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Quickdraw 4H Build - Opinions?


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#1 foyrkopp

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Posted 10 March 2014 - 04:01 PM

Inspired by this video (warning: German).

Build:
XL 300
2 PPC
2 MLaser
3 SSRM
1 Jumpjet
BAP

I like it not for the fact that "some guy on YouTube did good with it" but for the fact that it's loadout seems well rounded both game- and lore-wise.

So here are my questions:

Might this actually work or am I overlooking something?

Anyone got experience with the Quickdraw? Could / Should this be tried on another chassis?

Which in-between builds would you recommend for a pilot with no MechCredits and little to none equipment lying around? Which builds would work for the other variants during the elite-ing grind?


See you in the field
foyrkopp

#2 Xeno Phalcon

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Posted 10 March 2014 - 05:05 PM

I mastered a couple of the quickdraws (4H and 4G I think) and was one of the earlier pilots of them, however as people became accustomed to the mechs speed its bulky frame became a severe liability: its legs are easy targets and once they go its all downhill for any mech. Also with the current jump jet changes recently implemented a single jump jet is essentially only good for snailcrawling up hills, I would suggest emulating it on a slightly smaller mech such as the 55 tonners.

SHD-2D2 for example, loses the medium lasers but is faster and slightly cooler, though still hot either way. I tend to prefer Griffins, but the 2D2 does what your looking for most accurately. (Shoved in a third jump jet cause personally, jump jets are my bread and butter in my Griffin.)

Edited by Xeno Phalcon, 10 March 2014 - 05:07 PM.


#3 Roughneck45

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Posted 10 March 2014 - 09:10 PM

Shadowhawks>Quickdraws

Master those pilot trees! :)

#4 Sagamore

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Posted 10 March 2014 - 09:52 PM

Very similar to the SHD as mentioned by others. I find that between the PPCs and SSRMs you won't have much heat capacity left to really make use of those medium lasers anyhow. Perhaps try 4 medium lasers and a bigger engine?

I run the 4H as a fast missile support mech with twin Artemis-upgraded LRM 15s, 3 ML and a TAG with plenty of ammo and a decent sized XL engine. Its my favourite Quickdraw. I'll post the smurfy when I have the mechlab open.

Edited by Sagamore, 10 March 2014 - 09:54 PM.


#5 foyrkopp

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Posted 11 March 2014 - 12:03 AM

Hmm.

Watching a SHD-vid the other day, wherein it's shoulder-mounted weapons obscured most of the cockpit view, has made me shy away from the chassis a little. Plus, the 'Mech is so... meta.
Either way, the biggest drawback of Xeno's build seems to be that the PPCs are in the arms. I'm not good enough to chase spiders with PPCs anyway (that's what the Streaks are for) so I'd prefer them to be in the torso for safety.

That being said, you make it sound as if the QKD itself is not without certain flaws itself...

As for "one Jump Jet": It's meant for only hopping up a ledge or a jump-turn. I can live without jumpjet-only sniper perchs (my take on the 'Mech would be mobility) and I definitely don't want to pop-tart.

Getting rid of the Strikes is something I would not like to do - need something to swat flies spiders with.

I'll have to think about it. Thank you for your input so far.

-- Edit: Could be put onto a GRF-1S and keep the lasers. Would put all energy weaponry into one arm though: smurfy.


See you in the field
foyrkopp

Edited by foyrkopp, 11 March 2014 - 12:34 AM.


#6 Modo44

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Posted 11 March 2014 - 12:38 AM

View Postfoyrkopp, on 10 March 2014 - 04:01 PM, said:

Might this actually work or am I overlooking something?

The build is good, maybe too much back armor (think 10). It will not get any cooler with mostly energy weapons. The mech is bad. It is way underarmored for the huge frame.

View Postfoyrkopp, on 10 March 2014 - 04:01 PM, said:

Anyone got experience with the Quickdraw? Could / Should this be tried on another chassis?

Similar builds with the PPCs swapped for ballistics work on the Shadowhawk. You also get better cooling. I run AC10+2xML+3xSSRM2 with great success.

#7 foyrkopp

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Posted 11 March 2014 - 02:13 AM

Thanks for the input. Since I've seen SSRMs block right-side view out of the SHDs cockpit - is that an issue in your build or does it only apply to head-mounted launchers?

See you in the field
foyrkopp

#8 Modo44

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Posted 11 March 2014 - 04:09 AM

The Shadowhawk has a narrow cockpit view even without torso weapons. It generally requires jump jets to help with turning due to limited torso and arm twist. It is very versatile despite that flaw, but it is a flaw nonetheless.

#9 Rear Admiral Tier 6

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Posted 11 March 2014 - 06:34 AM

The Quickie is a awesome mech,with 4G being its worst variant and 5K the best in my opinion. I have mastered them all.Sold the 4G and 4H tho.

Great xp/c-bill-grinding build for Quickie:

http://mwo.smurfy-ne...38c45dcd6918840

Note: This works well on all the chassis variants

My current 5K build: http://mwo.smurfy-ne...bae0d93ce8b6760

Very fast and nice skirmisher/flanker,pop those lasers and toss the sixpack as a goodbye,ride into the sunset and attack from different angle. Very good build for HPG Manifold and River City!

When you have elited the chassis,you can downgrade the engine if you like,320 XL is low as i would go,it gives the Quickie 95 kph top speed with tweak and with that you wont probably explode instantly into a fireball when those evil AC40 jägers suprise you.

I tried the 4H as a light hunter,but its bit too large for that,better as a SRM-splatter in my opinion.


Like i always say "Anything that does not go faster than 105 kph with an 400 armor,is a deathtrap"

Edited by Cookiemonter669, 11 March 2014 - 06:38 AM.


#10 Xeno Phalcon

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Posted 11 March 2014 - 06:42 AM

Well if the Shawks cramped cockpit bothers you, the Griffin is at the other end of the spectrum and is why I picked it: Most open cockpit in the game currently.



Its biggest flaw is that the 1S and 1N has all its energy hardpoints in the right arm only, the 3M has one in the arm and one in the left torso though.

#11 Jody Von Jedi

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Posted 11 March 2014 - 07:29 AM

View Postfoyrkopp, on 10 March 2014 - 04:01 PM, said:

Might this actually work or am I overlooking something?

Anyone got experience with the Quickdraw? Could / Should this be tried on another chassis?

Which in-between builds would you recommend for a pilot with no MechCredits and little to none equipment lying around? Which builds would work for the other variants during the elite-ing grind?


I have the 4H at master level and G, K at Elite. I prefer the H over the other variants. The Legs are the weak point, so be cautious about taking armor from the legs to balance out the load.

I run the 4H like this most of the time.

Sometimes like this. You can swap out the LPL for LL or ERLL.

Jody

#12 Amsro

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Posted 11 March 2014 - 07:40 AM

This Quickdraw is a ASRM4 machine. Great variant to be sure.

#13 Rear Admiral Tier 6

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Posted 11 March 2014 - 08:06 AM

The most success that i had with 4H was with this build:

[smurfy]http://mwo.smurfy-ne...8a469b193625634[/smurfy]

I usually ran this with ambush/flanking tactics,using the medium lasers as last resort,otherwise splatted the enemy with the chainfired sixpacks. Sprayed 4-6 shots then ran away and attacked from the flank or changed targets,basic stuff.

#14 Tiamat of the Sea

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Posted 11 March 2014 - 10:15 AM

View Postfoyrkopp, on 10 March 2014 - 04:01 PM, said:

Inspired by this video (warning: German).

Build:
XL 300
2 PPC
2 MLaser
3 SSRM
1 Jumpjet
BAP

I like it not for the fact that "some guy on YouTube did good with it" but for the fact that it's loadout seems well rounded both game- and lore-wise.

So here are my questions:

Might this actually work or am I overlooking something?

Anyone got experience with the Quickdraw? Could / Should this be tried on another chassis?

Which in-between builds would you recommend for a pilot with no MechCredits and little to none equipment lying around? Which builds would work for the other variants during the elite-ing grind?


See you in the field
foyrkopp



I... would not build this. There are several reasons why I wouldn't build (or pilot) my 4H this way.

First of all, there are PPCs in the side torso and lasers in the arms. Given that this is not a 5K Quickdraw, one of those PPCs is going to be a significantly lower mount than the other, which means they aren't both placed in the best position for hill-crest sniping or hop-sniping. Given that a Quickdraw's arms are amazing shields on the sides, I can understand wanting to preserve the PPCs (as the bigger, heavier weapons), but with a fast-moving heavy like this you want your close-in firepower to survive as long as possible. I would not recommend using PPCs in a 4H to begin with, since they're a high-weight weapon, but this weapon placement doesn't seem very good to me.

Secondly, you're using Streaks and PPCs. For all that the QKD is a fast heavy, it's not as maneuverable as it wants to be- the turning radius on it is a bit poor (particularly for its potential speed), which makes it harder to keep Streaks locked on during close combat, and with its trait of a huge engine cap, mounting high-tonnage weapons like the PPCs is less of a good idea (if you must have a long range energy weapon, take an ERLL instead of the PPC- less heat per shot, usable at close range, and lighter weight- you get a four ton refund). Spare tonnage can go to the engine, improving speed and maneuverability and making you better able to handle lights (and possibly letting you add more heat sinks).

Third, you have only one jump jet. With the recent jump jet changes, this means that one jump jet is only okay on a 'mech like this if you're pop-tarting or something similar. If you are pop-tarting, a lot of the stuff I mentioned previously goes away- but you don't want to spend the tonnage on a high-rating engine either, and the use of Streaks is a bad idea because they don't mesh well with pop-tarting strategy. You should either be investing in more jump jets (for better overall maneuverability) and less poptart equipment (PPCs) or you should be forgoing engine ('cause it's heavy) for more poptart-friendly equipment (though what you could add is beyond me, aside from more PPCs- there really aren't any poptart-friendly missiles).

While you can poptart with a Quickdraw, I really don't recommend it, it's not what the machine is made for. And if you have to poptart, use the 5K for it- it has energy mounts in both shoulders for especially nice PPC use.

Further, if you're considering taking all three QKDs for the sake of using one of them as a jump-sniper or hill-humper, I very strongly recommend not bothering with Quickdraws at all. There are better machines for using that sort of tactic where you can use the other models for variations on it, and thus you won't be 'grinding out' elites just to sell the 'mechs later.

If you're actually open to keeping the other Quickdraws-

The 4G has seven jump jet mounts. This makes it amazing for two things- one, getting into hard-to-reach places for more ordinary sniping or missile bombardment (LRM-20 left torso, LRM-5 center torso, ER Large Laser right shoulder- in any combination or to any degree of those three weapons in use), and two, sailing clear over people while dropping medium laser and SRM fire into their heads. The 4H has a third missile hardpoint, and with a 4-tube, a 5-tube, and a 10-tube missile hardpoint, it's good for either SRM-4s or Streak-2s at high speed on something more durable than a Medium 'mech. The 5K is full of gobs of energy mounts, which means if you really want to do PPCs and medium lasers for 2/3 of a poptarter that can also scrum it up a bit in close combat, that's your variant.

-QKD-CR0

#15 Solis Obscuri

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Posted 11 March 2014 - 10:39 AM



Quickdraw 4HGriffin
Tonnage6055
Hardpoints76
Module Slots22
Max Speed106.9 kph116.6 kph
Jump Jets57
Max Armor402370
JJ Weight1 ton/JJ0.5 tons/JJ
ClassHeavyMedium
Movement ProfileLargeMedium
Twist Range90º/30º130º/35º
Elevation Range20º/35º25º/30º

Compared to the Griffin, the Quickdraw gains one weapon hardpoint and one ton of armor protection. It sacrifices 7kph top speed, 2 Jump Jets, and 45º of twist range.

The Quickdraw is also one of the only heavy 'mechs not classed as a Medium for slope climbing penalties (classed Large along with Orion and Catapult), and takes twice as much of a weight penalty per Jump Jet as the Griffin. As a 60 ton Heavy 'mech, it will weight-class match against units up to 15 tons heavier, while the Griffin can only match against units of equal or lighter drop weight in the Medium class.

All things considered, there is really no reason to ever use a Quickdraw over any of the 55 ton Mediums.

#16 Jody Von Jedi

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Posted 11 March 2014 - 12:49 PM

View PostSolis Obscuri, on 11 March 2014 - 10:39 AM, said:


All things considered, there is really no reason to ever use a Quickdraw over any of the 55 ton Mediums.


Unless you just like the Quickdraw. ;)

#17 Rear Admiral Tier 6

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Posted 11 March 2014 - 01:37 PM

Sometimes you just cant explain something with common sense.

Why some people use Locusts and so on.I tried to elite the Shadowhawk chassis but i couldnt,it was the most horrible time in my MWO-experience.I wish i bought Blackjacks instead,so i sold them and bought a fat jenner.

Quickie is a underdog,but it can be effective.

And to that "Oh no somebody is dropping with Catapract or something scary against your Fishbowl"-remark; The matchmaker seems to be in constant state of intoxication anyway,so no worries,and lone catapracts are quite easy prey.

#18 Solis Obscuri

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Posted 11 March 2014 - 02:14 PM

View PostJody Von Jedi, on 11 March 2014 - 12:49 PM, said:


Unless you just like the Quickdraw. ;)

My weakness with sooo many chassis... :ph34r:

#19 foyrkopp

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Posted 11 March 2014 - 03:26 PM

Thanks for all the feedback - I appreciate the work you guys put in helping me make an informed decision.

While I like the underdogginess of the QKD, it ultimately seems like a better option to migrate (and adapt) the build to another chassis, since I was considering the 'Mech for the build, not the build for the 'Mech.
What I liked about the concept was the principle of both long range weapons and streaks safe'n'sound in the torso, while the close range guns (and the SSRM targeting reticle) move at "arms speed". Plus, JJs. I didn't and don't plan on poptarting. Ever.

It seems that I can go with either a heavier (CTF, TDR) or a lighter (GRF) chassis. (After getting some feedback and watching some videos I have decieded that the Hawk is not my style.)

Given the aforementioned "core concept" of the build and the fact that the QKD doesn't seem ideal, what way would you go to build it?


Thanks for your help & patience, see you in the field
foyrkopp

#20 Johnny Two Legs

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Posted 11 March 2014 - 09:30 PM

I love the Quickdraw.

I have Mastered all the builds (additional Module slot).
I like the 4H and have it fitted as such - http://mwo.smurfy-ne...a6fb2f4a722b1ae

XL330 - 98kph w/speed tweek
Max armour 400/402
Arms have 2 ML
Torso has 2MPL and 3x SRM4
Cooling efficiency 38%
2 JJ

I hang out with the slower 'big' heavys and assaults. Dart in and out causing havoc.
Use the MPLs and SRM4's as splat/in your face damage to bigger mechs (that I can't miss and the SRMs have the most chance of hitting...).

The XL engine isnt really an issue - from the side the LT/RT jut out and from the front/rear they are quite small but you torso twist a lot and jump around heaps so damage can be easily spread. I also don't stop moving at all.

I do get legged a lot, less so than CT hits but moreso than other mechs. Doesnt help that I'm always jumping over/around mechs do often incoming fire is going to hit my legs anyway.

This bulid style is reactive rather than aggressive. You still need to be aware of damaged or alone mechs and hit them hard. The SRM's and MPL's take care of areas with no armour very well. You also need to be aware of when to jump/run out and create a diversion to take some heat away or add to the melee during a firefight.
This is the role i see my QKD builds do well in.

I struggle with pop tarting PPC builds... In any mech.

I don't seem to notice the relative agility limitations to other lighter mechs. I can keep pace with most of them, have more armour than them and also hit the same as them (at least in close range).
I have at least 2xJJ's, the 4G is the same build but with 1 less SRM4 and more JJ's and better heat management - along with better postive mech quirks such as twist and speed on the torso...

When i see a trip AC2/Dual AC5/SSRM Shadowhawk, and we are at similar damage levels, I have no qualms in taking them on... Especially with the Streaks as those are just going to spread the damage all over me rather than focus in one location...
Streaks can still cause a problem due to screen shake, so mechs like the 4 Streak SHD and the Kintaro are a problem.

Light mechs I can take on, i just use the MLs and MPLs and focus on the legs. Usually unless they are dogged, they back away.

J2L





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