KGC..... only point I'll make is that NONE have any heat gen bonuses of any sort. Nada, nein, non. 000: AC20 15% cooldown 0000: Energy/Missile cooldown 10% 000b: Energy/Missile cooldown 10% You have been warned as thats blatantly supposed to be their weakness
@Remarius, it isn't wrong. Old JR7-K Quirks Medium Pulse Cooldown +7.5% Energy Weapon Cooldown +7.5% Medium Pulse Heat Generation -7.5% Energy Weapon Heat Generation -7.5% New JR7-K Quirks Medium Pulse Cooldown +7.5% Energy Weapon Cooldown +7.5% Energy Weapon Heat Gen -10% The difference is one removed 'Medium Pulse Heat Generation' and one buffed 'Energy Weapon Heat Gen'. If you thought it was the full list of quirks, then my apologies. I have changed the post to make it clearer that it is a list of changes. Anything else not mentioned is assumed to stay the same.
NP. My point is also thats not a buff as no one would be dumb enough to run anything except MPL its a 5% nerf. The authors are showing their bias. All widely used pulse and er-ll primary chassis got nerfed I think, e.g. JR7-K, FS9-A, TDR-5SS and Fang for pulses and Dragon-1C for ER LL.
I am really not sure about putting Endo on the Krabby now. Space for DHS. Oh checking on the newly released Animal Planet speaker samples, And I just noticed this: Code: https://soundcloud.com/mechwarrior/sets/trailer-music
Words can hardly express how excited I am at these -3A quirks! My personal favorite change from the patch. Beware he streaming commando of DOOM!
In isolation, that individual quirk has been buffed, but I agree overall it is a nerf for that mech. The author clearly made a mistake in not providing an overall buff/nerf summary and this poster is to lazy to go over each mech and summarise
@don Zappo @lord_auriel He he all joking aside - point me to a good fit as used to love SRM's on my oxide and Locusts but never was much impressed with SRM Commandoes so I'll give them another go.
Yup. Already tweeted Russ that Dragons are a mess now quirk wise. Flame and 1N seem to be fine (more or less), but all the others were changed for bad. I don't get it.
Ta, what are you running module wise? Won't that have heat problems with the missile and energy cooldown modifiers?
Remarius, using cooldown mods all the way - but I don't know yet how that's gonna work out with the new Quirks It's a hit'n'run moped and I guess it won't be hotter than the huginn. radar dep, shock absor. for the remaining slots Let us test this tonight and revive the old "skirmisher" build section of this baby I'm sooo excited about this...
Might be tomorrow for me as putting up all the decorations after dinner, which coincidentally times for the patch. Will run lights till then probably once home. Must practice....
I am concerned over the Spider hitbox "fix". It is currently my favorite Mech and I really don't believe it is as broken as people believe. If they inflate the hitboxes too much, I'm not sure that the Spider will be playable. Furthermore, why now? Spiders are still pretty rare in solo queue.
My guess? They based the Firestarter hit boxes off the Spider model, and changing one changed the other. Who knows?
*Giggles*.... wait that was humour right? Zero surprise that the 2 of the only 3 hard to hit mechs in game are being changed. The Locust has the excuse that its the smallest and fastest mech but its margin of survival in still small. Firestarters and spiders have had hinky hitboxes forever. You can literally fire straight into one with LPL and the fire either moves away to other locations or seems to mostly disappear. There's a reason you (and we) piloted them!
I won't pretend that they didn't have some wonky hit boxes...but a good part of it is latency too. Had someone raging at me the other night that he fired 10 dual-gauss shots into my CT, when in reality I took only one hit the entire time (to my left arm, from one gauss not both, since I was in close and kept the arm). The guy had a 400+ ping, so I don't know what he expected hehe. Will be interesting to see how the change affects things.
I had a similar occurrence, Durandal. It jest feels like the Spider's are tighter as opposed to the MASSIVE boxes on other lights. At least in Spiders I can say "Yeah, I deserved that damage." Most other lights its like "Did that just go through a wall?"
I would love to do this experiment.. get a freind from the other side of the planet and start a private match. Make sure you have at least 40ms ping difference, the more the better. Then start shooting at each other with hit scan weapons, ballistic, srm. First standing targets, then moving. According to my theory, the high ping target won't even see what hit him whereas the low ping target will be incredibly hard to hit. Unfortunately, I am a weirdo from Austria and foreign people avoid me, so I can't test this myself. I still think that hitboxes and server / client lag get mixed up most of the time.