This is feedback on the recent adjustments. (Since it is unrelated to the TSP pack as a whole, I have created a separate topic for it.)
My impressions after adjusting GAR-M(TSP)
positive:
・Surprisingly, the iJJ2 was not difficult to use.
Thanks to So8's JJ Power +20%, I don't feel any significant difference or stress compared to before the adjustment.
The only thing that bothers me is that I can no longer climb the outer walls of HPG, which I used to be able to climb before.
・The 4t surplus greatly benefits the build.
This is the intended adjustment, so it's only natural, but it works quite well.
In the end, I'm using 3PPC+4erML+6UL... It's not bad.
negative:
・The new pod parts are terrible.
The jump power when combining four iJJs and Quirks was truly amazing.
Now, when attempting this, you lose three energy hardpoints and So8. It's terrible.
・The original problem of Quirks' weakness has not been improved.
Ultimately, there is almost no value in the game other than iJJ.
And the value of equipping two iJJs in exchange for two or three weapon hardpoints...
I honestly feel that there is no value in any variant.
What I want:
・I want weapon hardpoints and JJ INITIAL THRUST for GAR-P RT.
I think it's clearly strange that rearranging them would cause the So8 to be lost, not only losing the jump power it had before, but also causing the hard points to disappear.
・I want to implement the new GAR-P LT and equip it with four iJJs. I also want the JJ INITIAL THRUST quirk.
Some people probably liked the previous build.
That's why I think we should keep the pod equipped with four iJJs.
I also hope that adding Quirks to this will allow us to perform jumps that are just as good as before, or even more powerful.
・I would like to add JJ INITIAL THRUST Quirks to GAR-M LT.
Since it is assumed that it will be replaced, there is no need to maintain So8, which does not function.
・I want Quirks that buff the laser range, CD, and thermal efficiency of GAR-M LA.
Ultimately, the biggest problem with this MECH is the Gargoyle.
The problem is that it has no Quirks that can compensate for this issue.
As I suggested earlier, wouldn't improving the laser's range, cooldown, duration, and heat make this MECH more appealing?
However, there is also concern that this adjustment will only result in the creation of a clan charger.
・Remove JJ INITIAL THRUST from GAR-M So8 and add new FirePower and Mobility skills.
I would like to see So8, which may or may not exist, ported to RT and LT, with new appealing quirks added.
What I feel when using GAR-M (TSP) is the comfort of mobility and the alpha that comes from the many hard points.
I think it would be very appealing if So8 had top speed, hard brakes, anchor turns, heat disruption, and heat capacity.