Warhammer Quirk Discussion.

Thread in 'Warhammer' started by The Verge, Jan 19, 2016.

  1. The Verge

    The Verge Moderator Staff Member

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    Which Warhammer has the best quirks? Which chassis should we basic first or last because of this?

    The reason I ask this, is because every model of this chassis has a 30% buff to PPC velocity, and not one to ERPPC. The best model with this quirk is the 6R, and it's the only one that has the largest buff with %50. the 6R is also the only one with a -5% heat generation for PPC.

    However, the 7S is one of the 2 mechs to come with DHS, the other being the Black Widow. However, the 7S is the only one with a -15% laser duration of all these.

    Most importantly however, is if you look at the stock loadout of these mechs, you see that their quirks don't match up with their stock loadouts. IDK what to think of all of this, except these mechs will need custom builds right out of the gate, and that's a lot of C-bills.
     
    Last edited: Jan 19, 2016
  2. enileph

    enileph Star Lord

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    Space Wolves!
    Well 1 on 1 then Grey knights.

    I am an Iron Warrior person though.

    That aside, 6R seem to be deadly with 2x AC20.
     
    Last edited: Jan 20, 2016
  3. phulcrum

    phulcrum Junior Member

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    I had no issues kitting out each of my Warhammers with the 6.5 million cbills from the pack and all the weapons and engines I had in stock. Doesn't seem like money is really an issue, hell, I made money. =p
     
  4. PyckenZot

    PyckenZot Benefactor

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    I used approximately 6 mil per mech to loadout to my taste. Quirk-wise most are simply meh. Not great, not bad. But the PPCs on the 6R are just divine!
     
  5. enileph

    enileph Star Lord

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    Would not see the cbill problem, upgrades cost a limited amount of cbills (like 2 mil each, so 8 mil or so), no new XL engine bought, and weapons are effectively free as they cost next to nothing.
     
  6. phulcrum

    phulcrum Junior Member

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    I don't really get the appeal of XL engines. I use them rarely in IS mechs. So I guess that's why I'm not spending 6+ million per mech...
     
  7. The Verge

    The Verge Moderator Staff Member

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    well, what mechs do you use? bc for IS Light mechs, XL engines are a necessity.
     
  8. phulcrum

    phulcrum Junior Member

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    Mostly mediums and heavies.
     
  9. HctPeace69

    HctPeace69 Well-Known Member

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    Vergere, I think after they did the last big quirk update the PPC quirks now do apply to ERPPC, among other specific variations on other weapons. I equipped an ERPPC on my Warhammer and moused over it to bring up the description window and the PPC quirks seemed to apply
     
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  10. The Verge

    The Verge Moderator Staff Member

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    this is a bit off topic, but I'll answer it here. XL engines on mechs are proportional to the weight of the STD engine. Clan engines have 2 slots in each side torso, while IS have 3 slots in each side torso ALWAYS. For example, a 100 rated engine has a weight of 1 ton as a STD engine, but is only .5 tons with an XL, but could have 2 or 3 slots extra taken up by which XL engine it is. Going up to a 200 rated engine gets you 11.5 tons in STD form, but an XL version is 7.5 tons. And an 300 rated engine gets you a 25 ton STD engine, but a 15.5 ton XL engine.

    IMHO, it boils down to how much fire power you can bring, then you decide which engine you want. Speed, and Firepower with the XL, or Zombi-ability with the STD engine. For light mechs, SPEED. For Heavy and Medium, it's in the air. For most Heavy mechs, if I can get better speed and firepower without sacrificing too much survival, XL all the time. Assault mechs, FIREPOWER.
     
  11. phulcrum

    phulcrum Junior Member

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    I understand this. You can't do damage if you're dead. Which is why I hardly run XL's in IS mechs. Clan is different because 1) you're forced to take XL and 2) if you get a side torso blown off in a clan mech your whole mech doesn't explode. Plus there is no real penalty for getting half your mech blown off in a clan mech (besides losing weapons) like there was in the table top game.

    There are a few builds that work well for me that require an XL. But those are mostly long ranged mechs that hopefully aren't getting shot at that much. I just don't really see the point in sticking an XL in a brawler like almost everyone has been doing in the Warhammer builds. Maybe it's just playstyle but I don't like to run glass cannons.

    Would I rather have the extra speed available to me? Yes. Does the extra 5-9kph warrant the added risk of blowing up if my side torso is taken out? Not to me.
     
  12. Spazamataz

    Spazamataz Junior Member

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    First of all thanks to the mods and creators of this site, long time fan. first time caller.
    Verger; The statistics of the engines whilst great to know need to be secondary to piloting skill I think... IMO at least;
    What I mean is, by deciding firepower THEN engine you place yourself at risk of placing an XL engine in a playstyle you can't handle,
    some hitboxes will never be friendly to an IS XL...
    and if you have a mech with a slow torso twist/ chunky chest/ poor hitbox design, you need to automatically decide on STD.. even if a great pilot.
     
  13. Spazamataz

    Spazamataz Junior Member

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    on topic;
    I'm always hesitant to comment on quirks this early... or at least till the Mech comes out with mc/cbill due to PGI wanting people to get their moneys worth out of new Mechs then nerfing them when the Mech is free for all..
    I'm thoroughly enjoying the ballistic and missile buffs in BH and 7 respectively but have no illusion that they will survive the Cbill nerf.

    In other words take this opportunity to heart while we can gentlemen/ ladies.
     
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  14. Karl TenBrew

    Karl TenBrew Star Lord

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    As someone who is a stickler for build differentiation, based on the initial release quirks I would play:
    6R - Dakka + regular PPC
    6D - ER PPC barrage (fer srs, more range on those things?)
    7S - Lasers + Missiles, leave the PPCs at home
    BW - Having the most generic quirks, wildcard. Being me, a mixed loadout, probably designed to farm C-Bills like a boss. Or, considering the structure of the leader-board challenge, a typical Pyken Zot build (LPLs) with potential SRMs and machine guns.

    Depending on preference, swap the PPC/ERPPC preference of the 6R vs the 6D (would result in balanced rather than specialized loadouts).
     
    Last edited: Jan 22, 2016
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  15. Spazamataz

    Spazamataz Junior Member

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    6D has broad energy range increase (rare) but then gives a fair accell/ decell boost almost as if for city poptarting if you will... in fact that's pretty much all it'll be good for so it's begging for a fast engine of either size, might become the only TRUE "ER PPC Sniper Hammer" used for it's intended purpose.. but many players prefer the reliability of lasers especially at sniper range.

    6R... much harder... a bit all over the shop... it WANTS to give us mixed velocity support.. but there MANY better mechs for this role.. especially!!! in the heavy section.. cause lets face it mid support are pretty much back up bruisers.. so you'll have to make a call between energy or dakka with a big engine...
    OR.. turn it into a mid range sniper with a silly amount of dakka/ppc firepower with lighter engine.. but an XL is pretty much mandatory to do that giving the 6R a world class distraction (screen shake) style at the cost of survivability and manoeuvrability
     
    Last edited: Jan 22, 2016
  16. CarloArmato

    CarloArmato Professional Potato Carrier

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    I'm resurrecting this old thread to give my 2 cents and keep it up-to-date, especially because Warhammer has proven to be one of the best IS heavies, Light Engine are now available to IS as well as Heavy and Light PPCs.

    As I'm writing this:
    • WHM-6D: +10% energy range, +10% PPC velocity
    • WHM-6R: -5% energy heat, -5% PPC heat (all), +20% PPC velocity (all)
    • WHM-7S: -5% laser duration, -10% missile cooldown, +10% PPC velocity (all)
    • WHM-BW: -5% energy heat, +10% energy range, +10% PPC velocity
    Now, about the actual variants...
    • WHM-6D: energy range is the most important quirk on this chassis. 3xLL + 6xERML is the most effective IS laser vomit build when facing clan heavy lasers builds and is absolutely nuts, despite being very hot. If you really want to make use of that 10% PPC velocity quirk, multiple combinations of L/H/standard/ER-PPC + backup lasers are possible
    • WHM-6R: my favourite warhammer variant. There are multiple strong builds for this variant which can sport a Light Engine instead of an XL engine:
      • 2xGR + 4xERML (mid to long range with good pinpoint)
      • 2xGR + 2xERLL (long range with good pinpoint)
      • 2x(U)AC10 or 2xLBX10 + 4-6xML (mid to short range with good DPS and alpha strike)
      • 2xUAC10 + 2xLPPC (mid range pinpoint with either DPS or increased alpha strike with double tap)
      • 2xLBX10 + 2xPPC (mid range pinpoint with close range DPS)
      • 2xLBX20
    • WHM-7S: my least favorite warhammer. The lack of that 4th missile hardpoints and no ballistics hardpoints at all makes it not really worth while.
    • WHM-BW: another very strong variant, unluckily locked behind a paywall (either MC or cash). Multiple builds are possible, namely:
      • 2xUAC5 + 2xAC5 (mid to long range pinpoint DPS build. It has become weaker due to clan heavy lasers capable of unleashing very high alpha strikes up to 500 meters optimal range, so this build will have an harder time to shine compared to pre-new-tech era)
      • 2xGR + 2xERLL (long range with good pinpoint and most importantly increased ERLL range)
      • 2xLBX10 + 2xLPL / 2xPPC (fun DPS-ish / pinpoint-ish build)
     
  17. Dagonus

    Dagonus Moderator Staff Member

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    @CarloArmato What are your thoughts about the WHM-4L ? It's quirks are solely PPC based, but ECM is a lovely perk.
     
  18. CarloArmato

    CarloArmato Professional Potato Carrier

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    I forgot about it, MechDB doesn't list loyalty mechs by default...
    I don't own the mech, based from what I can see from pictures and guessing how it should feel, my biggest complaint is about hardpoints: you have to use at least 1 arm to fit any 2xPPC combo and arms are quite far away from center and require additional armor. Also, lack of JJs means you can't poptart, so you are restricted to a single side poke plus some backup weapons... Not really optimal.
     
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