Jump to content

Any Decent Quickdraw Builds?


16 replies to this topic

#1 UrsusMorologus

    Member

  • PipPipPipPipPipPipPip
  • Big Daddy
  • 616 posts

Posted 11 November 2014 - 08:59 PM

I had the QKD on my list of secondary mechs to look into. Right now I'm running around with a QKD-4G, alternating between XL 340 with 4xJJ 2xLL 2xML and LRM5 w/ 2ton which is very mobile but has limited damage potential, and XL 300 that replaces the LL with LPLs for better base damage and cooling but it suffers in brawls with the loss of mobility. 4G seems like best candidate because of the superior torso twisting and the large number of energy quirks.

QKD-4H for eliting the chassis probably, if anybody has a spectacular build for me to try, otherwise I will use a more efficient version of the 4G. It got quirks for SRM4 and very little energy buffs, so doesnt seem like worth using for much.

Any current builds for the QKD-5K that are special? I might be interested in using it as a laserboat, but it got few quirks, so the 4G looks like it will be better for laserboating even with fewer of them.

Edited by UrsusMorologus, 11 November 2014 - 09:11 PM.


#2 Macksheen

    Member

  • PipPipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 1,166 posts
  • LocationNorth Cackalacky

Posted 11 November 2014 - 10:06 PM

I'm trying the 4G with 4xLL, we'll see how it does.

I've got the 5K and can't find something I'm happy with. I've tried PPCx2, MLx4 and ERLLx4, MLx2 but don't really love either of them yet. May try 6xMPL next.

I own the IV, so that'll be my third. In hindsight, I might have been better off picking up the 4H instead of the 5K. Driving them, seems like I might like that configuration better.

Would love to also hear how others run them.

#3 andrewkhlim

    Member

  • PipPipPip
  • The Infernal
  • The Infernal
  • 93 posts
  • LocationSydney, Australia

Posted 11 November 2014 - 10:35 PM

I don't often drop in heavies but I like the 3xPPC for laughs every now and then. Obviously crap for brawling.

#4 Rear Admiral Tier 6

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 1,633 posts

Posted 12 November 2014 - 05:10 AM

wubdraw

5K is awesome with wubs now

4H with 3 ASRM4 launchers 4 medium lasers,STD270 or XL330 ammo,jump jets,cooling to taste

4G 4 LL with XL300

#5 Jody Von Jedi

    Member

  • PipPipPipPipPipPipPipPip
  • The Hammer
  • The Hammer
  • 1,551 posts
  • LocationNorth Carolina

Posted 12 November 2014 - 05:23 AM

I run my 5K with 2 LL in the arms and 4 ML in the torso with a 360XL engine. I had great success with it even before the buff. Now it's OP ;)

#6 Macksheen

    Member

  • PipPipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 1,166 posts
  • LocationNorth Cackalacky

Posted 12 November 2014 - 07:00 AM

View PostJody Von Jedi, on 12 November 2014 - 05:23 AM, said:

I run my 5K with 2 LL in the arms and 4 ML in the torso with a 360XL engine. I had great success with it even before the buff. Now it's OP ;)

Hm. Maybe I'll monkey with that, since I no longer run my Jester that way.

Though, I may end up w/ the wub.

#7 greywolf79

    Member

  • PipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 83 posts
  • LocationCedar City, UT

Posted 15 November 2014 - 07:03 AM

I have never really used the Quickdraw... Any ideas other than the 4xML and 2xLL? I am curious about players who enjoy using it and what they run.

#8 UrsusMorologus

    Member

  • PipPipPipPipPipPipPip
  • Big Daddy
  • 616 posts

Posted 15 November 2014 - 11:37 AM

I finished mastering them today. They are pretty solid performer once you find the rhythm, pulling 300-700 damage pretty reliably. STs almost never popped unless I got hit from behind, so they are solid for XL engines. You can run high engines for +100 kph run speeds but its not necessary if you use JJs effectively and maintain a little distance. The builds I used, w/ XL300 4xJJ in each:

QKD-4G w/ 2xLPL 2xML 1xLRM5 -- Very large number of energy weapon quirks make this very efficient. 32 point energy damage on targets that are close to you, while the LRM5 can get you some supplemental damage on close targets and contributes to the long damage swaps too. I tried using SRM4 for a while but I dont have enough agility--may work better with 350ish engine, or maybe with Streaks (but those require BAP to work reliably).

QKD-4H w/ 2xLL 2xML 2xLRM5 -- the key here is keep +180m and spam the LRM5s on chain-fire while also hitting the target with LL. It does not have many quirks, and the few it does have are limited to missiles and SRMS, so I sold this one as soon as I mastered.

QKD-5K w/ 2xERLL 4xMPL -- Very strong energy boat. 42 alpha if they are close, will core most things with 2-3 alphas. Inner Sphere does not have many laser boats and this one is quite reliable performer with the heavy armor, jump jets for mobility, and enough efficiency to run MPL loadout easily.



Edited by UrsusMorologus, 15 November 2014 - 11:40 AM.


#9 Rear Admiral Tier 6

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 1,633 posts

Posted 17 November 2014 - 09:37 AM

IV-4 is a beast with the AC5-quirks,not as fast firing as DRG-1N,but you can have 2 AC5:s and 2 SRM6:s with decent ammo and jump jets in this one.
Its a close support mech,travel with your Atlas/Dire Whale buddies and concentrate fire,dont stop if the enemy concentrates fire on your friend,pound the enemy into submission with AC5:s and SRM:s.I used this strategy before the quirks and it worked well.
600-800 damage with multiple kills is easy,just remember to make every round count.Cooldown and range modules for the AC5:s,cooldown for SRM:s.

The Build

#10 DONTOR

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,806 posts
  • LocationStuck on a piece of Commando in my Ice Ferret

Posted 17 November 2014 - 10:15 AM

http://mwo.smurfy-ne...318d253e29cb7e1
This build took me a lot of playtime and adjusting to come up with. It uses ferro and endo with zero free slots avaliable, good heat eff. Hammers at close range and pokes out to 1000M, makes use of the largest engine for maximum surviveability. This was one of my most successful and favorite mechs to pilot, until clans came out. Havent played it since but, I'm sure with the new perks it would be amazing.
1 SRM4
1 SRM6
14 DHS
3 MLs
1 PPC
You can lose one DHS and add more SRM ammo and max the armor, but you will have .33 tonnage left which annoys me lol.

#11 Scout Derek

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Infernal
  • The Infernal
  • 8,017 posts
  • Google+: Link
  • Twitch: Link
  • LocationSomewhere where you'll probably never go to

Posted 17 November 2014 - 11:14 AM

View PostDONTOR, on 17 November 2014 - 10:15 AM, said:

http://mwo.smurfy-ne...318d253e29cb7e1
This build took me a lot of playtime and adjusting to come up with. It uses ferro and endo with zero free slots avaliable, good heat eff. Hammers at close range and pokes out to 1000M, makes use of the largest engine for maximum surviveability. This was one of my most successful and favorite mechs to pilot, until clans came out. Havent played it since but, I'm sure with the new perks it would be amazing.
1 SRM4
1 SRM6
14 DHS
3 MLs
1 PPC
You can lose one DHS and add more SRM ammo and max the armor, but you will have .33 tonnage left which annoys me lol.

Mmm...
Posted Image

#12 Anton Dreschler

    Rookie

  • 2 posts

Posted 20 November 2014 - 08:27 AM

I've been using this build in my 5K recently:

http://mwo.smurfy-ne...8a875c3fe586ff4

Over 64 drops I'm sitting on 536 average damage and 3.25 K/D so it's working well. I can't wait to buy a 4G again seeing as it has far better quirk support for a setup like this. Stupid me for selling my old one way back when.

All in all it runs surprisingly cool, has excellent poking ability thanks to those torso hardpoints and has the speed and mobility when mastered to harass well during a brawl.

Edited by Anton Dreschler, 20 November 2014 - 08:30 AM.


#13 Jody Von Jedi

    Member

  • PipPipPipPipPipPipPipPip
  • The Hammer
  • The Hammer
  • 1,551 posts
  • LocationNorth Carolina

Posted 20 November 2014 - 08:44 AM

View PostAnton Dreschler, on 20 November 2014 - 08:27 AM, said:

I've been using this build in my 5K recently:

http://mwo.smurfy-ne...8a875c3fe586ff4

Over 64 drops I'm sitting on 536 average damage and 3.25 K/D so it's working well. I can't wait to buy a 4G again seeing as it has far better quirk support for a setup like this. Stupid me for selling my old one way back when.

All in all it runs surprisingly cool, has excellent poking ability thanks to those torso hardpoints and has the speed and mobility when mastered to harass well during a brawl.



I wish I could learn to use the PPC, but I just don't have the patience for it. It's sooooo sloooooooooow.

I know they upped the speed closer to where it used to be, but it's still too slow for my tastes.

With the chassis quirks and PGI changing the ballistics speed, I've gotten to where I just use lasers all the time now. I'm much more consistent with them. The laser duration doesn't change aiming, but projectile speed throws your aim all out of whack. Depending on what chassis you're running ballistic projectile speed can vary greatly with the same weapon. It's irritating to me.

#14 Alienized

    Member

  • PipPipPipPipPipPipPipPipPip
  • Rage
  • Rage
  • 3,781 posts
  • LocationGermany

Posted 20 November 2014 - 08:50 AM

i use my 5k with xl300, 2 ppc in the upper sidetorso slots. 4 med lasers and a srm 4+ artemis with 1ton ammo.
lots of possibilities to play that mech in that config, always able to switch between PPC shots at longer range with med laser support or only use the 4 med lasers and the srms to cool down abit while still able to fire something.

just dont alpha too much ;)
wubdraw is a bit hot and has not enough range for my taste.

#15 Anton Dreschler

    Rookie

  • 2 posts

Posted 20 November 2014 - 09:14 AM

View PostJody Von Jedi, on 20 November 2014 - 08:44 AM, said:



I wish I could learn to use the PPC, but I just don't have the patience for it. It's sooooo sloooooooooow.

I know they upped the speed closer to where it used to be, but it's still too slow for my tastes.

With the chassis quirks and PGI changing the ballistics speed, I've gotten to where I just use lasers all the time now. I'm much more consistent with them. The laser duration doesn't change aiming, but projectile speed throws your aim all out of whack. Depending on what chassis you're running ballistic projectile speed can vary greatly with the same weapon. It's irritating to me.


Aye, I have the same issue. Maybe it's latency, maybe it's simply lack of practice, but even during the old ac5/ppc poptarting meta I found myself gravitating towards lasers. Now with the recent buffs, LPLs seem to fit a happy medium between pinpoint accuracy and burst.

Ironically, as far as LPL platforms are concerned, I've had far more luck with my trusty 5K than with the Wubverine and TDR-9SE despite their amazing quirk support.

Edited by Anton Dreschler, 20 November 2014 - 09:23 AM.


#16 Jody Von Jedi

    Member

  • PipPipPipPipPipPipPipPip
  • The Hammer
  • The Hammer
  • 1,551 posts
  • LocationNorth Carolina

Posted 20 November 2014 - 09:24 AM

TDR-5SS is the pulse laser boat for me. They are Medium pulse lasers, but I'm Lubbing me some Thunderwub

#17 Dawnstealer

    Member

  • PipPipPipPipPipPipPipPipPip
  • Mercenary
  • Mercenary
  • 3,734 posts
  • LocationBlack Earth

Posted 20 November 2014 - 09:31 AM

I don't run them, but if I did, I would probably do it with something like this:

http://mwo.smurfy-ne...b2d8885140e89d4





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users