Pretty much just that. They have no defining characteristics, most don't jump, and and they have a wonky head. Should I just cash them in and get a 'mech that's more my style?
If they are from the phoenix pack, don't sell them. you would be stuck with one anyway. If not, then not a great loss, even with the Quirk system coming into play.
I got the free Phoenix TBolt a while back, I think I played all of 3 matches with it since then? It's just never been a mech that I really enjoyed. If I ever get to the point of mastering every chassis, then I'll revisit it. Maybe after the locusts...
Dont't like them. Have to keep the Phoenix anyway, and the jump capable one canat least be either a poptart or brawler. Waiting for the quirks here before selling any remaining mech from the Phoenix pack. Sold the third Thunderbolt from the pack as well the free one without any hesitation a long time ago, though.
I sold them all. Then PGI gave me one, I still have it only because I don't need the mechbay. That being said, I'm not a heavy pilot. If you are, you might want to wait for the quirks to be revealed before you sell them.
I traded the 9S (the bonus one) for the Shadowhawk 2K. I'm well on the way to eliting the three from the Phoenix pack. I'll take the advice. I'll wait and see what the quirk system holds before selling any more of them.
I would not sell them. They are damn near indestructable for their weight. The only reason I am not running mine currently is the heavy queue is flooded with Timberwolves. That certainly will not be the case for CW.
Noooooooooooo, dont sell them! These are killers. The 5SS with medium puls lasers is good for 3-4 kills every pug-game and the 9S with ER-PPC is worth 1-4 kills and much damage. Bether learn to play them. You throw some good mechs away if you sell them.
"Quirk Passes" will always happen, throughout the life of the game. PGI will decide upon a new FoTM and then sell the hell out of those mechs Once they have saturated that and people yell loud enough they will move on to the next mech MWO will never have "balance" because that isn't what sells. The Try Hard community will always want the latest greatest and PGI will give it to them.
You don't know how amusing it is. Like a lot of people, I bought them back for the wubwub-5SS, well, because I love the wub. Once basics unlocked, mechbays and c-bills needed, I sold the two other variants. The amusing moment comes something like only 10 hours later, playing with a friend telling me about how awesome the -9S is with 3 ERPPCs. So I bought it again. This confession belongs to the "biggest derp moments" thread I suppose
The quirks are what encouraged me to buy two more Thunderbolts to add to the Phoenix version I already have.
"Balance" is impossible without the things being balanced being identical. Each stat in any given game can be represented by a scalar quantity, that is a number and a unit. Scalars of differing units can't add their magnitudes, instead they form a vector in the stat space. Eg assign the smurfy totals for the following build: 232 armor + 36 firepower + 2.80 sustained DPS + 0.28 cooling efficiency + 142.6 kph + 1 JJ or, equivalently, as a vector in the 6-dimensional stat space: [232, 36, 2.80, 0.28, 142.6, 1]. Each mech build can be represented as a vector in the stat space. In reality there are more than 6 stats, eg torso twist amount, arm vs torso weapons, etc. There is no way to sum these disparate quantities into a single value, they can only be compared as vectors. Mechs are not necessarily balanced if the magnitude of their vectors is equal, the direction also plays a role. Indeed, "balance" is not a well-defined term. The closest one can get is contribution to probability of winning, for a team of perfectly balanced mechs the team as a whole would have a win probability of exactly 0.5. But each mech doesn't necessarily contribute equally in every team, eg a narc boat is useless without a missile boat. It can be a perfectly well balanced mech and build in one situation and totally useless in another. Even defining the contribution each mech makes to the team's probability of winning in a rigorous manner is likely impossible. Even in something where the two sides are seemingly identical imbalance can appear. EG in chess White has a slight advantage in practice, though it is not known if this advantage persists with perfect play. Of course, none of that should imply that game companies (including PGI) don't exploit the impossibility of perfect balance for profit. They certainly do. It's just worth recognizing that the exploitation is opportunistic, and not always deliberately driven by adding imbalance. This is also the reason boards like this exist: finding and exploiting imbalances in games allows players to gain an advantage, and thereby win more.
Well said. Its why I never complain too much at balance changes tbh unless they're heavily overdone - there are just so many variables in this game to every totally balance things. For example - when they introduce a new map or worse the forthcoming revamp of earlier maps to make them larger. Instantly all those short term slow brawler builds take a dump in power and longer faster range builds jump .... but nothing has changed about them. Yet people are constantly calling for those maps to be revamped and I see why. Generally the other FPS games I play are relatively easy to balance and even there I hesitate to say balance really exists. Or in other words, balance is a myth perpetrated by people who never want to change their tactics and play style. PS: Spend last week mainly working on a completely new deck and testing builds.
I will say that there is one type of balance that does exist, but it's not what many people think of: the higher number of viable strategies, the more balanced the game. This is a consequence of the balance of the individual game elements (mechs & weapons) but is not as direct as the individual strength of the game elements. CW has issues with this, as at the moment all the most successful attacker strategies are some variant of a generator rush.