So in the runup to Heavy Metal's release, @Icewraith had a first pass at cooking up some ideas for it for mechs that he considered to need some help to compete against the new mechs, and @Hobbes__ thought of something for the Cicada, after Icewraith's initial ideas for the Cicada-2A were considered overpowered in conjunction with COIL weaponry. I'm thinking it'd be good if we can get the community to collaborate on some ideas, get one mod done by the community as a whole and maybe some options on it if we can't come to an agreement on a couple mechs, instead of a whole bunch of chassis quirk mods, all incompatible.
Here's the ideas:
Icewraith's first pass on the whole roster:
Then his go at the Cicada-2A:
Then Hobbes__' go at giving the Cicada-2A a role that wasn't just 'bigger Locust':
Any thoughts? Do you think Icewraith's right, and quirks shouldn't be done for all mechs, or are you itching to give the Atlas II something (my build uses all slots, so I don't know where you'd fit it)?
Interested to see what the community does with quirks - throw some ideas up, let's get a collaborative effort going!
Here's the ideas:
Icewraith's first pass on the whole roster:
I think a lot of mechs don’t need quirks to be competitive. I’d say the Orion, Black Knight, Cataphract, Cicada, Commando, Javelin, Catapult, and Awesome need some love.
Most of those share a weight and/or speed class with a new mech. The last two share a niche (PPC/LRM boat) with the Warhammer/Marauder and Archer. I initially had the Grasshopper on there, but I don’t think it needs any help with its already superior hardpoint allocation. The Vindicator and Blackjack are also borderline.
The -K2 and Awesome Q could use a -15% PPC heat quirk. That knocks PPC heat down to almost exactly TT levels, and makes them specifically PPC boats in a different way than the Warhammer.
Awesome 8T: Laser guidance system. Extra 5% missile hit chance for each laser you hit the target with this round. Consider -5% missile hit chance if you don’t hit a direct fire target with any lasers (by not firing them or missing) Does not affect indirect fire.
The missile Catapults should probably get something Jump Jet related, like slightly longer jump distance or half heat+1 when jumping. The jets are the Catapult’s big thing over the Archer. Also possibly 10-20% lower heat penalty on desert/Martian/lunar maps (hot maps) for all variants. Something something rounded hull surface area radiant heat dissipation advantage.
The Orion should gain +5-10% to hit when using the Multishot ability in the gunnery tree, or give the Multishot ability at a -10% to hit if the pilot doesn’t have it. With many weapons systems with different ranges, the Orion’s targeting and tracking system excels at handling multiple targets. Also suitable for the Zeus and Centurions.
The Jagermech should ignore one evasion pip when firing on a target whose last form of movement involved jumping. It’s a side effect of the anti-aircraft suite.
The Black Knight should have an extra +10 overheat/+20 shutdown threshold. That should help it stand out more from the Grasshopper as an energy boat. Alternatively, energy weapons generate a flat 1, 2 (LL) or 3 (PPC) less heat.
The Cataphract should be tough. +10% DR in cover or when guarded, max is still 60% DR.
The Commando should grant the Sensor Lock ability at 66% range (and half effect, -1 chevron and debuff) or (125% range might screw with detection but I like the concept and) stronger effect (-3 chevrons, 3 stacks of sensor debuff) if the pilot already has Sensor Lock. Consider + 10% extra DR (max 60%) while in cover. Alternatively instead of DR ignore most terrain movement penalties (woods, rubble) and half movement reduction from water. The perfect mech for skulking in the bushes and spotting for your allies.
Javelin: +2 missile damage. +5 laser damage. (Possibly only at short range?) It has to compete with the Firestarter at the same speed with fewer hardpoints, less tonnage, and lower armor so it should hit harder. Improved targeting system minimizes beam diffusion and optimizes missile paths for maximum damage.
Spider: Generates 1 extra evasion Chevron when jumping. +10% to hit if last movement action was jumping. Yes it has anemic firepower and disintegrates from a solid hit, but it’s even more agile in the air than other mechs and when you decide to use that anemic firepower you’ll probably hit.
Cicada, Urbanmech: Ignores DR from cover. (Not additional DR from Bulwark or Guarded) Breaching Shots gain +10% to hit. Lower/no penalty for partial line of sight. Targeting systems are optimized to track and hit targets partially obscured by trees or buildings. Equally good for light mech hunting or sniping.
Locust: Widen firing arc by 30 degrees. It’s just that maneuverable. Increase short ranges (but not max ranges, do increase support max range) by 25%.
Dragon: add energy hardpoints so we can make a Grand Dragon if we want to. IIRC it’s already got a huge melee quirk on it. +5 AC/5 damage, +10 PPC stability damage.
Victor: 50% +1Jump Jet heat. +20% AC/20 autocannon magazine storage. The magazine storage would also be a nice little buff to the AC Hunchback.
Battlemaster: as another command vehicle, the same bonus as the Marauder.
Highlander: -15 DFA damage, no extra weight/crits.
Fast Banshees: reduced terrain penalties from rubble and forest. (Full penalty for water)
AC Blackjack: +10 AC/2 damage
Both Blackjacks: 10% reduced stability damage taken.
Vindicators: +10 PPC stability damage. Multishot targeting system as per Orion.
Trebuchet: +12% LRM/ SRM missile ammunition storage.
Crab: -20% hot environment heat sink penalty reduction.
Enforcer: 50%+1 Jump Jet heat.
Cyclopses, Thunderbolts: 20% melee damage reduction. Even for their considerable tonnage those mechs are bulky and unusually resistant to typical battlemech melee crushing damage. Not effective against anything equipped with a hatchet (works against other arm mods).
The Panther, as the only 4 speed mech in its initiative class, arguably doesn’t need the help.
Quickdraw: 50%+1 Jump Jet heat. +5 Overheat/+10 Shutdown.
That got a lot more complicated than I intended it to be originally. I wasn’t going to address Lights and then I thought about what the Phoenix Hawk could do, so I ended up addressing the speed 6 lights. A little extra overheat wouldn’t be terrible on the Jenner to keep it from being overshadowed by the Javelin.
Then his go at the Cicada-2A:
Those mechs don’t need quirks! The point of quirks is to 1: give people more incentives to use designs that get hurt by the construction math/initiative breakpoints/hardpoint assignments and 2: differentiate between similar mechs with similar tonnages and hardpoints.
Also, I had an interesting quirk idea for the fast Cicada. It’s two parts.
1: The fast Cicada removes two evasion pips when it attacks a target. (I have no fluff mechanic justification for this ability at this time, any more so than I do for any mech becoming easier to hit because someone else shot at it recently. But the Cicada gets to be twice as good at it.)
2: The fast Cicada has an on-use ability called “seize the initiative”. On the next turn, the Cicada acts one initiative faster and acts first in that phase. It generates the maximum possible number of evasion chevrons regardless of how far it actually moves. This round it can make a called shot against a target as if it were shutdown. The next round the Cicada’s initiative returns to normal, but it is not eligible to act in its normal initiative phase until at least one enemy unit has acted, if there are any enemy units that act in the phase. Four round cooldown. (Possibly five)
The fast Cicada is supposed to be a light mech hunter, and this toolkit should make it pretty dangerous to most lights. If you catch a light in a bad position, you can take two more pips off it with an attack and use Seize the Initiative, which lets you move first in what is normally the light mech phase (or later phases if you reserve). Then next round you can run behind the target and make a called shot against its rear, which lets you make the best use of your limited weaponry.
It fills up your evasion pips for three reasons: 1, COIL synergy; 2, if you don’t need to move much to be in a good position to attack you won’t immediately be gunned down; and 3, you now need to make it through two rounds of attacks from higher initiative mechs and one from everyone else. The other cost you pay for using seize the initiative is that at least one mech that moves in your normal phase gets to take a shot at you before you can move again.
Is this set of quirks good enough for people to consider using the fast Cicada when other options are available?
Then Hobbes__' go at giving the Cicada-2A a role that wasn't just 'bigger Locust':
Another possible alternative:
"Nevertheless the company designed their 'Mech to compete directly with the Locust by making it just as fast but twice as large, allowing the Cicada to carry slightly better weaponry and give it an edge in physical combat (...)"
What about giving the Cicada extra melee damage?
Any thoughts? Do you think Icewraith's right, and quirks shouldn't be done for all mechs, or are you itching to give the Atlas II something (my build uses all slots, so I don't know where you'd fit it)?
Interested to see what the community does with quirks - throw some ideas up, let's get a collaborative effort going!