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They are useful in reduce camera recoil when firing Heavy Weapon or Alpha Strike.
This is due to some of the updates from YAISM which has "updated" so to speak the _MDL on many mech chassis. The Raven just so happens to be one of them, but next update will attempt to future proof YARQE from any of the YAISM updates/changes.
RVN-1X only has:
- UAV Carrier
- Improved Sensors
-Capellan Confederation
Now, I *do* think it's flavorful that the prototype has less quirks, but I didn't read this change in the patch notes. Thought I might post a comment
Yep, so anything to do with just Mech quirks can be installed and uninstalled anytime without causing issues. Its not an installed equipment going away or being added so everything in the Mechlab will stay the same.
Expanded 'Mech Quirks is pretty outdated and doesn't come anywhere near the scale as this mod, or is really a 1 to 1 comparison to begin with. I'm also trying to get a new update out ASAP, just have lots of things to catch up on that's taking longer than anticipated. Technically, both mods could be used, but I'm 99% sure that YARQE would straight up override everything (at the very least most of it) making Expanded 'Mech Quirks completely redundant.
Also I love the Cyclops-Z quirks, so flavorful! It could be combined with a SatNav module and command an entire world's surface. Could be an interesting thing to build upon. I play the cyclops in it's intended design, an HQ (and unlorefully, an Arrow IV platform).
Would you be interested in adding a quirk (or equipment) to build upon this design quirk? To make it a cyclops only equipment you could require Tacticon B-2000 sensor equipment to be able to attach the Olmsted 840 tight beam comm suite with SatNav module. Let me know what you think, the Cyclops was done justice with your quirks
I have no complaint with the current stats. Being all positives would be quite dull, as each faction had industry strengths/weaknesses.
Not saying every faction quirk *needs* a negative, but I don't have a complaints with the current line-up
As for the HBK-4G, for me it was a bit of a kneejerk reaction as I like my Hunchies and seeing that the HBK-4H having a far better quirk and the 4G having barely anything that helps it's role had me raising an eyebrow.
Anyways, hoping you're enjoying the mod otherwise and have a good one :)
1. This mod is still a WIP and I'm still prioritizing on updating the mechs from various mods. It takes an immense amount of time looking up the lore per variant of each mech, then deciding what quirks make the most sense to add/create in addition to adding quirks based on buffing a mech's shortcomings. With that said, it's all subject to change, especially since it's easy to miss something and say, type in the wrong faction quirk for a variant.
2. Faction quirks aren't necessarily meant to be buffs, but changes in mechs to give more flavor. There are plans on adding something similar to the Fed-Suns refit quirk for the other factions if applicable. I think I'll start with the Draconis Combine first, since mechs like the HBK-4G aren't really a Kuritan-Exclusive, like the Dragon is for example.
This also makes the HBK-4H a far better option to run as it doesn't suffer from increased upkeep and reduced weapon range. I feel like there should be a Draconis Combine Refit quirk in the same manner as the Federated Suns Refit quirk and have it represent Kurita's combat doctrine of bushido for, at least, the 4G.
Also, the Draconis Combine perk is probably one of least desirable of the faction quirks, with the Capellan's being worse combat-wise, due to how hyper-focused it is. Other faction quirks feature a larger spread of weapons whereas the Draconis Combine has just 2, MRMs (made after the Clan Invasion) and PPCs. I'd go as far to say that the Lyran Commonwealth quirk is superior for PPCs.