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New Mech: Quickdraw


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#81 MadTulip

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Posted 24 June 2013 - 10:56 AM

reduce size of mesh bei 10 to 15%. its larger then a ctf

#82 Grendel408

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Posted 24 June 2013 - 11:37 AM

wow... here I wanted to buy a Quickdraw... gonna wait and see if the Devs shrink this puppy down LOL! Well... let's hope the Orion (when released) is still it's squat-bulky self once plugged into the game.

#83 Corvus Antaka

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Posted 24 June 2013 - 09:23 PM

I really think something might be wrong with the internals on this mech, most of my mechs the RT/LT/CT gets quite red often before dying, this guy, once a torso goes yellow it seems to fly apart on the next shot. maybe just the current ppc meta but another look at the internals to be sure might be a good idea.

Great mech overall, great addition to the game. Definitely a touch large though, but not massively so. centurion still looks too big much more so.

EDIT: The head hitbox "may" be a little to large on this mech. I've gotten headshot more than in my catapult, and ive been finding it VERY easy to headshot other quickdraws. I'd suggest shrinking the hitbox down 25% for now and seeing how it goes.

Edited by Colonel Pada Vinson, 26 June 2013 - 06:53 AM.


#84 Corvus Antaka

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Posted 26 June 2013 - 06:54 AM

*bump* for edit. delete if needed.

#85 Huranu Rothe

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Posted 26 June 2013 - 07:29 AM

Really wanted to like piloting this mech, but as previously stated by most, It's just to big and feels rushed what with all the issues with it.

Reduce it's size and tweak as needed and it'll become a solid heavy choice, as it currently stand's I and many other's are steering pretty clear of buying anymore of them at the current time, which is a shame as it's sweet looking mech.

#86 Corvus Antaka

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Posted 26 June 2013 - 08:27 AM

Quickdraw takes damage to its rear armour even with no enemies behind you, something off with the dmg transference on this mech.

#87 Flatland

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Posted 26 June 2013 - 04:44 PM

I'm encountering a minor bug when outfitting the 4H.

Whenever I equip the mech with an SRM6 and SRM4 in the Left Torso, the tube config displays properly, like so:
Posted Image

However, if I save the the config and navigate to another mech, or launch into a match, the tube config changes to this:
Posted Image

Which causes the SRM6 to be unable to fire it's full 6 missiles at once, as there are only 5 tubes allocated to it.

It's nothing gamebreaking, but it's really rather annoying.

#88 Kin3ticX

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Posted 26 June 2013 - 05:53 PM

has anyone else noticed the Qdraw has no JJ flame?

#89 Solis Obscuri

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Posted 27 June 2013 - 02:53 AM

The Quickdraw could be a a very strong heavy. It tanks well, and moves fast. Currently, the weak state of SRMs severely limits its close-range damage potential, and poor hit detection for lasers after the last couple of patches further hampers the design. I must assume, though, that PGI intends to get hit-detection past the state it was in Closed Beta again, and will probably adjust SRM mechanics as well.

The only immediate concern I an offer for the 'mech is that it suffers severe clipping issues both against other 'mechs and terrain. While I know full-up collisions won't be back for a while, the QKD responds poorly to any contact with other 'mechs, and often gets hung-up jump-jetting over buildings and rock formations on maps like Tourmaline Desert, requiring the pilot to wait for JJ fuel to refresh before performing an operation to free themself.

In extreme situations, enemy light pilots can actually run "inside" a Quickdraw. firing their Streaks and Lasers to maximum effect against the QKD's internals, without the QKD pilot being able to escape the situation due to the bad clipping issues. This flatly amounts to an exploit and must be corrected.

Edited by Solis Obscuri, 27 June 2013 - 01:24 PM.


#90 Burning Chrome

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Posted 27 June 2013 - 08:14 AM

View PostSolis Obscuri, on 27 June 2013 - 02:53 AM, said:

In extreme situations, enemy light pilots can actually run "inside" a Quickdraw. firing their Streams and Lasers to maximum effect against the QKD's internals, without the QKD pilot being able to escape the situation due to the bad clipping issues. This flatly amounts to an exploit and must be corrected.


This might explain why I've lost limbs/internals to a light that runs through my mech despite having full armor.


While I havent experienced clipping issues while jumping over things, just walking by a building or enemy mech has resulted in severe rubberbanding on numerous occaisions to the point the game is unplayable for several long moments that results in taking a lot of damage and missing with my own fire. Frustrating...no... maddening that is.

Also, the hit-boxes are messed up. I was getting shot in the back from an Awesome and it almost killed me, but I was fortunate to finish him off first. What's the problem? My back was up against a building (RC skyscraper) and we were facing each other. I took minimal damage to the torso front armor, lost all on the back and several weapons to internals. I couldn't move off the building for several seconds due to rubberbanding. I was trying to jump over and behind the Awesome...but would be pulled back down and on to the building.

Another odd occurance, I lost directional control of my QKD-4G after backing up. My ride continued in a straight line in reverse but I could control Torso movement and weapons fire...not a great help as there was a StreakCat behind me.

Same thing happend in my TBT-5J as well 3 matches later, so not necesarrily a QKD issue.

Edited by Burning Chrome, 27 June 2013 - 08:27 AM.


#91 Urdnot Mau

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Posted 28 June 2013 - 06:13 AM

Multiple times i've had a problem where my QKD started moving backwards even if i didn't have the S button pressed. Even after hitting X it would start moving backwards on it's own. Has anyone else had that problem?

And... it just happened again. But this time i was moving foward. It's getting really annoying..

Edited by Urdnot Mau, 28 June 2013 - 06:19 AM.


#92 John MatriX82

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Posted 28 June 2013 - 06:27 AM

View PostColonel Pada Vinson, on 26 June 2013 - 08:27 AM, said:

Quickdraw takes damage to its rear armour even with no enemies behind you, something off with the dmg transference on this mech.


Yep this happened to me yesteday on Frozen, I've got hit by an AC 10 in the CT (roughly in the neck) but my rear armour soaked up all the damage. And it was the match start, no friendly nor enemy mech was behind me.

View PostUrdnot Mau, on 28 June 2013 - 06:13 AM, said:

Multiple times i've had a problem where my QKD started moving backwards even if i didn't have the S button pressed. Even after hitting X it would start moving backwards on it's own. Has anyone else had that problem?

And... it just happened again. But this time i was moving foward. It's getting really annoying..


I had a similar problem with my AWS 9M, it kept spinning to the right without any warning. Try to delete the USER folder, if you mind this, then try to delete weaponsgroups.xml (found in USER/Profiles).

Edited by John MatriX82, 28 June 2013 - 07:33 AM.


#93 Mrllamaface

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Posted 28 June 2013 - 06:47 PM

I think the mech is a tad to big in game. Also think the legs are a tad to fat. Other than that have very much enjoyed the new addition to my mech bay. Good work.

#94 Urdnot Mau

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Posted 29 June 2013 - 06:21 PM

View PostJohn MatriX82, on 28 June 2013 - 06:27 AM, said:


Yep this happened to me yesteday on Frozen, I've got hit by an AC 10 in the CT (roughly in the neck) but my rear armour soaked up all the damage. And it was the match start, no friendly nor enemy mech was behind me.

I could not find such folder


I had a similar problem with my AWS 9M, it kept spinning to the right without any warning. Try to delete the USER folder, if you mind this, then try to delete weaponsgroups.xml (found in USER/Profiles).


#95 footsteps maker

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Posted 30 June 2013 - 06:44 PM

This mech is totally broken! If you is thinking on buy it... Don't

#96 Deathlike

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Posted 02 July 2013 - 07:33 AM

The missile tubes don't make much sense.. you can see the standard 10 tubes if you use LRM10s but an extra 5 side tubes? if you add more... I don't understand this construction at all. I assume it's for an LRM5 or LRM15 or something like that... but it shows up oddly and I cannot imagine why this happens in the first place. I've been primarily using SRMs and SSRMs... so it doesn't make sense for that to show up in the first place.





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