Why all quirks are positive?.. You put LRMs on AS7? Take longer CD with it! Put flames on DWF? It goes with more heat level! And so on
P.S. Just idea, all loadouts are nothing more then examples.
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Negative Quirks
Started by Pz_DC, Jan 18 2023 10:14 AM
4 replies to this topic
#1
Posted 18 January 2023 - 10:14 AM
#2
Posted 18 January 2023 - 01:30 PM
I consider the mech/variant I like not having the quirks I want, to be negative quirks.
Another way to put it.
If you add things to a mech it has no quirks for, to be a negative.
Another way to put it.
If you add things to a mech it has no quirks for, to be a negative.
#3
Posted 19 January 2023 - 04:56 PM
Eee-zactly. If the mech doesn't have missile cooldown, it doesn't boat missiles. Put a negative quirk on it, and... nothing changes.
#5
Posted 22 January 2023 - 11:13 PM
This would only be remotely fun or interesting if it were also paired with a notable positive quirk for the same weapon.
-10% MG ROF on the Piranha or +10% SL heat on the Crusader? That's just annoying to play with and makes me want to play the mech less.
-50% C-ER-PPC range combined with -40% C-ER-PPC heat? -30% AC/5 velocity combined with -50% AC/5 cooldown? Now you're essentially making new weapons, and that mech will be, at the very least, unique and interesting.
These are kinda extreme examples to demonstrate the point; we probably don't want the entire game to turn into event queue.
-10% MG ROF on the Piranha or +10% SL heat on the Crusader? That's just annoying to play with and makes me want to play the mech less.
-50% C-ER-PPC range combined with -40% C-ER-PPC heat? -30% AC/5 velocity combined with -50% AC/5 cooldown? Now you're essentially making new weapons, and that mech will be, at the very least, unique and interesting.
These are kinda extreme examples to demonstrate the point; we probably don't want the entire game to turn into event queue.
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