Quirks
The Quirks systems increases variety and competitive balance between different 'Mechs and variants. Quirks provide small buffs can and emphasize a particular specialty.
Quirks stack, so if a 'Mech has a +10% quirk for Lasers and additionally +10% quirk for Medium Lasers, they are added together for a +20% quirk if Medium Lasers are equiped.
Quirks cover the following categories:
- Internal Structure
- Armor
- Maneuverability (Pitch, Yaw, etc.)
- Chassis
- Heat Dissipation (applies to any weapon)
- Heat Generation (applies to any weapon)
- Weapon Cooldown (applies to any weapon)
- Weapon Range (applies to any weapon)
- Target Decay
- Overheat Damage
- Receive Critical Damage
- General Weapon Types
- Energy (Cooldown, Heat Generation, Range)
- Ballistic (Cooldown, Heat Generation, Range, Velocity)
- Missile (Cooldown, Heat Generation, Range, Velocity, Spread)
- Specific Ballistic Weapon Types (Cooldown, Heat Generation, Range, Velocity)
- Ballistic/AC and individual ACs
- Ballistic/LB-X and individual LB-Xs (includes Spread)
- Ballistic/UAC and individual UACs (includes Jam Chance)
- Ballistic/Gauss and individual Gauss Rifles
- Ballistic/Machine Gun (Rate of Fire)
- Specific Energy Weapon Types (Cooldown, Heat Generation, Range, Duration)
- Energy/Standard Laser and individual Lasers
- Energy/Heavy Laser and individual Heavy Lasers
- Energy/ER Laser and individual ER Lasers
- Energy/Pulse Laser and individual Pulse Lasers
- Energy/PPC and individual PPCs
- Energy/Flamer
- Specific Missile Weapon Types (Cooldown, Heat Generation, Range, Velocity, Spread)
- Missile/LRM and individual LRMs
- Missile/MRM and individual MRMs
- Missile/SRM and individual SRMs
- Missile/SSRM and individual SSRMs
- Missile/RL and individual RLs
- Missile/Narcs
- Utility
- AMS (Rate of Fire, Range)
- Sensor Range
- Target Decay Duration