I think that if HBS decide for a 2nd season pass, they could include quirks for the older mechs in the next DLCs material.
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.
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