Tweeted with Russ as well. They seem to be pretty set with weapon specific quirks. This in turn makes me pretty curious about the quirks they will come up with for hero mechs, as some of them are coming with a pretty shitty stock loadout.
Well, It depends. For some mech it is a good idea, but it would not help mech with shit weapon to start with, unless you give boost to other weapons too. I mean, only a [redacted] would load his firestarter full of flamrs even if the the flamers get a range bonus and such. Which brings me to a new rant I have been trying to do for a long time. I love lore, and I think some loremasters are cool too. But one should remember that no one should be forced to roleplay. It is nice to rp battle in a private match, but not eveyone like that shit. And lots of people just want to play, many haven't even read the books. There is a small group of extremely vocal radical loremaster geeks in the community trying to force stock-ish builds and things into the mainstream, and they seem to be more than pain in the butt now. PGI does seem better, but these lore-fags are getting worse, Hack, I would say that the only real good did back in IGP days is that they keep these [redacted]. As for the changes: 1) I am ok with the boost, but I would hope that they base the bonus on viable builds, not the shit stock builds. 2) Usint this to buff weak builds are ok, but it would suck if they are pumping out identical variants cause of this with only difference being bonuses. 3) Please don't use this as an excuse to nerf builds. I am fine with the Tier 5 changes in this case, but the problem is already seen. Whatever Russ is saying does not matter AT ALL. With this bonus min/max would mean AC20 and either choice of 2 or 3 ML. NO, HE IS A [someone of low IQ] TO SUGGEST 2x AC5 when compared to these bonus. He knows that, he just do not want to admit it. You know only stupid fucks would use SL on it., so putting "any energy" on it is just a joke as it is all about ML, since you can't put other energy on it effectively. Even if you go 2x AC5 as he would say you are still left with ML. It is a fake freedom of choice. But at least it is some type of bonus I guess. And it boost the right type of build, the meta one. I would say, a decent job, despite the restriction. The Tier 4 bonus... it is SHIT. I am not happy with the energy bonus which is ML only.. While I won't run the AC10 in this mech even with the bonus. There are better mech to run than this. The energy bonus is nice, I would say YAY if that would include ALL ML+MPL, and I don't see the AC10 is even a good idea. Boosting a weak build is not going to help the mech. So get a life and buy another mech. Lots of better mech for this. STD version is even worse. I actually love AC10, but it is better on a more nimble mech, or 2x AC10 on a heavy.
I hates it. I hope you have fun redoing 200 builds, Remarius Only to have 2 months from now them changing it all and you redoing it... I guess this is a good way for people to spend a lot of cbills to make their new approach of bundled mechs for cash work out.
Unfortunately/fortunately this won't cost us any cbills... all we need is to move our weapons around.
Sadly I don't have many spare AC20's etc or at least weapons I use a lot. What will hurt is engine size changes to accomodate the new weapon loadouts.
And the scary thing is that it might be a better build over all. You still get some quirk bonuses, but you can last longer in a fight.
I suspect you'll see their quirks based on the original loadout. Let's see if I can do this: - Oxide is Tier 3. - Given that what we have seen so far we are going to get a chassis specific quirk (See the Hunchie's improved torso, and Awesome's improved armour...) If I'm following development correctly, mechs will have one quirk per level of tier it is in, and benefits for specific weapon quirks will be 5*tier%. - So the Oxide will get the Jenner quirks, as well as three other quirks. - The Oxide is all missile hardpoints, so you aren't likely to see any generic missile quirks... or maybe just one. - Given PGI's history of "nerfing" the Meta, I'd be surprised if they buffed the SRM 4, since the most common builds I see are either SRM 4 boats or SSRM 2 boats. So, my take, given PGI: Jenner Oxide - Existing Oxide Quirks (Which really makes no sense...) - Jenner chassis Quirks. - LRM 5 Cooldown: - 15% - LRM 5 Range (Or velocity): + 15% - Missile Heat Generation: - 7% (I'm stabbing at this one as there doesn't seem to be a simple formula for the generic weapons quirks.) Of course, I could be wrong on this idea, and PGI totally surprise me with an awesome set of quirks for the Oxide.
yup, if a mech can have comparable firepower with a standard engine, or comparable firepower but much better speed and cooling, compared to another STD version, it basically means I'd never go for an ac10 when I can still use some quirks and get a better build, not counting that MLAS and LLAS have more synergy. So on the 4H I totally agree with enileph, the quirks fail there.
New updates: Centurion Quirks Yen Lo Wang - Tier 4 Brawler Additional Armour (LA) +16 Additional Structure (RA) +16 AC/20 Range +20% AC/20 Cooldown +20% AC/20 Velocity +20% Energy Weapon Cooldown +9% *note I am not listing all the pre-existing movement quirks that still exist. Essentially if a mech had a pre-existing movement quirk it remains. If it had a pre-existing negative movement quirk it is likely removed. Some people were asking about the LB10X yesterday, well here is the quirk list of the Centurion CN9-D which comes stock with an LB10X. Centurion CN9-D Tier 4 Brawler Additional Armour (LA) +16 Additional Structure (RA) +16 LB-10-X Cooldown +40% *20x2 LB-10-X Velocity +20% SRM/4 Range +20%
One thing about these quirks, I'm going to have to adjust my lead time based on which mech I'm piloting. That will take some getting used to.
The more I think about this the more I realize that this is going to completely change the game. You are going to have to pay a lot more attention to certain mechs because they will have drastically improved killing potential. The quirks are going to be much more effective than modules in modifying the performance of your mech and I can't see how they won't (for the lower tier mechs) drastically limit how you play them if you want them to be effective. A rising tide floats all ships. If you don't go to a "quirk-meta" build you will be at an even greater disadvantage than you were before because everyone else will be running one. Who wouldn't run their CN9-D with LBX10 and SRM4's? The LBX10 will shoot 40% more often with really low heat - you'd be crazy not to put one on. The only real decision left is whether you live dangerously with an XL or plod along with a standard engine. I might even consider leaving the ML's out of the CT to run two more tons of ammo. For the higher tier mechs the quirks become less important and you have more choice, however, most of those already have a meta build that most people run so... Another thing: how do they decide what the primary role is? I can run my Stalkers as missle boats or as brawlers. I'd like to be able to keep doing that. It would be a shame if the quirks are so specific that they take a role away.
These weaponspecific quirks are kinda getting out of hand. It's great to give people guidance, but they should not take away all free imagination, or this site will be 'this build sucks in comparison, because you're losing 3 of the LBX10 quirks' on every bloody build. Instead of 'decrease LBX10 cooldown', why not 'Crit chance tripled' so you could mount machineguns as preferred crit weapon? There's a lot of creative stats that can be modified. But I guess theýre taking the 'unimaginative superpatch' route. For example, it'd be great if they suggest you to order ham sandwich at restaurant A, because it's their specialty. However, it's a lot less appealing if they also digest it for you first. (I'm in a weird expressions mood today, I think I'll show myself out)
I have been pleasantly proven wrong: "Jenner Oxide - Tier 3 Brawler Structure Strength (LL&RL) +4 SRM/4 Range +15% SRM/4 Cooldown +15% SRM/4 Heat Gen -15% Got rid of the negative movement quirks that existed."