Simplest solution!
chaosshade2638, on 09 December 2020 - 02:35 PM, said:
Blood Asp is a GREAT example of this issue.
BAS-Prime: This mech is designed around Gauss Rifles, the existing quirks make no sense.
- Missile Cooldown -15% (the mech only has one missile hardpoint and NO ONE loads missiles in it)
- Heavy Laser Heat Generation -5% (this hardly makes an impact over the course of a match)
Improvements:
- Critical Hit -25% (so the Gauss Rifles don't explode when critted out), -37% with skills
- Heavy Laser Heat Generation -10% (5% hardly has an impact, 10% is a HUGE bonus!)
BAS-A: I don't have any problems with this one
BAS-B: I don't have any problems with this one
BAS-C: This mech is built ballistics but the set of eight quirks don't reflect this
- Energy Cooldown -15% (the mech only has ONE energy hardpoint, what's the reason for this quirk?)
- Torso Yaw +5 (the mech already has good yaw, this is pointless)
Improvements:
- Ballistic Cooldown -15% (again, the mech is built around ballistics, this would make a lot more sense)
- Ballistic Velocity +10% (more speed is more better for ballistic mechs)
BAS-D: Reliance on ballistics and energy make the quirks for this mech a bit odd.
- Range +5% (too small a bonus)
- Acceleration Rate +10% (I guess it's good for Assaults so they can move around the field more easily)
- Deceleration Rate +10% (see above)
Improvements:
- Range +10%
- UAC Jam Chance -10% (the trio of UACs in the base design makes this a good choice)
- Energy Heat -10% (heavy lasers and ER Large Lasers generate A LOT of heat)
BAS-RA: I don't have a problem with this mech.
Overall the Blood Asp could become a much better mech from the factory with some changes. I can already see a lot of new designs based around the quirks to keep the game fresh or even introduce a new meta.