I've seen a lot of talk lately about quirks for the pre HM mechs so I thought I'd upload a stripped down version of my private mod where I've added quirks.
Just some comments I'd like to make. First there are not a lot of variables in the game that have a significant enough impact to make a quirk interesting so I decided to choose an effect as a basis for a role and then add a second effect to differentiate between them. For example I gave all recon mechs a rangefinder and skirmishers a reduced range to hit penalty.
Second there are two versions, the second is the same as the first except it replaces the called shot effect of the command module that command mechs get with a +4 initiative bonus just like the comms system.
Finally this is my personal mod with all the changes except those related to quirks removed. It was not intended for release and there may be some issues as a result. Now these two mods should work with the HBS modloader except DLC mechs(Crab, Cyclops Q and Javelin) won't get their quirks. For them you will need to use modtek.
Here's a list of the quirks I've added.
Locust - Rangefinder + Evasion
Commando - Ace Pilot + Hit Defense
Javelin - Ace Pilot + Melee Hit Defense
Spider - Rangefinder + Accuracy
Urbanmech - Hit Defense + Recoil Reduction
Jenner - Ace Pilot + Jump Distance
Firestarter - Fuel Reserves(increases flamer damage)
Panther - Breaching Shot + Minimum Weapon Range
Cicada - Rangefinder + Initiative + Energy Accuracy
Vindicator - Breaching Shot + Weapon Heat Reduction
Blackjack - Range To Hit + Damage After Jumping
Crab - Range To Hit + Max Stability
Enforcer - Range To Hit + Weapon Heat Reduction
Hunchback - Melee Damage + Melee Stabilty
Trebuchet - Missile Accuracy + Indirect Fire Penalty Reduction
Centurion - Max Stability + Melee Hit
Kintaro - Max Stability + Missile Accuracy
Griffin - Breaching Shot + Damage Reduction
Shadow Hawk - Range To Hit + Melee Hit
Wolverine - Command Module + Max Stabiltiy
Dragon - Max Stability + Hit Defense
Quickdraw - Stability Damage Reduction + Energy Accuracy
Catapult - Stabilty Damage
Jagermech - Autocannon Accuracy + Autocannon Damage
Thunderbolt - Max Stabilty + Accuracy
Cataphract - Max Stability + Damage Reduction
Grasshopper - Range To Hit + Energy Accuracy
Black Knight - Command Module + Squad Accuracy
Orion - Max Stability + Weapon Heat Reduction
Awesome - Weapon Damage + Stability Damage
Victor - Recoil Reduction + Evasion
Zeus - Range To Hit + Missile Clustering
Battlemaster - Command Module + Squad Damage Increase
Stalker - Max Satbility + Stability Damage
Highlander - DFA Damage + DFA Self Damage Reduction
CyclopsQ - Missile Clustering + Missile Accuracy
Banshee - Melee Stability Damage + Melee Hit
Atlas - Command Module + Squad Hit Defense
King Crab - Max Stability + Autocannon Accuracy
Just some comments I'd like to make. First there are not a lot of variables in the game that have a significant enough impact to make a quirk interesting so I decided to choose an effect as a basis for a role and then add a second effect to differentiate between them. For example I gave all recon mechs a rangefinder and skirmishers a reduced range to hit penalty.
Second there are two versions, the second is the same as the first except it replaces the called shot effect of the command module that command mechs get with a +4 initiative bonus just like the comms system.
Finally this is my personal mod with all the changes except those related to quirks removed. It was not intended for release and there may be some issues as a result. Now these two mods should work with the HBS modloader except DLC mechs(Crab, Cyclops Q and Javelin) won't get their quirks. For them you will need to use modtek.
Here's a list of the quirks I've added.
Locust - Rangefinder + Evasion
Commando - Ace Pilot + Hit Defense
Javelin - Ace Pilot + Melee Hit Defense
Spider - Rangefinder + Accuracy
Urbanmech - Hit Defense + Recoil Reduction
Jenner - Ace Pilot + Jump Distance
Firestarter - Fuel Reserves(increases flamer damage)
Panther - Breaching Shot + Minimum Weapon Range
Cicada - Rangefinder + Initiative + Energy Accuracy
Vindicator - Breaching Shot + Weapon Heat Reduction
Blackjack - Range To Hit + Damage After Jumping
Crab - Range To Hit + Max Stability
Enforcer - Range To Hit + Weapon Heat Reduction
Hunchback - Melee Damage + Melee Stabilty
Trebuchet - Missile Accuracy + Indirect Fire Penalty Reduction
Centurion - Max Stability + Melee Hit
Kintaro - Max Stability + Missile Accuracy
Griffin - Breaching Shot + Damage Reduction
Shadow Hawk - Range To Hit + Melee Hit
Wolverine - Command Module + Max Stabiltiy
Dragon - Max Stability + Hit Defense
Quickdraw - Stability Damage Reduction + Energy Accuracy
Catapult - Stabilty Damage
Jagermech - Autocannon Accuracy + Autocannon Damage
Thunderbolt - Max Stabilty + Accuracy
Cataphract - Max Stability + Damage Reduction
Grasshopper - Range To Hit + Energy Accuracy
Black Knight - Command Module + Squad Accuracy
Orion - Max Stability + Weapon Heat Reduction
Awesome - Weapon Damage + Stability Damage
Victor - Recoil Reduction + Evasion
Zeus - Range To Hit + Missile Clustering
Battlemaster - Command Module + Squad Damage Increase
Stalker - Max Satbility + Stability Damage
Highlander - DFA Damage + DFA Self Damage Reduction
CyclopsQ - Missile Clustering + Missile Accuracy
Banshee - Melee Stability Damage + Melee Hit
Atlas - Command Module + Squad Hit Defense
King Crab - Max Stability + Autocannon Accuracy