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Quick Draw 4H Build


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#1 Capnflintlock

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Posted 16 May 2014 - 07:20 PM

I've been experimenting, A LOT with this mech, and I've been having so much trouble trying to find the right niche to put it in. I finally found a build I'm comfortable with however, and I thought I'd share and get feedback

Engine: XL 295(saving up for XL 300, so just treat it as such)
Heatsinks: 2 extras, besides engine's
Upgrades: Endo Steel, Double Heat Sinks
Armor: 384/402
Equipment: Artemis, BAP, AMS, x5 jump jets
Weapons: x4 Medium Laser, x2 SRM 4's, x1 LRM 10

I alternated between using XL and standard engines, but found that I rarely lost my side torsos. Nomatter how I maneuvered, enemies would almost always gut out my C.Torso first. Most likely because I'm primarily a light/medium pilot, and I'm used to faster torso twisting speeds, but regardless I opted to start using an XL as I needed the fire power.

Why I chose what I chose:

Artemis: Srm's are one of my favorite weapons, even if they're a little bugged. When combined with Artemis, their flight path is very accurate, even at ranges of 275 meters. I use this boost, in combination with my medium lasers, to drop a fairly accurate 36 damage alpha strike when jump jetting. The boost also works out for LRM's.

BAP: Though it boosts targeting range and detects shutdown mechs, I'd say I like BAP the most because it increases target info gathering speed. Every second counts when trying to determine what weaponry your foe has, the condition of their armor, etc. Info is everything, all for a manageable weight of 1.5 tons

AMS: Quick draw doesn't really brawl to well, so most of the match you'll spend your time popping in and out of cover/behind teamates. Your major weakness though is LRM's from those pesky Target Delay LRM boats that spot you for only a second and can hit you from behind terrain. This helps reduce some of that issue.

LRM 10: LRM's in most cases are fairly ineffective in small numbers. Case in point, unless you're boating 20-40 at least, you won't see HUGE immediate damage being done to enemies, but you are doing something. I like to keep this weapon on hand because I like to be active in all stages of the battle. Whether I'm low on armor, out of range for close combat, or terrain is blocking my path, I can use an LRM 10 to constantly chip away at targets my allies are fighting against. Even if it only does 1-2 damage to each body part per salvo, that can mean the difference between life or death for a teamate, and it sure as hell beats me doing nothing the entire time I'm walking to another skirmish.

x2 SRM 4's: Small and compact, SRM's do good damage per ton, and with artemis are pretty damn accurate. 16 damage per alpha with manageable heat, enough said.

x4 medium lasers: Common staple among many mechs and for good reason. Accurate, 20 damage alpha strikes with a decent enough range to allow for skirmishing.


Just my build I've been running. Any critiques, thoughts, or suggestions are welcome.

#2 Tiamat of the Sea

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Posted 17 May 2014 - 09:25 AM

Other than that the reason you rarely lose side torsos being their size, not your twisting (go check the hitboxes thread- QKD side torsos are literally the size and shape of the side torso weapon mounts- your armpits are basically center torso), this all looks excellent to me. From my perspective, Artemis is a personal choice as SRMs go so no way am I going to tell you not to do it.

#3 Rear Admiral Tier 6

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Posted 17 May 2014 - 11:38 AM

XL 300 is not really worth the grinding effort if you have XL295 already.

with 295 you can fit it as a PPC-sniper,with streak backup like this

or just have fun and use my favourite trollbuild

Ive tried the 4H as a lighthunter with 3 streaks,BAP,4 med lasers and XL360,it didnt really work,fun as hell,but against big guys it was hopeless. SRM-bombers are more fun in this chassis.





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