Quickdraw Hero 'mech Iv-Four
#41
Posted 07 May 2014 - 08:17 AM
#42
Posted 07 May 2014 - 08:21 AM
Deathlike, on 07 May 2014 - 08:16 AM, said:
The error in that logic is that it takes a lot of tonnage to fill in the ballistic slots. I'm not saying the Dragon or the hero Quickdraw is bad (well, they are) but it does eat a lot of tonnage to get them where they need to be. Even the tri-AC2 dakka Dragon is hard to field due to the amount of ammo you'd have to carry.
While I understand, and agree, that weapons should be self balancing: they're not. This means we have a straight pecking order of weapons ACs > LRMS > PPCs > Lasers > Gauss > Pulse-lasers > SRMs > MGs with LRMs only recently moving towards the head of the pack (again).
#43
Posted 07 May 2014 - 08:56 AM
Ed Steele, on 07 May 2014 - 07:55 AM, said:
Actually, there is only one 55 ton variant that even comes close to the IV-Four when comparing Jumpjets and Hardpoints. The WVR-6R and it only has 1 energy hardpoint in the head and 1 ballistic in the right arm. I also see about as many Wolverines in matches as I do Quickdraws.
I know you'll play the Shadowhawk card, but that's an apples and oranges comparison. For one thing, the field of view sucks on a Shadowhawk. Those canons sticking out the left side of the cockpit just get in the way. Want to kill a Shadowhawk quickly? Approach from back left side. And none of the variants have ballistic hardpoints anywhere but the left torso.
As I said above though, I totally agree with you as far as the engine cap goes. PGI really gimped the IV-Four with that engine cap.
Jody
#45
Posted 07 May 2014 - 09:13 AM
Thanks Phil.
#46
Posted 07 May 2014 - 09:15 AM
#47
Posted 07 May 2014 - 09:33 AM
Doomsday, on 06 May 2014 - 01:39 PM, said:
I also run them and have not found it necessary to max out an engine on a heavy, especially on a fire support mech as was intended for this design; also in the TRO
For balance purposes they have allowed some mechs to go higher than their base stock engine normally would allow, for instance the Raven 2X/4X got an increase a while back, among others That's all I'm saying, a maximum of 290 for a Quickdraw isn't that quick, where perhaps a 325 would be more reasonable.
#48
Posted 07 May 2014 - 09:42 AM
#49
Posted 07 May 2014 - 11:33 AM
The IV-4 as it is put together can function like other Quickdraws, but less effectively thanks to a reduced number of energy hardpoints and slower engine, and it can function somewhat like a Cataphract 3D, but frailer and with less large-ballistic options, as well as a larger (and thus easier to hit) profile. So it's.... well, it's not unusable. But it's not comparable to other Quickdraws.
The main issue here comes from the dual ballistics, which eat scads of tonnage and force a low base engine rating on the thing. Given that the Quickdraw was already given the 'tradeoff' of huge 'mech size and reduced agility to 'compensate' for having a high top speed, reducing the engine rating drastically like this makes basically no sense. Besides that, dual ballistics incline the 'mech towards a different function altogether, as they don't behave in the same fashion as energy weapons (aside from the PPC). It can't even zombie very well because as any Quickdraw pilot will tell you, the legs and center torso will go before the side torsos- something like 90% of the time. Side torsos on QKDs are tiny compared to the rest of the 'mech and once the arms are gone, the center torso will get hit when you're shot in the side, all the time.
Just to cap this off, the only places the default loadout has maximum armor besides the head are the tiny side torsos, which is just bad planning on a 'mech with the Quickdraw's hitbox proportions.
The weapons and armor default loadout is much more appropriate to a 'mech with a different physical shape, and the same goes for the engine rating range. Given that the Cataphract 3D does pretty much everything the IV-Four does aside from mounting missiles (and while only costing C-bills rather than MC), and the rest of it can be done as well if not better by the JM6-A (which also doesn't cost MC), I'm simply not impressed.
I love Quickdraws (as if my pilot name didn't hint that already), but I'm exceedingly unlikely to ever try piloting this thing. And if I do, I'm liable to not use the ballistic hardpoints- or use only one of them. 'Hero Quickdraw' could have been used for something much more interesting. Even mounting a single-ballistic shoulder would have been a more interesting choice (as arms go pretty quickly on Quickdraws).
It has a niche, but it's a niche that didn't need filling.
-QKD-CR0
#50
Posted 07 May 2014 - 01:08 PM
focuspark, on 07 May 2014 - 08:09 AM, said:
Not really necessary, since ballistic weapons and a fast engine are mutually exclusive in a 60-ton mech. The mech would only be fast if you took machine guns or no ballistics at all, but then you would have no arm-mounted weaponry. So that would be another problem with the design.
Sometimes I think they are so worried about making another Ilya Muromets pay-to-win mech that they end up on the side of pay-to-lose.
#52
Posted 07 May 2014 - 10:12 PM
#53
Posted 07 May 2014 - 10:36 PM
#54
Posted 08 May 2014 - 03:56 AM
Rakassan, on 07 May 2014 - 10:12 PM, said:
I don't know if you have noticed but all of the 'Hero' mechs are weaker than the standard variants (with the exception of the muro mets) this is because PGI doesn't want MWO to be labeled as a Pay to Win game, yes they give us a unique chassis, one that can do something the rest can't, but then they are obligated to take something away, to stop the majority of cry babies on this forum screaming P2W.
PGI is doing epic things with this game, they have never stopped to astound and please me with the direction they are going. yes there has been hiccups, and yes there has been disappointments, but they are a small company trying to fulfill the wishes of a massive community..
maybe for once give them a break and see they are doing what they can to make MWO work.
Edited by Smudge504, 08 May 2014 - 03:57 AM.
#56
Posted 09 May 2014 - 08:13 AM
I'm currently 1:1 ratio on KDR, right where PGI wants it to be.
11 kills, 11 deaths out of 15 matches.
#57
Posted 09 May 2014 - 08:16 AM
Quickdraw Crobat, on 07 May 2014 - 11:33 AM, said:
I'm liable to not use the ballistic hardpoints- or use only one of them. 'Hero Quickdraw' could have been used for something much more interesting. Even mounting a single-ballistic shoulder would have been a more interesting choice (as arms go pretty quickly on Quickdraws).
-QKD-CR0
I did just as you proposed with mine. I'm only using 1 ballistic point and max engine.
#58
Posted 09 May 2014 - 08:39 AM
Jody Von Jedi, on 09 May 2014 - 08:13 AM, said:
I'm currently 1:1 ratio on KDR, right where PGI wants it to be.
11 kills, 11 deaths out of 15 matches.
Please let us know how that KDR looks after about 100 games when you are in a higher ELO bracket with players who can actually aim.
John McFianna, on 07 May 2014 - 10:36 PM, said:
This is about the only viable build on this mech.
#59
Posted 09 May 2014 - 08:47 AM
Vidarok, on 07 May 2014 - 04:50 AM, said:
In addition, the paintjob is horrible. At least you can change the colors into something that doesn't convey the words "SHOOT THE CRAP OUT OF ME!"
SRMs are actually working great...I decided to take a Catapult A1 and load it with 6 srm4+a, and guess what. Splatcats are back baby!!! Woo!!
I even nailed a firestarter with it and removed the front armor in one salvo from all three of his front torsos. It was glorious.
#60
Posted 09 May 2014 - 08:51 AM
Even if this is the weakest of Qickdraws as some have been saying, I kind of want one in any case. Except for that nasty looking screen they're using for selling the thing. Looks like it got pulled out of a trashcan. Anyone have a better screen of it in game?
Haven't played in a while, mostly been waiting for some changes in Meta, but i think I'll have to drop a few matches this weekend, and I want a new mech to lose in. So...
Edited by verybad, 09 May 2014 - 08:52 AM.
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