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New Mech: Quickdraw


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#61 AceTimberwolf

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Posted 19 June 2013 - 11:35 PM

It would be great if Someone From PGI could answer this but What would go into changing the Scaling of the Mechs? is it just a quick patch or do you have to rework the entire mech meaning more months of waiting? As it appears now the Quickdraw will be a foot taller than the Orion or The Orion will be taller than a Atlas...

#62 Kharim

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Posted 20 June 2013 - 03:36 AM

View PostTharkan Stuermer, on 19 June 2013 - 08:38 AM, said:

However, I still think that it would have been a better idea to release the Kintaro or the Dervish first, since there are no 55t Mechs available in MWO at all

this +1, I really would like to see Kintaro swaying around with his big arms.

In my opinion Quickdraw should be given some more missile hardpoints- it is underpowered right now. It also needs resizing of course.

#63 Corvus Antaka

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Posted 20 June 2013 - 05:28 AM

The quickdraw is really really fun. Love the potential of 7 jumpjets, wish that many jumpjets was actually worth taking. Mech feels a little sluggish for a 60 tonner, and it definitely seems much to big.

Either give us a reason for your scaling system, or scale the mechs properly?

#64 Inveramsay

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Posted 20 June 2013 - 05:47 AM

I'll echo what everyone else said, the mech is far too big for being a 60t mech. I can see clear over the missile pods of a cat, I look down ever so slightly on the cockpit of an atlas and the mech itself feels like a much bigger mech when moving around. It is sluggish and honestly mostly handles like an assault. Plonking the biggest engine in there did a bit to help it but it still isn't exactly nimble. I know the cockpit is located at the very top of the mech which it isn't in many others but it is still too big

It seems that every new mech is slightly bigger than it should be

#65 Corvus Antaka

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Posted 20 June 2013 - 06:11 AM

please check to make sure the internals are properly taking damage on this mech.

ie a catapult bright red CT still takes some hits, quickdraw CT goes yellow and it seem to fly into a million pieces.

#66 Inveramsay

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Posted 20 June 2013 - 09:32 AM

I seem to be dying appropriately, I am however losing limbs alarmingly often which is a bit odd. I've hardly lost limbs in mechs before but now it seems that every other match I finish it either with an arm missing or having been killed due to legs being shot off. I can't quite explain why it is happening, are people aiming more for legs maybe?

#67 AceTimberwolf

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Posted 20 June 2013 - 11:29 AM

It is registering dmg incorrectly. Had a quick draw with bright red internals shut down infront of Bacon and my self and we alpha'd with 3 Ac5 4 meds 3 streak and didn't die. He ran away safety. And yes the arms on these don't last for crap. Again I think scaling is the problem there

#68 Evax

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Posted 20 June 2013 - 11:56 AM

Damage from the back a lot of the time hits the front, especially from a slight angle.

#69 HorribleGoat

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Posted 21 June 2013 - 01:03 AM

I've always had quite mixed experience while shooting mechs with jumpjets. For me it seems that its the jets somehow that make the hsr more wonky. More of the time hits just dont register properly where they running or jumping.

Quickdraw as a mech seems quite cool, though people run it pretty hot with large lasers. :D nasty buggers.

#70 Uncleclint

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Posted 21 June 2013 - 04:29 AM

I got a problem with my QKD-5K - the weapons in each side torso keep switching around (upper and lower position), no matter what i do. The plan was to put 1x each weapon A in the upper position and 1x each weapon B in the lower. I save the config and in one of the side torsos (random), the upper weapon ends up as the lower one and vice versa.
I have tried to put in both weapons A first then saved, went back to mechlab to put in both weapons B and save again but it didn´t work. The result was that suddenly the weapons in the other side torso were switched.

I don´t know if someone has posted this somewhere else already but i couldn´t find anything and bet that this is a bug and not a feature so im gonna write a ticket to support as well.
If not, well then this mech is even more useless than I initially thought.

#71 Burning Chrome

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Posted 21 June 2013 - 05:07 AM

I purchased a QKD-4H yesterday. The additional missile ports that suddenly appear when attempting to add a second missile system to the LT is ridiculous. A SRM-6 and SRM-4 = 10 tubes, so why is that "thing" being added other than to let the enemy know this QKD-4H has additional missiles? Lame and looks horrible. I understand the idea behind it, but unless all the other mechs, such as the CN9-X series has the same thing, it's not fair nor ideal. I sold the QKD-4H after that dissappointment.

The weapon alignment on the QKD-5K needs to be fixed so the player/pilot can choose the locations.

The QKD series needs to be reduced in-size. Looking Highlanders and Atlases in the eye and down on eveything else just doesn't feel right...though it does make head-shotting the enemy much easier.

The mech doesn't feel as nimble as it should either.

Hit locations are wonky as is how the mech takes damage. I have my QKD-5K maxed on armor. Some games I weather an incredible firestorm that kills most other mechs, other games a Cicada makes one pass, pew-pew with 4-6 MLs and I'm cored, missing and limb or red/no armor in one or more locations. Very odd.

Looks awesome and is FUN to drive, but needs a size reduction and a few other fixes tweaks IMO.

#72 SgtMaster

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Posted 21 June 2013 - 10:14 AM

anyone else noticed that the QuickDraw is announced as "coming soon to the mechlab", a week after its release...

#73 TekGnosis

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Posted 21 June 2013 - 11:24 AM

Regarding lost limbs, I think it's a function of how big the mech is overall compared to armor. It makes long range pre-brawl far more dangerous for the chassis.

Highlander (same size as Quickdraw +10% or so) meanders around a corner and gets clipped by 4xPPC stalker at range... says 'ow' and continues to fight.

Quickdraw meanders around same corner and has exposed interior structure, loses limb to next drive-by Jenner.

The legs on a quickdraw are as a big as a Spider, so I shoot them first. I'm fairly surprised no dev comment on this thread yet actually.

Also, JJ animation? Kthnx.

#74 footsteps maker

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Posted 21 June 2013 - 10:10 PM

I would like to know if PGIs had exagerated ist´s sise intentionaly, if so... what the reason for doing this?

#75 Tharkan Stuermer

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Posted 22 June 2013 - 02:05 AM

View PostTekGnosis, on 19 June 2013 - 06:09 AM, said:

Visually this 60 ton is larger by far than the other 65 and 70 ton chassis we already have.

It looks like it weighs 75-80 tons based on volume. It should be the same size as a Jager, not tower over it...
Essentially, it looks silly moving about the field at 106 nearly the same size as a lumbering highlander.

That might be true, if you only consider only the front view of the different 'Mechs. The Dragon, the Stalker, or the Catapult have very large torsi, which are quite easy to hit from the sides. I think, you basically can't miss a Stalker in a brawl, and concentrate fire quite easily on its CT, since you aim at their CT from very steep angles, too. If you're brawling with against a Highlander, or a Cataphract, that would be much tougher. This also true for the Dragon, for example :(

Sometimes, when I am being shot at, I also would like to have my Quickdraw and my Trebuchet resized, however :D
Below the line, I like the Quickdraw very much, it is even going to replace my Trebuchet 7M as a brawler, I guess. I'll keep my Fast-Fire-Support-Treb 5N, though B)

#76 Selfish

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Posted 22 June 2013 - 09:12 AM

I'm surprised the hitboxes on the QKD weren't hotfixed immediately. Its FCT wraps around its upper back. There's no need to go through the RCT.

Here I am coring one out while it's turned away from me. I've been cored this way as well. It's the primary means of killing a QD aside from legging.
http://youtu.be/PkdTUBaWsYA?t=1m5s

Edited by Selfish, 22 June 2013 - 11:38 AM.


#77 Devil Fox

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Posted 22 June 2013 - 07:45 PM

I'm refusing to play mine until their scaled correctly and a hotfix is implemented. To me it just looks like they took what they had done of the Quickdraw, and smashed it with the Highlander skeleton... then didn't bother with anything else. Scale is awful, hitboxes are made worse due to the scaling, the jumpjet animations aren't even in (this screams a rushed model)... seriously it wasn't bad enough you took the Orion away after a 5 month wait (announced December), but you replace it with a very lackluster battlemech 2 weeks out from the release of one of the most anticipated heavies!

So when can we expect scaling and fixes for the Quickdraw? I want a response from PGI on this issue!

#78 Ralgas

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Posted 22 June 2013 - 07:48 PM

View PostApostal, on 22 June 2013 - 07:45 PM, said:

I'm refusing to play mine until their scaled correctly and a hotfix is implemented. To me it just looks like they took what they had done of the Quickdraw, and smashed it with the Highlander skeleton... then didn't bother with anything else. Scale is awful, hitboxes are made worse due to the scaling, the jumpjet animations aren't even in (this screams a rushed model)... seriously it wasn't bad enough you took the Orion away after a 5 month wait (announced December), but you replace it with a very lackluster battlemech 2 weeks out from the release of one of the most anticipated heavies!

So when can we expect scaling and fixes for the Quickdraw? I want a response from PGI on this issue!


rubbish!! stick jagger/hunchback length legs on it and it's closer to a cent/dragon and smaller than said jagger

#79 John MatriX82

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Posted 23 June 2013 - 12:40 AM

The chassis has got some potential, at least I'm exping it and it's an idea I've dropped for the jagers and the BJ's.. well I neither considered them at all.

As many others said however, it's TOO WAY BIG. Reminds me of the Awesomes, how can be a 60 tonner the third biggest mech in the game? It's really silly. Reduce its scale a bit!

#80 AceTimberwolf

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Posted 23 June 2013 - 02:48 PM

View PostApostal, on 22 June 2013 - 07:45 PM, said:

I'm refusing to play mine until their scaled correctly and a hotfix is implemented. To me it just looks like they took what they had done of the Quickdraw, and smashed it with the Highlander skeleton... then didn't bother with anything else. Scale is awful, hitboxes are made worse due to the scaling, the jumpjet animations aren't even in (this screams a rushed model)... seriously it wasn't bad enough you took the Orion away after a 5 month wait (announced December), but you replace it with a very lackluster battlemech 2 weeks out from the release of one of the most anticipated heavies!

So when can we expect scaling and fixes for the Quickdraw? I want a response from PGI on this issue!

It could have very well been a rushed model I didn't even think of it. But yea They probably just reskinned the Highlander and called it a Quickdraw. I like how they said that this was a better Mech for the Meta which in the end is just 3 or 4 PPCs and JJs





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