Its a shell game.... they removed the ballistic cooldown quirk whch is easily the best ballistic quirk and turned it into a missile boat. No one will run a dual AC20 build on this when they can use the JM6-S. Basically a lot of the mechs have been requirked for missiles and generic mixed loadouts which imo is awful. Another mech of no use in CW....
I will run dual ac20 on the A now in solo drop for sure. Range is much better there then some second of cooldown.For competitive that's another story. I CW range always helps a lot but dual ac20 is not so good there to start with. The missile quirks are great for SRMs too, I think this 2 builds will run pretty well, especially the first one.
the ML buff is pretty huge etc, the question is why ? the 2 LPL 2X was a very fun and well planned mech, with a beautiful load out too that gave a sense to the XL275 as well. I don't really see a reason for these changes.
You can do some funky stuff with the Orions with good heat control.... ON1-K Additional Structure (LT&RT) +16 Additional Structure (LL&RL) +16 Laser Duration -10% Energy Weapon Range +12.5% Energy Weapon Heat Gen -12.5% Ballistic Range +12.5% Ballistic Weapon Cooldown +12.5% Ballistic Weapon Velocity +12.5% Missile Weapon Cooldown +12.5% - AC20 with 12.5% cooldown, velocity and range. - Quad ML with 12.5% range/heat gen and 10% duration. - Dual SRM 6 with cooldown 12.5% Nice tanky build with good targetting via the arms and great brawling firepower. Acceptable but not great speed.
Quirks or no quirks I really dosen't affect my builds at all. I build for what I want on a mech for my play style then learn to make it work. Fuck the Meta! On a side note if every one is tired of competing with claners in CW then we need to have PGI bring back the TT BV system and remove the weight cap on drop decks. That way you can have up to 5 mechs but only a certain amount of BV. So that dual gauss 12 slas direwhale, yeah you can bring it but that is all you can bring. Oh well looking forward to the resistance mechs.
No... this has been rehashed a million times. BV was an easy system to game in TT tournaments why on earth do people think it wouldn't get gamed here? Its just a value like cooldown etc. I know you're trying to be trendy but in CW the truth is I don't want you on my team unless you're in a fully experienced/modules/quirk min-maxed mech. Thats blunt but ultimately I'm playing to win in CW not relax and goof around. Its agonising to lose a match because people have dropped in stupid mechs they obviously never play in. I'll go all out in a match to back you up and win but I expect the same in return. The situation isn't as bad in a group as you're on comms so cover each other but solo... you stand on your own performance and owe your team your best.
As a Clanner I think this is great that we may see more types of mechs on the field, though they may have gone to far into the nerf on a couple of them as well.
I would still give anything to see some decent USABLE quirks for JR7s and BJs. The only Blackjack with good quirks is the 1X and the Jenner just gets snubbed... AND DON'T EVEN GET ME STARTED ON THE KTO-18 LRM QUIRKS! What the actual fuck???
In fairness to clanners, we suffer from a load of rubbish mechs combined with some exceptionally good mechs. You see loads of TBR and SRC for the same reason there were loads of TDR-S. I look forward to the first clan pass, gief!
Just for the record the Atlas changes are hysterical. At last Atlases finally get acknowledgment of their tanking arms with + structure to them. Of course +structure is shit compared to + armour but can't let those Atlases become BEASTS! Well known super powerhouses like the K ..... lose their energy heat generation and PPC quirks in favour of ERLL and missile bonuses. BH did improve overall as its got a 10% heat reduction on energy but they countered that by reducing the AC10 velocity. Can't let them get too overpowered! The S type is hit and miss as SRM 4's lose some cooldown but energy weapons gain a cooldown bonus. D-DC got a buff and gained Laser Duration -7.5% and Missile Weapon Cooldown +7.5%... ok a slight buff! The D is another odd mix with its SRM 6's losing cooldown but lasers gain reduced duration.... not sure we can even call that a buff but I guess thats cool as they currently totally dominate the battlefield...... Ok thats enough... I'm almost looking forward to the other quirks as these are hysterically pointless generally unless their goal is to increase missile usage IS wide.
Regarding TDR-9S --- I think there's a good chance we'll be seeing people run this with STD PPCs now instead of ERPPCs. With the quirks as they are now, it's actually better again to run STD Peeps instead of ERs, heatwise anyway --- before, the ERPPCs actually had the exact same heat as STD ones. Though for CW, the loss of range with STD Peeps compared to ERs will definitely be a problem. Maybe there it would be better to stay with just 2 ERPPCs, and some MLasers to go with. But for normal queue, I think taking STD Peeps might be a good option.
What would be the point as ER PPC quirks don't count for PPC's - you'd be using the energy quirks? You'd literally just get: Additional Structure (LT&RT) +15 Energy Weapon Heat Gen -12.5% Energy Weapon Cooldown +12.5% Laser Duration -15% Missile Weapon Cooldown +15% Personally I think I have my new drop deck about sorted but I want to see the rest of the changes.
Without Quirks: ERPPC - 15 Heat STD PPC - 10 Heat With Current Quirks: ERPPC - 7.5 Heat STD PPC - 7.5 Heat With Coming Quirks (After Feb 17th): ERPPC - 11.25 Heat STD PPC - 8.75 Heat
State of the mechs I enjoy playing: HUGINN: Didn't need the buff, but whatever RVN-2X: Just bought this, glad I didn't kit it out. HBK-4J: No changes WVR-6K: I might as well sell it TDR-9S: I will likely stop using it. I used it on occasion, but it never felt like it did enough damage for the heat. DRG-1N: No Changes, which is good because it's my favorite. I wonder how they actually do this balancing... It doesn't really make sense to me how they came up with these results.