I am thinking of modding in mech quirks for the Battlemechs currently in game.
Just want to open that I have no modding skills outside of changing numbers in the json files.
Source for Mech Quirks
http://www.sarna.net/
https://forum.paradoxplaza.com/forum/index.php?threads/technical-readout-3028.1074121/
Thanks Justin
http://www.lordsofthebattlefield.com/forum/viewtopic.php?t=32567
Also a big thanks to GenTask for his GT_Weapon Diversity Mod
These are my opinion on how I would go about it
So the quirks listed for the mechs are as follows
Quirk – Definition – Possible solution
Weapons (adjust values in weapon json files)
Ammunition Feed Problem (Enforcer/AC10, Centurion/AC10) - Prone to jamming; make another roll to see if system jams – adjust individual weapon stats
Anti-Aircraft Targeting (JagerMech, Orion) - More accurate attacks against flying units; proportional to damage potential of unit's ranged weapons – adjust individual weapon stats
Exposed Weapon Linkage (Firestarter/Flamers, Enforcer/AC10) - Increase chance of critical hit from enemy attack – adjust individual weapon stats (if possible)
Fast Reload (Enforcer/AC10, Trebuchet/torso weapons) - Reduces amount of time to reload by half –adjust individual weapon stats (if possible)
Improved Cooling Jacket (Enforcer/AC10, Griffin/PPC) - Reduces heat generated by weapon by 1 point (3 heat in BT) –adjust individual weapon stats
Improved Targeting - (Panther/short, Centurion/short) - Bonus to at range to-hit numbers –adjust individual weapon stats
Chassis (adjust values in chassisdef and mechdef files)
Barrel Fist (Enforcer, Zeus/RA) - Not penalized with +1 targeting number to their hit roll – adjust meleetohitmodifer in chassisdef
Battlefists (Hunchback, Griffin, Shadowhawk, Awesome/LA, Atlas) -Bonus to hit with punch attacks –adjust meleetohit modifier in chassisdef?
Combat Computer (Stalker) -Total heat generated by the unit each turn reduced by 4 to a minimum of 0 – lower intial tonnage in chassisdef and add additional heatsinks in mechdef?
No / minimal Arms (Locust, UrbanMech, Jenner, Cicada, Catapult, Stalker) - Penalty made to stand up when knocked down; cannot make physical attacks –adjust melee damage/instability/tohitmodifer in chassisdef
Reinforced Legs (Highlander) - Suffers from only half of normal amount of damage for performing DFA –change DFASelfDamage to 0.5x in chassisdef
Stable (Dragon, Wolverine) - Gain bonus when force to execute a piloting skill roll as a result of physical attack –increase melee and stability in chassisdef
Weak Head Armor (Catapult) - Head armor that is treated as if it were several points lower than the recorded value –reduce head and/or currentinteralstructure in mechdef
Weak Legs (Locust) -When unit is kicked or makes a DFA attack, the unit will suffer a critical hit –change DFAselfdamage/instability by 2x in chassisdef
Cockpitmods
Improved Communications (Wolverine, Atlas) - Ignore ECM and satellite uplink – use communication mod to increase morale
Improved Life Support (Shadowhawk) - Reduction in apparent level of heat used for checking if the pilot or operator receives damage following a critical hit to the life support systems. -use the reinforce cockpit upgrade
And now to the rest of the quirks that I have no idea or the skills to change
Command Mech (Wolverine, Black Knight, Battlemaster, Highlander, Atlas, King Crab) -bonus to initiative roll –I understand there is an initiative mod command console mod https://forum.paradoxplaza.com/forum/index.php?threads/mod-talk-mod-discussion-thread.1091249/page-6
Bad Reputation (Blackjack, Banshee) - Worth half the normal resale value
Easy to maintain (Spider, Trebuchet, Orion, Zeus) -Bonus to repair and maintain
Rugged (Vindicator, Griffin, Kintaro, Thunderbolt, Grasshopper, Orion, Victor, Banshee) - Reduces amount of time between maintenance cycles required
Cramped Cockpit (Vindicator,Wolverine) - +1 penalty to piloting rolls
Difficult to eject (Vindicator, Highlander) –possible additional damage during ejection
Distracting (Atlas, Banshee) -Penalty to Morale –say an enemy Atlas could lower your current morale
Cowl (Highlander) - Provides 3 additional armor points against attack from sides and rear of the head
Extended Torso Twist (UrbanMech, Wolverine) -Can twist one hexside further (360 deg?)
No torso twist (Jenner, Cicada, Vindicator, Jagermech, King Crab) –no torso twist
Narrow / Low Profile (Locust, Commando, UrbanMech, Dragon) - Penalty to Range attack rolls by enemy (adjust to-hit at range numbers for these mechs?)
Hyper-Extending Actuators (Quickdraw) and Flip arms (Blackjack/Jagermech) –would allow the Battlemech to flip arm weapons into rear arc
Agree / Disagree / Discuss.
Just want to open that I have no modding skills outside of changing numbers in the json files.
Source for Mech Quirks
http://www.sarna.net/
https://forum.paradoxplaza.com/forum/index.php?threads/technical-readout-3028.1074121/
Thanks Justin
http://www.lordsofthebattlefield.com/forum/viewtopic.php?t=32567
Also a big thanks to GenTask for his GT_Weapon Diversity Mod
These are my opinion on how I would go about it
So the quirks listed for the mechs are as follows
Quirk – Definition – Possible solution
Weapons (adjust values in weapon json files)
Ammunition Feed Problem (Enforcer/AC10, Centurion/AC10) - Prone to jamming; make another roll to see if system jams – adjust individual weapon stats
Anti-Aircraft Targeting (JagerMech, Orion) - More accurate attacks against flying units; proportional to damage potential of unit's ranged weapons – adjust individual weapon stats
Exposed Weapon Linkage (Firestarter/Flamers, Enforcer/AC10) - Increase chance of critical hit from enemy attack – adjust individual weapon stats (if possible)
Fast Reload (Enforcer/AC10, Trebuchet/torso weapons) - Reduces amount of time to reload by half –adjust individual weapon stats (if possible)
Improved Cooling Jacket (Enforcer/AC10, Griffin/PPC) - Reduces heat generated by weapon by 1 point (3 heat in BT) –adjust individual weapon stats
Improved Targeting - (Panther/short, Centurion/short) - Bonus to at range to-hit numbers –adjust individual weapon stats
Chassis (adjust values in chassisdef and mechdef files)
Barrel Fist (Enforcer, Zeus/RA) - Not penalized with +1 targeting number to their hit roll – adjust meleetohitmodifer in chassisdef
Battlefists (Hunchback, Griffin, Shadowhawk, Awesome/LA, Atlas) -Bonus to hit with punch attacks –adjust meleetohit modifier in chassisdef?
Combat Computer (Stalker) -Total heat generated by the unit each turn reduced by 4 to a minimum of 0 – lower intial tonnage in chassisdef and add additional heatsinks in mechdef?
No / minimal Arms (Locust, UrbanMech, Jenner, Cicada, Catapult, Stalker) - Penalty made to stand up when knocked down; cannot make physical attacks –adjust melee damage/instability/tohitmodifer in chassisdef
Reinforced Legs (Highlander) - Suffers from only half of normal amount of damage for performing DFA –change DFASelfDamage to 0.5x in chassisdef
Stable (Dragon, Wolverine) - Gain bonus when force to execute a piloting skill roll as a result of physical attack –increase melee and stability in chassisdef
Weak Head Armor (Catapult) - Head armor that is treated as if it were several points lower than the recorded value –reduce head and/or currentinteralstructure in mechdef
Weak Legs (Locust) -When unit is kicked or makes a DFA attack, the unit will suffer a critical hit –change DFAselfdamage/instability by 2x in chassisdef
Cockpitmods
Improved Communications (Wolverine, Atlas) - Ignore ECM and satellite uplink – use communication mod to increase morale
Improved Life Support (Shadowhawk) - Reduction in apparent level of heat used for checking if the pilot or operator receives damage following a critical hit to the life support systems. -use the reinforce cockpit upgrade
And now to the rest of the quirks that I have no idea or the skills to change
Command Mech (Wolverine, Black Knight, Battlemaster, Highlander, Atlas, King Crab) -bonus to initiative roll –I understand there is an initiative mod command console mod https://forum.paradoxplaza.com/forum/index.php?threads/mod-talk-mod-discussion-thread.1091249/page-6
Bad Reputation (Blackjack, Banshee) - Worth half the normal resale value
Easy to maintain (Spider, Trebuchet, Orion, Zeus) -Bonus to repair and maintain
Rugged (Vindicator, Griffin, Kintaro, Thunderbolt, Grasshopper, Orion, Victor, Banshee) - Reduces amount of time between maintenance cycles required
Cramped Cockpit (Vindicator,Wolverine) - +1 penalty to piloting rolls
Difficult to eject (Vindicator, Highlander) –possible additional damage during ejection
Distracting (Atlas, Banshee) -Penalty to Morale –say an enemy Atlas could lower your current morale
Cowl (Highlander) - Provides 3 additional armor points against attack from sides and rear of the head
Extended Torso Twist (UrbanMech, Wolverine) -Can twist one hexside further (360 deg?)
No torso twist (Jenner, Cicada, Vindicator, Jagermech, King Crab) –no torso twist
Narrow / Low Profile (Locust, Commando, UrbanMech, Dragon) - Penalty to Range attack rolls by enemy (adjust to-hit at range numbers for these mechs?)
Hyper-Extending Actuators (Quickdraw) and Flip arms (Blackjack/Jagermech) –would allow the Battlemech to flip arm weapons into rear arc
Agree / Disagree / Discuss.