Jump to content

Cauldron- Where Is It?


56 replies to this topic

#21 AnAnachronismAlive

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 448 posts

Posted 10 February 2022 - 09:56 AM

View Postjustcallme A S H, on 08 February 2022 - 10:23 PM, said:

That said just because a mech gets a pass, does not mean it won't be revisited again for further iteration down the track. Be that further buffs or if too strong, like the SNV was, a bit adjustment back down.



@Meep Meep

Spiders did get their pass in one of the first quirk-sets afaik. Some fun variants to play, still very hardpoint-starved compared to other lights, so do not expect wonders compared to light energy- or missile-boats.

Edited by AnAnachronismAlive, 10 February 2022 - 09:57 AM.


#22 PocketYoda

    Member

  • PipPipPipPipPipPipPipPipPip
  • Shredder
  • Shredder
  • 4,147 posts
  • LocationAustralia

Posted 11 February 2022 - 06:12 PM

View Postjustcallme A S H, on 08 February 2022 - 05:55 PM, said:

Crab quirks coming in 2 weeks actually. I'm keen to give them a run knowing what is coming.

Feb patch actually has a solid amount of mechs getting their passes.


Good to know thanks.

#23 foamyesque

    Member

  • PipPipPipPipPipPipPip
  • Ace Of Spades
  • 795 posts

Posted 11 February 2022 - 07:51 PM

View PostB O O M E R A N G, on 08 February 2022 - 05:53 AM, said:

JJ animation is a bit strong on some mechs, like that mist lynx Posted Image


Forget the animation, on some maps a Mist Lynx is basically an Aerotech fighter. Feels incredibly, weirdly floaty on HPG, for example. I'm not sure if something's glitched or it's just the fact that I can't remove the JJs :v

View PostNomad Tech, on 08 February 2022 - 05:53 PM, said:

I would like to see some armor quirks on standard crabs. They used to be quite good but now after the quirk passes and damage creep they've fallen to the wayside.


The thing about quirk passes is that if you're trying to balance a game with them you get into a bit of a Red Queen's Race scenario: if you improve everything nothing's actually any stronger!

#24 Meep Meep

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,204 posts
  • LocationBehind You

Posted 11 February 2022 - 07:56 PM

View PostAnAnachronismAlive, on 10 February 2022 - 09:56 AM, said:



@Meep Meep

Spiders did get their pass in one of the first quirk-sets afaik. Some fun variants to play, still very hardpoint-starved compared to other lights, so do not expect wonders compared to light energy- or missile-boats.


Which is why I was wanting some heavy weapons quirks so they can more efficiently use those limited hardpoints. The current set are too generic and seem to be more for light weapons like medium lasers and such.

#25 JudauAshta

    Member

  • PipPipPipPipPipPip
  • Big Brother
  • Big Brother
  • 264 posts

Posted 11 February 2022 - 08:40 PM

lights are op probably but assault are also over performing....
can't cry about piranha killing your team when you're melting stuff in a corsair rotary every game lol

i would say heavies feel good right now

#26 Weeny Machine

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 4,014 posts
  • LocationAiming for the flat top (B. Murray)

Posted 12 February 2022 - 04:35 AM

View PostJudauAshta, on 11 February 2022 - 08:40 PM, said:

lights are op probably but assault are also over performing....
can't cry about piranha killing your team when you're melting stuff in a corsair rotary every game lol

i would say heavies feel good right now


jup, because PIR = light mech class

Posted Image

#27 Meep Meep

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,204 posts
  • LocationBehind You

Posted 12 February 2022 - 11:29 AM

The real op lights would be the ones with 80% capture time bonus in a lance with the capture time nodes. A lance could almost instacap on assault and single lights would be a total pain on conquest. But no one ever plays the objectives anyways so everyone always focuses on the dps.

#28 Curccu

    Member

  • PipPipPipPipPipPipPipPipPip
  • Liquid Metal
  • Liquid Metal
  • 4,623 posts

Posted 12 February 2022 - 11:34 AM

View PostMeep Meep, on 12 February 2022 - 11:29 AM, said:

The real op lights would be the ones with 80% capture time bonus in a lance with the capture time nodes. A lance could almost instacap on assault and single lights would be a total pain on conquest. But no one ever plays the objectives anyways so everyone always focuses on the dps.

Totally OP if they get skirmish.

#29 Meep Meep

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,204 posts
  • LocationBehind You

Posted 12 February 2022 - 11:45 AM

View PostCurccu, on 12 February 2022 - 11:34 AM, said:

Totally OP if they get skirmish.


lol..

#30 foamyesque

    Member

  • PipPipPipPipPipPipPip
  • Ace Of Spades
  • 795 posts

Posted 12 February 2022 - 02:38 PM

View PostMeep Meep, on 11 February 2022 - 07:56 PM, said:


Which is why I was wanting some heavy weapons quirks so they can more efficiently use those limited hardpoints. The current set are too generic and seem to be more for light weapons like medium lasers and such.


There's a -50% cooldown quirk on the 5V, and a -40% one on the 5K. The 5D only gets -10%, but it's the ECM variant. Those seem like pretty strong quirks to me. Particularly since, as subtractive quirks, the marginal benefit of each additional point gets higher and higher.

Fully quirked out a 5V gets -62% cooldown, which means it can fire over two and a half times more quickly than the baseline (263% ROF, to be more specific). I'd call that pretty strong, myself: it effectively means that a 5V is carrying five MLs in it's stock build -- which is also a zombie light mech build to boot! Or there's the large laser family, or one-second cooldown LPPCs.

You don't have the alpha, so it still isn't as good as actually having the hardpoints, but on the other hand you don't have to commit the tonnage to the guns, just to cooling them.

#31 Curccu

    Member

  • PipPipPipPipPipPipPipPipPip
  • Liquid Metal
  • Liquid Metal
  • 4,623 posts

Posted 13 February 2022 - 02:00 AM

View Postfoamyesque, on 12 February 2022 - 02:38 PM, said:

There's a -50% cooldown quirk on the 5V, and a -40% one on the 5K. The 5D only gets -10%, but it's the ECM variant. Those seem like pretty strong quirks to me. Particularly since, as subtractive quirks, the marginal benefit of each additional point gets higher and higher. Fully quirked out a 5V gets -62% cooldown, which means it can fire over two and a half times more quickly than the baseline (263% ROF, to be more specific). I'd call that pretty strong, myself: it effectively means that a 5V is carrying five MLs in it's stock build -- which is also a zombie light mech build to boot! Or there's the large laser family, or one-second cooldown LPPCs. You don't have the alpha, so it still isn't as good as actually having the hardpoints, but on the other hand you don't have to commit the tonnage to the guns, just to cooling them.

Yep pros and cons... mostly alpha dmg vs tonnage saved to have less weapons while having dps. That Spider-5V is pretty nasty LPL poker with less than half sec burn duration and less than 1.5 second CD + mobility. it cycles and burns faster than standard IS SPL.

#32 Meep Meep

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,204 posts
  • LocationBehind You

Posted 13 February 2022 - 11:55 AM

View Postfoamyesque, on 12 February 2022 - 02:38 PM, said:

There's a -50% cooldown quirk on the 5V, and a -40% one on the 5K. The 5D only gets -10%, but it's the ECM variant. Those seem like pretty strong quirks to me. Particularly since, as subtractive quirks, the marginal benefit of each additional point gets higher and higher.

Fully quirked out a 5V gets -62% cooldown, which means it can fire over two and a half times more quickly than the baseline (263% ROF, to be more specific). I'd call that pretty strong, myself: it effectively means that a 5V is carrying five MLs in it's stock build -- which is also a zombie light mech build to boot! Or there's the large laser family, or one-second cooldown LPPCs.

You don't have the alpha, so it still isn't as good as actually having the hardpoints, but on the other hand you don't have to commit the tonnage to the guns, just to cooling them.


Yes I know and it makes them just barely useable vs a standard fit mech with the normal amount of hardpoints. A myst lynx or even a jj urbie outperforms most of the spiders. This is why I was asking for heavy weapons specific quirks so that you could pile on some decent perks without busting the balance for lighter weapons. I'd love some ppc specific quirks for the 5d since about the best loadout are the current iteration of ppc/lppc so you can poptart more efficiently.


I guess an example would be nice.

Current quirks on the 5d
  • HEAT-10%
  • HEAT DISSIPATION+5%
  • OVERHEAT DAMAGE-25%
  • ENERGY COOLDOWN-10%
  • ENERGY RANGE+10%
  • BASE ARMOR (CT)+10
  • BASE ARMOR (RT)+10
  • BASE ARMOR (LT)+10
  • BASE ARMOR (RA)+10
  • BASE ARMOR (LA)+10
  • BASE ARMOR (RL)+10
  • BASE ARMOR (LL)+10
Suggested quirks.
  • HEAT-5%
  • HEAT DISSIPATION+5%
  • OVERHEAT DAMAGE-25%
  • ENHANCED ECM+10%
  • ENERGY COOLDOWN-10%
  • PPC HEAT (ALL VARIETIES)-10%
  • PPC VELOCITY (ALL VARIETIES)+20%
  • BASE ARMOR (CT)+15
  • BASE ARMOR (RT)+10
  • BASE ARMOR (LT)+10
  • BASE ARMOR (RA)+15
  • BASE ARMOR (RL)+10
  • BASE ARMOR (LL)+10

Edited by Meep Meep, 13 February 2022 - 12:49 PM.


#33 Weeny Machine

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 4,014 posts
  • LocationAiming for the flat top (B. Murray)

Posted 13 February 2022 - 11:42 PM

Just a general question: are in the cauldron any dedicated light mech players?

As regarding the light mech class...which light mechs got a quirk pass? Firestarters, Panthers and it seems the Jenner K (the one with the light ppcs). Any others?

Edited by Weeny Machine, 13 February 2022 - 11:44 PM.


#34 Krovakon

    Member

  • PipPipPip
  • The Forbidden
  • The Forbidden
  • 52 posts

Posted 14 February 2022 - 02:51 AM

View PostWeeny Machine, on 13 February 2022 - 11:42 PM, said:

Just a general question: are in the cauldron any dedicated light mech players?

As regarding the light mech class...which light mechs got a quirk pass? Firestarters, Panthers and it seems the Jenner K (the one with the light ppcs). Any others?


Cougars, Adder (Not worth mentioning outside of ballistic ammo quirks), Ice Ferret, and urbies are the only ones that come to mind outside of the meme chassis's that some mechs have. I think most lights did actually but only a few outliers were worth mentioning like the Locust 1v and spider 5V. Some of the quirk passes have been fantastic and opened up completely different playstyles but quite a lot were basically worthless. The Executioner, Gargoyle, Adder, Blood Asp, and Rifleman, come to mind as being particularly garbage to the point they might as well have not been touched outside of structure/armor quirk conversions because the changes opened up 0 new remotely practical builds. Unlike say the Cougar/Ice Ferret/Urbies/Jagermechs whose quirks had a massive impact and opened up an immense amount of new build options.

#35 Weeny Machine

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 4,014 posts
  • LocationAiming for the flat top (B. Murray)

Posted 14 February 2022 - 04:45 AM

View PostKrovakon, on 14 February 2022 - 02:51 AM, said:

Cougars, Adder (Not worth mentioning outside of ballistic ammo quirks), Ice Ferret, and urbies are the only ones that come to mind outside of the meme chassis's that some mechs have. I think most lights did actually but only a few outliers were worth mentioning like the Locust 1v and spider 5V. Some of the quirk passes have been fantastic and opened up completely different playstyles but quite a lot were basically worthless. The Executioner, Gargoyle, Adder, Blood Asp, and Rifleman, come to mind as being particularly garbage to the point they might as well have not been touched outside of structure/armor quirk conversions because the changes opened up 0 new remotely practical builds. Unlike say the Cougar/Ice Ferret/Urbies/Jagermechs whose quirks had a massive impact and opened up an immense amount of new build options.


Thank you for your answer.
I liked the light ppc quirk on the Jenner K and hoped for more of that kind.
That and that some of the bigger (35t) lights should have gotten some agility quirks to make them able of using close range weaponry again - which is (too) risky as it is

Edited by Weeny Machine, 14 February 2022 - 04:46 AM.


#36 Curccu

    Member

  • PipPipPipPipPipPipPipPipPip
  • Liquid Metal
  • Liquid Metal
  • 4,623 posts

Posted 14 February 2022 - 05:47 AM

MPL adr-b stronk!

#37 dario03

    Member

  • PipPipPipPipPipPipPipPipPip
  • Galaxy Commander
  • 3,636 posts

Posted 14 February 2022 - 09:12 AM

View PostWeeny Machine, on 14 February 2022 - 04:45 AM, said:

Thank you for your answer.
I liked the light ppc quirk on the Jenner K and hoped for more of that kind.
That and that some of the bigger (35t) lights should have gotten some agility quirks to make them able of using close range weaponry again - which is (too) risky as it is


All light chassis have had a quirk pass, some more than others but thats the case for all mechs. The other weight classes have had almost all their chassis' get a quirk pass. There are some lights that could use some more boosts and some have had post first pass boosts.
Agility was done in an agility pass and most of those changes don't show in quirks unless its something like an omnimech with quirked pods or so8.

#38 JudauAshta

    Member

  • PipPipPipPipPipPip
  • Big Brother
  • Big Brother
  • 264 posts

Posted 14 February 2022 - 11:44 PM

View Postdario03, on 14 February 2022 - 09:12 AM, said:


All light chassis have had a quirk pass, some more than others but thats the case for all mechs. The other weight classes have had almost all their chassis' get a quirk pass. There are some lights that could use some more boosts and some have had post first pass boosts.
Agility was done in an agility pass and most of those changes don't show in quirks unless its something like an omnimech with quirked pods or so8.


make arctic cheetah great again!!

#39 Curccu

    Member

  • PipPipPipPipPipPipPipPipPip
  • Liquid Metal
  • Liquid Metal
  • 4,623 posts

Posted 16 February 2022 - 02:02 AM

View PostJudauAshta, on 14 February 2022 - 11:44 PM, said:


make arctic cheetah great again!!

Make Dragon-1N again... got 4 of them collecting dust... since they were great back in the day (with awesome AC5 cooldown quirk).

#40 Aidan Crenshaw

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Mercenary
  • The Mercenary
  • 3,650 posts

Posted 16 February 2022 - 04:16 AM

View PostCurccu, on 16 February 2022 - 02:02 AM, said:

Make Dragon-1N again... got 4 of them collecting dust... since they were great back in the day (with awesome AC5 cooldown quirk).

Dragons were the first to get a Quirk pass. I guess you have already checked the requirked 1N and didn't like it?

Edited by Aidan Crenshaw, 16 February 2022 - 04:16 AM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users