Spoiler: Russ's Post Okay here are a couple examples of the IS Quirk pass that are final. Well I should be specific that it is final for the INITIAL phase, I am positive that the complexity and depth of the quirk system will only continue to grow as we add more movement quirks, families of weapons and so on. Although there will be many comments and opinions from players on what quirks they feel should have been given to a particular mech, I will just state again that this is the initial pass. The number one comment though is certain to be something along the lines of: "But that isn't how I play my Hunchback 4G and therefore I won't be getting as much of a benefit" This is true but it's how we wanted to approach this initial pass. For many chassis there ends up being very little difference between the hard points and a player may end up building those variants in a very similar way. For instance whether I am playing a Dragon 5N, 1C or 1N I generally end up building them in very much the same way. By focusing the quirks per variant in a specific way we feel we can achieve a higher degree of success with the quirks while increasing the variety of mechs on the battlefield. Here are some example mech's for your review to both drive the point home but also to give you a sense of what the entire pass will look like. Hunchback 4G is designated as a Tier 5 Brawler - Because it is a brawler it can get certain types of quirks Additional Armor (RT) +18 Additional Structure (RT) +12 AC/20 Range +25% AC/20 Cooldown +25% AC/20 Velocity +25% Energy Weapon Heat Gen -12% Energy Weapon Range +16% As you can see the 4G is about the AC20 as you would expect. You can also see that the tier 5 weapon specific quirks are 25%, then you can see what the tier 5 GENERAL energy weapon quirks top out at. This quirk set will leave the player some flexibility on what type of energy weapons you choose to take out. Hunchback 4H is designated a Tier 4 Skirmisher Additional Armor (RT) +18 Additional Structure (RT) +12 AC/10 Range +20% AC/10 Cooldown +20% Medium Laser Cooldown +20% Medium Laser Heat Gen -20% In this case you can see that a Tier 4 mech can have 4 quirks rather than the 5. Now it is intentional that we made the 4H all about the AC10 to really separate it out from the 4G so one does not make the other useless. You can also see that tier 4 weapon specific quirks top out at 20% Now in either case if you say "I only run AC5's" yes it is true you will not take on all of the benefits of these quirks, but you will still get the great buffs to the RT both in armor and Internals now, as well as the energy/medium laser buffs on these two mech's. One more example: Awesome 8Q - Tier 5 Support Structure Strength CT +20 Structure Strength LT +10 Structure Strength RT +10 PPC Heat Generation -25% PPC Range +25% PPC Velocity +25% PPC Cooldown +25% Laser Duration -16% Rightfully all about the PPC receiving 4 tier 5 weapon specific quirks for the PPC as well as a tier 5 laser duration quirk. Also notice the significant internal structure quirks for the CT, RT and LT to protect that large barn door frame. I hope this information will help you wait until this huge update can go live on Nov 4th. I strongly approve of this method of quirks, and I actually made a suggestion that closely mirrored this a long time ago. Certain builds on mechs are rewarded, meaning that difference models can have different effective builds. However, it doesn't actually mean you can't build a mech any way you want. It also will make weaker chassis' much stronger. It also makes it easier to buff/nerf mechs if certain builds become overwhelmingly powerful for any reason.
Right method, but I'm extremely wary of how far they're going, particularly as a bundle. 25% to any one thing in a game like this is MASSIVE, especially when it stacks with the other things we can already put into the system (masteries and modules). 25% to multiple aspects of the same weapon change its fundamental behavior and the advantage/drawbacks of using it compared to other weapons. For example, when combined, 25% cooldown and range on the AC/20 make its recharge and range only nominally worse than an AC/10, and when combined with the velocity upgrade it should be an easier to aim weapon. It's certainly chassis differentiation, but the scale is HUGE. That said...I know PGI isn't taking this lightly, and things in the T4 and T5 categories were sorely hurting for upgrades to make them relevant so...despite my wariness, I will give this a chance. Especially since they seem willing to iterate, and are scaling the quirks by tier both in terms of size and amount (so that even if a tier 2 and tier 5 get the same 'package', the tier 5 will get a much larger boost to that package and more boosts on top of that).
Don't forget that this is scaling. The better a mech is performing, the worse its quirks will be. A tier 1 mech will only get 5% quirks by their current model, and those can always be increased or decreased. I've long wanted to see SOMETHING to differentiate mechs besides their hard points. It's boring always popping in the same weapons into the same slots over and over because those are what get the best results.
Yeah, I'm hoping they'll use it as an excuse to encourage weapon preferences close to lore when possible (so, for example, giving you a reason to choose the preferred weapons that mech pilots in the verse used on that variant, but using the game system and weight saving methods to do it more/better). We'll see!
I'm liking it so far, bit concerned aswell on 25% but let's see it play out. My main thought though is that this raises the complexity of the game and makes it more challenging for new players. While I love complexity (especially since nearly all games seems to only be made more simple all the time) in a MechWarrior game, new blood may need assists.
I like the idea, and I can't say that I dislike the quirks themselves either. The Hunchie 4H may become a nasty MLas platform now, and the 8Q could become the premier PPC boat of the IS. It will be interesting to see how this all plays out in practice, as opposed to on paper, but it's a good start.
It certainly means the cooldown will be lowered by 25% (20% respective), doesn't it? First impression was the ACs will have a high CD, thus firing with a decreased frequency. I am not sure if I like these specific quirks looking for special weapons as I am a huge fan of the recent quirks to the AWS chassis for example. This new system pretty much narrows down the builds for the respective variants, especially from a min-max point of view. A more general approach including lower quirks would have been better in my view, e.g. a 15% boost to all ballistics on the HBK-4G.
This is awesome news! I love the look of all 3 examples that were given. Those are some huge buffs they are doling out. -20% medium laser het gen and -20% medium laser cool down plus a huge ac10 buff? Yes, please! I can't wait to see what all my other mechs are getting. He'll, this plus CW might actually inspire me to pick up more mech bays and give PGI some more of my money. (Insert picture of one man clapping)
Am I the only person who looked at the examples and their jaw dropped? They seem rather excessive. My old school beloved 4G thanks them but why would I want a clan mech now? PS: No problem with the quirks themselves just wondering what the King Crab AC20 quirks will be.
Probably king crab is going to be tier 1 and doesn't even get quirks, or small ones. But yeah 25% is huge! We have to see how it performs ingame, but mastery+modules+this, looks like it's going to be a beast!
Hm. Cooldown modules and the 25%? Elite fast fire, AC20 cooldown module, AC20 quirk of 25% - fully stackable I wonder? Tweeting Russ.
The only thing I don't like is how they're narrowing down the build a LOT. Hunchie H is basically only going to be playable with an AC10, because if you mount a larger weapon it's losing one entire set of quirks instantly making it less competitive again compared to a mech 'mounting what it should'. They know this though, and essentially it's just something I and the dev team disagree on. Though indeed, generally people are not using the 2nd and 3rd ballistic slots on the G anyway, making the mechs too similar in most cases (5ML and 1 Ac20 is too hot), so I understand their choices. I'm looking forward to semi-specific quirks, like 'Light Autocannons Range +20% at T5, some sort of an in-between for general quirks and weapon specific quirks. How I would classify these: LightAC: <10 rating, HeavyAC: =>10 rating Light Energy: small and medium, HeavyEnergy: Large and PPC Light Missile: <= volley of 10, Heavy Missile: >Volley of 10 (and SRM6?) When you want small lasers, you can get those and still get the nice quirks. SRM vs LRM boat can also both get nice quirks as long as you don't boat LRMs too hard, and you'd have more freedom picking your favorite weapon. In any case, the reunion with my founders hunchback will be glorious!
Russ replied affirmative, it will stack. Damn...just how fast will that be compared to a regular AC10? Or a non-quirk boosted AC20 wielding mech? Calculus out! Edit: AC20 base cooldown is 4 sec, 25% quirk, cooldown module 12% and fast fire 5%. Apply sequentially or all on base 4 sec? It's either 2,5s or 2,3s. Either way, the AC10 base cooldown is 2,5s and getting the AC20 down to that neighbourhood is a lot! This Hunchie is badass enough to grin at the AC40 Jager (current nonquirk, nonmodule).
Depends on additive or multiplicative stacking. I suppose it's the latter. MAstered, without R5 cooldown module the CD is already 4 * 0.75 * 0.95 = 2.85 seconds. Apply R5 cooldown module (-0.48 on standard 4 seconds according to smurfy, so assuming 12%) gives a final CD of 2.508 s. Time to mount 6t of ammo...
I foresee a lot quicker games and a entirely different spectrum of time-to-kill. These quirks are going to toss things up in the air and make things a lot more deadly.
Lol yeah have to admit I was perusing some old builds and deciding I need a lot more ammo. Half tons help but thats still less heat sinks, armour or secondary weapons. At least most of the quirk sets include a heat reduction one for the secondary or main weapon which allows me to choose my firing pace.
I think the STD250 BFG striker build will fall out of favor in pug matches due to the restricted ammo now Time to brush off the STD225.
I like the system. But the numbers, especially cooldown quirks, are massive. Well, PGI style, looks like they don't know the subtle way.