arm): cUAC Ammo +100%, cAC Ammo +100%, cLB-X Ammo +100%

MLX-B (Set): Missile Spread -10%, SRM Spread -5%, Heat -10%, Laser Duration -10%, Jump Jet Heat -50%, more agility

SHD-2K: PPC Heat -10%, ERPPC Heat -5%, PPC Velocity +15%, more agility

CDA-3F: LPPC HSL+1, LPPC Heat -5%, PPC Velocity +10%

RFL-LK: LB-X Spread -5%, LB-10X Spread -5%

MAD-5M: LB-10X Spread -10%, LB-X Cooldown -10%

MAD-5D: PPC Heat -10%, ERPPC Heat -10%, Missile Spread -10%, more agility

MAD-IIC-B: Pulse Laser Duration -10%, Missile Spread -10%, SRM Spread -10%, more agility

HGN-732: Large Pulse Heat -10%

FLE-19: MG Ammo +25%, LMG Ammo +25%, Energy Cooldown -50%, Range +15%

FLE-FA: Small Laser Cooldown -25%

FLE-20: Std. Laser Duration -15%

FLE-15: Std. Laser Duration -10%

FLE-R5K: Rocket Launcher Spread -10%, RL20 HSL+1

Edited by Yeonne Greene, 23 October 2018 - 06:45 AM.


#25 dr3dnought

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Posted 20 October 2018 - 12:16 AM

I'd like to see the HSL quirk used to reduce the number of mechs with ghost heat on their stock loadout, where sensible.

For reference, here are the mechs in the in-game store with stock ghost heat:
JVN-11A 7ml
PIR-2 12erul
ACW-PRIME 4ssrm6
ACW-1 6srm6 2srm4
HSN-7D2 2rl20
HBK-49 8ml 1sl
HBK-IIC-B 4ssrm6
HMN-PA 4ssrm4
KNT-GB 3srm6 2srm4
NVA-PRIME 12erml
HBR-P 3erll
LBK-D 4ssrm6
MDD-A 6srm6
MDD-BA 2uac20
MDD-RV 2lrm20 2lrm10
MAD-BH2 2erppc 1gr
NTG-D 4lrm20
NCT-B 6lrm15
NCT-D 3hll
ON1-IIC-B 4erll
SNS-PRIME 4ssrm6
SNS-C 4lrm15 2lrm20
TNS-5T 6mrm10
TNS-HA 4rl15 1rl10
TDR-5S-T 8ml
TBR-D 4ssrm6
ANH-1A 4ac10
ANH-1E 4ppc
ANH-1P 2rac5 2rac2
ANH-MB 4ssrm6 4ppc
BAS-PRIME 4hml 2mpl
BAS-RA 4erll
DWF-PRIME 4erll
EXE-A 3lpl
FNR-6U 2uac20 4lppc
FNR-5E 2uac20 2lrm10 2lrm5
FNR-6R 4snppc
FNR-WR 4rl15
HGN-IIC-A 3erppc
HGN-IIC-KP 4ssrm4
KGC-000 2ac20
KGC-0000 2ac20
KGC-000B 2ac20
KGC-KJ 4ppc
KDK-1 8erml
KDK-5 9erml
KDK-SB 4ssrm6
MCII-2 4ssrm4
MCII-4 4erll
MCII-B 2uac20
MAD-IIC 3erppc
MAD-IIC-C 3lpl
MAD-IIC-SC 4ssrm6
NSR-9S 2uac20
NSR-WP 2ssrm4 2ssrm6
SNV-1 6erll
SNV-B 4lpl
SNV-C 4lpl
SNV-BR 2uac20
WHK-PRIME 4erppc

Edited by dr3dnought, 20 October 2018 - 01:34 AM.


#26 Y E O N N E

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Posted 20 October 2018 - 01:32 AM

Oh, that reminds me:

Every King Crab: AC/20 HSL +1

#27 Funky Bacon

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Posted 20 October 2018 - 03:41 AM

Maybe a +1 ER-LL on the Supernova-1 so you can fire all 3 lasers on each arm for a double punch?

#28 Bud Crue

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Posted 20 October 2018 - 03:51 AM

View PostMarquis De Lafayette, on 19 October 2018 - 10:52 AM, said:


Fun Niches can save the usefulness of sub-par mechs...give us some more PGI


This.

And I'd like to add to the lists above: a +1MPL GH quirk to the T-Bolt 5ss. No need for the giga quirks of old; just make the old 7MPL a bit more usable.

Edited by Bud Crue, 20 October 2018 - 03:55 AM.


#29 Six-Pack

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Posted 20 October 2018 - 11:29 AM

Seen this idea here on the forum: FNF-5 Heavy Gauss quirk that extends its optimal range without affecting the maximum range.

#30 VonBruinwald

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Posted 20 October 2018 - 04:10 PM

View PostMarquis De Lafayette, on 19 October 2018 - 10:52 AM, said:

This seems like the kind of thing PGI would actually think up....as they really don’t make much of a difference (although if one doesn’t play the game you might think it’s great).....so nope....not nearly good enough for unloved chassis’s.


Not every quirk has to shift the meta, there's nothing wrong with a bit of flavour.

#31 Viking Yelling

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Posted 20 October 2018 - 04:36 PM

Ok but...

Kdk-3, +1 cUAC-10

Come on!



#32 Kaeb Odellas

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Posted 21 October 2018 - 03:24 AM

I want to see more quirks that aren't directly related to shooting mechs.

For instance, give Commandos shorter detection range on enemy sensors to make them sneakier and more "commando"-like. Give Spiders a boost to jump jet forward velocity, so they can fly faster than they can run. Give the Rifleman and Jagers sensor bonuses for their giant radar antennas.

#33 El Bandito

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Posted 21 October 2018 - 05:03 AM

View PostViking Yelling, on 20 October 2018 - 04:36 PM, said:

Ok but...

Kdk-3, +1 cUAC-10

Come on!


Nope. KDK-3 is doing fine with quad CAC10 even now.

Don't need that CUAC10 beast to come back.

#34 Teenage Mutant Ninja Urbie

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Posted 21 October 2018 - 05:19 AM

View PostEl Bandito, on 21 October 2018 - 05:03 AM, said:


Nope. KDK-3 is doing fine with quad CAC10 even now.

Don't need that CUAC10 beast to come back.


it's not like the kdk3 is a rare sight on the battlefield. I'd really like them to do that only with underperformers
the spiritbear could use some serious help, as it's rarer than a unicorn these days.

think they should just use their "magical data" and pull a list of mechs that don't get used AT ALL.
there's always a reason for that. quirk those, maybe 1-3 mechs per month, EACH month.
should be totally do-able, right?

Edited by Teenage Mutant Ninja Urbie, 21 October 2018 - 05:20 AM.


#35 L1f3H4ck

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Posted 21 October 2018 - 06:21 AM

+1 AC20 for the King Crab.
+2 Medium Lasers for the Hunchback 4P

#36 Pariah Devalis

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Posted 21 October 2018 - 07:03 AM

I want to see the Nova Cat and SNV-1 get +1 HSL on ERLLas. They were both intended to fire their lasers in triplicate - not that the lasers are particularly cold to begin with. Also, right now it is obscenely clunky to try and use their stock configurations because of that limitation.

I don't expect it to be a huge amount of powercreep for the game, considering both mechs have low arms, and are required to expose quite a bit to fire. Especially if you're sitting there firing 2 ERLLas... 2 ERLLas... 2 ERLLas.... Lacking defensive quirks to compensate, it would be nice if they could, at least, fire ERLLas in sets of 3, instead of 2.

Edited by Pariah Devalis, 21 October 2018 - 07:05 AM.


#37 Bombast

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Posted 21 October 2018 - 07:10 AM

How about -1 Crit Space for Gauss family weapons on the Grid Iron?

#38 Y E O N N E

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Posted 21 October 2018 - 09:43 AM

View PostPariah Devalis, on 21 October 2018 - 07:03 AM, said:

I want to see the Nova Cat and SNV-1 get +1 HSL on ERLLas. They were both intended to fire their lasers in triplicate - not that the lasers are particularly cold to begin with. Also, right now it is obscenely clunky to try and use their stock configurations because of that limitation.

I don't expect it to be a huge amount of powercreep for the game, considering both mechs have low arms, and are required to expose quite a bit to fire. Especially if you're sitting there firing 2 ERLLas... 2 ERLLas... 2 ERLLas.... Lacking defensive quirks to compensate, it would be nice if they could, at least, fire ERLLas in sets of 3, instead of 2.


The SNV-1 would be pretty power-creepy considering how dominant SNVs have been in the long-range power position role (and it has been the 1 more often than the C).

NCT would be fine.

#39 LordBraxton

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Posted 21 October 2018 - 09:55 AM

Give gargles and EXE extra ghost heat threshold on all types of small laser

black knight and thunderbolt for mediums and larges

banshee for all large laser types as its a giant fragile target now

archer no LRM ghost heat

etc etc

#40 Tiewolf

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Posted 21 October 2018 - 10:40 AM

I like to see these quirks only to improve/flavor iconic features of under or mediocre performer.
Something like
- better ECM minimum range for raven or heat bonus with stealth armor
- better lock on + ammo bonus for Trebuchet
- missile+1 kintaro
- or even king crab ac20+1
- executioner + 100% masc speed
- highlander -3 LBx20 critslot

What I do not want is to give quirks just for stock load outs. Supernova does not need a buff nor many other mechs like the arctic wolf.

Edited by Tiewolf, 25 October 2018 - 01:36 AM.






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