I've heard others having problem with LPL hitreg. Unless you are firing 4 of them, and then you get full heat penalty. But for 3 it's 20% heat on neutral map for me.
According to Russ, Inner Sphere LPLs should also have no ghost heat until you fire 4. Easy way is to pop into a few maps in testing grounds and alpha there, then try it again when you get those maps on live. You'll have GH on testing grounds, but it should be lower heat in live unless they re-enabled it.
Think it is off tbh from more maps. Probably just me not pacing my fire enough. Had to brawl a lot which doesn't help with such a delicate arm and xl engine...
The final quirks are out: https://static.mwomercs.com/downloads/Quirk Changes Feb 17 2015.pdf WVR-6K got hit with the nerf-bat, but 6R and 7K got slightly better quirks. Many other quirks are really nice.
HGNs got requirked... Victor's still have the AWESOME quirks of "We removed the nerfbat wounds of a haphazard attempt and curbing Poptarts" ... "Negative quirks removed???" THAT'S your awesome perk to running the entire chassis?!
Maybe just a bit. I MISS MY BELOVED VICTORS BEING VIABLE! They are simple the WORST assault to take now... that's sad! They started as the "agile assault" and now they're a decent heavy... I'd rather take the same loadout in a TDR or Jag... That's just sad... TLDR; I MISS MY VIC'S!
Then go back to your original love for Blackjacks. The quirk improvement for the BJ-1 make the improved stock build for it really quite interesting!
... Quirks for the LEAST powerful Autocannon that requires the MOST facetime with the MOST fragile mech that can legitimately carry them... AC/2's on a BJ-1 is suicide! You might be able to ridge hump and get some decent damage... but, if you're any kind of try-hard, you'll die from the XL required to carry 2x AC/2 in a ST laden XL mech... Terrible planning by PGI...
OH! And don't forget they dropped the true reload rate from .5 to .67! The AC/2 is a JOKE unless you have 4-6...
I don't know if this is adding fuel to the fire... but it's actually 0.72 seconds instead of 0.5. The new quirks brings it back down to 0.54 seconds. Which... wouldn't be too bad if we had an AC2 cooldown module. But with those quirks and the heat reduction to AC2 and MLas, it can actually use 4 MLas now. I'm not going to declare complete DoA until I actually run it...
So, looking at the Locusts, I see they removed the laser variants' specific laser quirks. I don't think that is a bad thing, but I don't remember the previous percentages. Did they change that? Does the 3M have the same cooldown? More? Less? Did someone else have the foresight to save the original quirkening? Not pleased with the Wolverine's quirk change, you know of which I speak.
In my honest opinion the requirk for the 1E was very good and most of the buffs are a straight upgrade from the small laser to a more general upgrade of energy period. 30% range (60% for SLas) to 25% for general energy 10% heat gen (20% for Slas) to 25% for general energy And a huge buff with the -25% laser duration which was freshly added The 3M I feel got totally nerfed though. It got switched from really nice SPLas buffs to OK general quirks. I don't see how this mech will really get played as the 1E clearly takes the cake. Unless they are trying to advocate for its orginal double AMS support role and make it less of a fighter than its brothers. 30% range (60% for SPLas) to no range quirks at all 10% cooldown (20% for SPLas) to 20% for general energy +10 laser duration?!? the PDF says +10%, but that may be a typo, if not, then this really hurts. Overall, IMHO the 1E and the 1V (-50% duration on ERLlas) got some pretty sweet buffs, the 3S and 1M kinda were sidegrades and the 3M just got the short end of the stick. Maybe I'm just frusterated and biased though as Locusts are my favorite thing to pilot right now .
The LL wolvie is very funny even if inferior to the LPL one. I'd still like less cooldown on the LL tho, to at least try to match what the mech used to be.
I just switched over my wubverine (XL 280, 4x LLAS, LLAS cooldown module). I like that it's more consistent, but it is definately weaker. If it came with 15% energy cooldown and 10% LLAS cooldown it might work better. I'll need to play with it more.
Lol well spotted my most successful mech did indeed get an upgrade to the weakest point of its greatest strength.... Additional Structure (RA) +18 Totally missed that
Yeah, it was a typo. It's -10% duration. Double checked against the game. My maths, as to why the 3M got fucked with the quirkening, which I shared on the MWO forums under questsions for town hall - why nerf a Locust? Maths under the Spoiler: Spoiler Standard MLas Range: 270 Heat: 4 Damage: 5 Duration: .9 Cooldown: 3 Damage Per Second: 1.28 Heat Per Second: 1.03 LCT-1E MLas Range: 338 Heat: 3 Damage: 5 Duration: .68 Cooldown: 3 Damage Per Second: 1.36 Heat Per Second: .82 6 MLas DPS: 8.16 HPS: 4.92 10 DHS: 7 Internal, 3 External (.2 x 7 + .14 x 3) = 1.82 HDPS Cooling Efficiency: 37% LCT-3M Range: 270 Heat: 3.6 Damage: 5 Duration: .81 Cooldown: 2.25 Damage Per Second: 1.63 Heat Per Second: 1.18 5 MLas DPS: 8.15 HPS: 5.9 11 DHS: 7 Internal, 4 External (.2 x 7 + .14 x 4) = 1.96 HDPS Cooling Efficiency: 33% Yes, that 3M has an almost even DPS with less MLas, but the 1E ends up being *cooler* with one more MLas and one less DHS. And if you swap the 3M's build into the 1E? Much better sustained DPS.
Lol... Sorry, Donnie! I was a bit inebriated and quite tweaked by the quirks last night... The whole Blackjack chassis needs some significant improvements via quirk system...
https://www.mechspecs.com/threads/jm6-fb-sniper-variant-1x-ac10-2x-ppc-ams-xl280.3184/#post-67446 the FB is pretty damn good again. I skipped the modules on sale, would really use PPC cooldown and AC10 range on the build to sync the weapons better