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Battlemech Quirks: Post Your Ideas


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#1 StalaggtIKE

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Posted 06 February 2013 - 12:56 PM

View PostInnerSphereNews, on 04 February 2013 - 02:30 PM, said:

BattleMechs will start to receive quirks, starting with the Awesome. These quirks come in the form of small adjustments to rotation, movement, and other mech stats. Each variant will now feel a little different.


I, for one, am really looking forward to mechs getting a personality of their own. So, what are some quirks you'd like to see? Post your ideas below!

Edited by StalaggtIKE, 06 February 2013 - 12:56 PM.


#2 Homeless Bill

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Posted 06 February 2013 - 12:59 PM

Flame gets four flamers built-in to the center torso. Atlas-K can summon an Urbanmech to fight along side of it. Highlander has unlimited jumpjet fuel.

#3 HighlandCoo

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Posted 06 February 2013 - 12:59 PM

K2 - too much tonnage in the nose causes the crosshair to sway, but improves twist speed
A1 - Too much tonnage in the ears causes the crosshairs to sway, but improves acceleration and braking

Awesome - gets to shoulder charge for damage, but reduces the max speed of the mech incrementally with each use, for the duration of the match.

All Light mechs - Handbrake turn capability, but causes damage to the legs

Edited by HighlandCoo, 06 February 2013 - 01:00 PM.


#4 StalaggtIKE

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Posted 07 February 2013 - 06:46 AM

Here is a list of things I came up with:
  • Atlas - Reactive Armor - Less screen shake upon impact.
  • Awesome - Infused Radiator - DHS added to the engine also run at 200%.
  • Cataphract - Pendulum Suspension - Less screen shake upon impact.
  • Catapult - -
  • Centurion - Stiff Arm - Critical hit chance not applied to left arm (ammo/devices within the arm can not be damaged/blown up) .
  • Cicada - Hydraulic Suspension - Receives no damage to legs from fall
  • Commando - Ceramic Fiber Insulation - Heat signature greatly reduced after being idle (no movement or shooting) for several seconds
  • Dragon - Sure-foot - While standing still, the battlemech can not be knocked over.
  • Hunchback - Hunchback Storage - +1 crit slot to RT.
  • Jenner - Hydraulic Suspension - Receives no damage to legs from fall
  • Raven - Bionic Talons - Able to climb greater slopes.
  • Spider - Variable Camber Flaps - Uses wings to change trajectory while in mid flight.
  • Stalker - Sure-foot - While standing still, the battlemech can not be knocked over.


#5 Absurd

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Posted 07 February 2013 - 06:49 AM

View PostHomeless Bill, on 06 February 2013 - 12:59 PM, said:

Atlas-K can summon an Urbanmech to fight along side of it.


THIS.

#6 EyeOne

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Posted 07 February 2013 - 06:51 AM

I think you guys are listing ideas that are more like special abilities than quirks (however, some of the ideas are really creative).

Quirks more more like "Centurion-AL has 50% faster reverse speed over other models" or "Stalker-5N has +10% vertical torso movement"

That being said, I have no actual ideas of my own.

Edited by EyeOne, 07 February 2013 - 06:52 AM.


#7 Wales Grey

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Posted 07 February 2013 - 07:03 AM

Matar

Quote

Notes: Features the following Design Quirks: Distracting, Illegal (Superheavy
’Mech using Standard rules), Nonfunctional (Upper Leg Actuators),
Nonfunctional (Lower Leg Actuators), Obsolete/2778, Prototype


#8 MustrumRidcully

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Posted 07 February 2013 - 07:05 AM

Catapult-K2: 10 % heat reduction on weapons installed in the arms.
Catapult-C1,C2,A1: +10 % range with LRMs
Hunchback Everyone But 4SP: Right Torso has +20 % internal structure and all weapon equipped there take 20 % damage less from critical hits.
Hunchback 4SP: Left and Right Torso have +10 % internal structure.
Dragon: +10 % acceleration and deceleration.
Raven: Missiles and Radar operate at only 90 % range against Ravens.
Jenner: +10 % turn rate
Commando: +10 % internal structure on all torso and head locations.
Centurion: +25 % internal structure in shield arm
Flea: +10 % speed
Spider: +10 % jump fuel

#9 CDLord HHGD

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Posted 07 February 2013 - 07:53 AM

1. Anything with an oversized (ie larger than stock) ballistic in a location should have a chance to jam.
2. Damage to weapons with feed components (ballistics/missiles) should also have a jam chance.
3. Equipping an oversized (ie larger than stock) energy in a location should generate extra heat.
4. Damage to energy weapons that doesn't destroy them should cause them to generate extra heat.
5. Damage to an Engine should cause extra heat.
6. Damage to a gyro should cause piloting issues (in MWO, turn/stop issues).
7. Damage to cockpit should cause screens to go out on the HUD and maybe some smoke.

#10 Rofl

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Posted 07 February 2013 - 08:05 AM

View PostMustrumRidcully, on 07 February 2013 - 07:05 AM, said:

Commando: +10 % internal structure on all torso and head locations.
Centurion: +25 % internal structure in shield arm


While I think these are 2 of the most well thought out quirks posted so far, it seems they'd apply to all commando's and centurions. Not sure how the individual variants would differ, if indeed that is the point of these quirks.

I always assumed it was going to be very generic, very small things, like:

The 8Q head energy hardpoint runs 25% cooler (or hotter, whatever!)
Missiles fired from the Stalker 5M's arm hardpoints have 10% less spread.
SHS mounted in the Cataphract 1X's legs operate at 25% more efficiency.

Very minor, specific things that can be used regardless of the build (unless you are not using a hardpoint).
Nothing weapon specific like LRM vs SRM or ERL vs PPC
No 'special' attacks like charging, but maybe if/when charging and melee is implemented, a certain mech can get a bonus to certain attacks.

#11 Zeh

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Posted 07 February 2013 - 08:16 AM

View PostStalaggtIKE, on 07 February 2013 - 06:46 AM, said:

  • Commando - Ceramic Fiber Insulation - Heat signature greatly reduced after being idle (no movement or shooting) for several seconds


Nooo! It's Teemo!

#12 Havyek

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Posted 07 February 2013 - 08:22 AM

SRMs have a random chance to jam and explode on any 'Mech carrying more than 4 SRM6 launchers.





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