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Those Quickdraw Builds.


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#1 Sasha Volkova

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Posted 18 June 2013 - 12:08 PM

So... them QD builds...

I just bought the 4H and the only thing that makes sense to me is this :
http://mwo.smurfy-ne...3922bdbd3da215e

Well I guess I could go 4 M lasers and more JJ's... or something like that.
But honestly I just love the PPC :b

So show me yours!!! :)

Edited by 0okami, 18 June 2013 - 12:09 PM.


#2 Mr Titan

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Posted 18 June 2013 - 12:29 PM

http://mwo.smurfy-ne...46bad144eed7a89

#3 Deathfox619

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Posted 18 June 2013 - 12:31 PM

Here is my 4G set up that works well on this and the 4H Just the missile are in the torso
4G http://mwo.smurfy-net.de/mechlab

4H http://mwo.smurfy-net.de/mechlab

5K http://mwo.smurfy-net.de/mechlab have not tested it but have seen a lot of people run it

Edited by Deathfox619, 18 June 2013 - 12:34 PM.


#4 Dawnstealer

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Posted 18 June 2013 - 12:50 PM

Seems like the QKD runs a bit hot?

#5 The Silent Protagonist

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Posted 18 June 2013 - 12:57 PM

View PostDawnstealer, on 18 June 2013 - 12:50 PM, said:

Seems like the QKD runs a bit hot?

Mine does. But for good reason: I take the 5K and fill it with wub-wub-wub. 6MPLs. Severe DPS. Stock engine but thinking about chucking a bigger XL into it for the extra closing speed. I heavily up-armoured it too.

#6 Hebdomas

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Posted 18 June 2013 - 01:43 PM

Some rough builds I've come up with. Please note that this is theory crafting, I haven't actually tried out these builds.

5k http://mwo.smurfy-ne...5021cd1e22eaff1
xl 300, 4ml, 2 LL (can switch to ER if you want), srm 4, 5jj, max armor

4H http://mwo.smurfy-net.de/mechlab#i=83&l=b4cf6160763232d59ca655771af8a5883987c80f
xl 325, 4ml, srm4, 2srm6, 5jj, 384 armor
Lacks artemis

4H http://mwo.smurfy-ne...fd233da523ed04e
xl 350, see previous loadout. Less armor and DHS for more speed.

4H http://mwo.smurfy-ne...d8803a9baebaf91
standard 300, 4ml, 3ssrm2, 5jj, beagle, 352 armor

4H http://mwo.smurfy-ne...9dc6d66ad2bdfd2
xl350, 4ml, 3ssrm2, 5jj, beagle, 384 armor. Faster, more armor, but more vulnerable due to xl engine.

Thinking about dropping a JJ for another DHS in each build if it will fit.

#7 RuzzBot

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Posted 18 June 2013 - 09:12 PM

I run mine with an erll in the shoulder, and one lpl in each arm: 300xl engine, ams, lots of heatsinks, 2 jj. It's still in the experimental phase, but it's a decent assassin, and lights hate those two lpls in the arms :P

#8 Shiro Matsumoto

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Posted 20 June 2013 - 03:26 AM

Work in Progress:

http://mwo.smurfy-ne...99eac6cdebc1396

#9 N a p e s

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Posted 20 June 2013 - 06:08 AM

Just picked up the 5K last night so its definitely not final but its been fun. The LPL is nice for the extra punch and it cycles exactly like the ML with about the same range.

http://mwo.smurfy-ne...260d2041f588028

I might eventually try for something more like this and hope that the pulse lasers get shown some love.

http://mwo.smurfy-ne...e36c0942ae5ff8d

#10 Darrious Quinn

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Posted 20 June 2013 - 07:09 AM

Now is it just me... or is there something about the QDK that screams LEG ME for some frigging reason? I get legged in a Quickdraw as often as I do my Raven. So WTF?

As for builds. I have a K and H currently which I am really enjoying.

QKD-H
http://mwo.smurfy-ne...5f4f75b894d0b0c

An expensive build, but the ferro is optional. The basic PPC saves on heat and the Streaks are reliable while jumping and against annoying lights. Not overwhelming firepower, but if used wisely, it will be constant with few heat issues.

QKD-K
http://mwo.smurfy-ne...ada4e91c394a484

This version I opt'd out of the missile hardpoint. I felt the single hardpoint wasn't worth the weight. Instead the LLs are protected in the torso allowing you to remain a threat even missing half the mech. (Assuming its not the lower half).

I've had a fair amount of success with these builds, moving quickly through the Basic skill tiers. Though I haven't bought the QKD-G, I'm planning on using something very close to my QDK-H build.

#11 Alekzander Smirnoff

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Posted 20 June 2013 - 09:52 AM

View PostDarrious Quinn, on 20 June 2013 - 07:09 AM, said:

Now is it just me... or is there something about the QDK that screams LEG ME for some frigging reason? I get legged in a Quickdraw as often as I do my Raven. So WTF?



Noticed this as well, only has 56 armor in the legs, I've dumped on the full 12.5 tons of armor onto the QKD, helps a whole lot with survive-ability. That and all the jump jetting, if you don't have 4-5 JJ loaded a lot of weapons fire is going to end up in your legs as you go up. I've gotten legged a couple times already.

Edited by Alekzander Smirnoff, 20 June 2013 - 09:54 AM.


#12 Tremendous Upside

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Posted 20 June 2013 - 11:50 AM

I was cautiously looking forward to the Quickdraw with this last patch - and while the XP grind was painful at times, I think it was definitely worth the effort. The 4H makes a great CQ brawler. I'm running mine with 4MLs, 2SRM6s, SRM4 on a standard 305 engine and it's a blast to play. It's surprisingly durable, it punches fairly well, and it gives you a lot of options with the extra mobility you get from the jump jet(s). Only real negative I can offer on my loadout is that it's a very tight fit. I was only able to pack 14DHS on it, and that made grinding the XP up to doubled efficiencies tough. It's just not super heat-efficient (1.25HE). Now with the mech fully elited though, the heat is much less of an issue.

http://mwo.smurfy-ne...4b9bef392f940e5

Yes... It's essentially a bloated HBK-4SP. But as someone that runs in medium "gank packs" pretty frequently, I don't see anything wrong with that :ph34r:

#13 MrPenguin

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Posted 20 June 2013 - 01:08 PM

View PostDarrious Quinn, on 20 June 2013 - 07:09 AM, said:

QKD-H
http://mwo.smurfy-ne...5f4f75b894d0b0c

An expensive build, but the ferro is optional. The basic PPC saves on heat and the Streaks are reliable while jumping and against annoying lights. Not overwhelming firepower, but if used wisely, it will be constant with few heat issues.


So, I decided to fix your build. I made it more heat efficiant, and actually added some SSRM ammo. (Yours lacked ammo, for some reason) And I also bumped up the engine from a 300, to a 330.

http://mwo.smurfy-ne...ae8deee25a18410

Edited by MrPenguin, 20 June 2013 - 01:08 PM.


#14 Kraven Kor

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Posted 20 June 2013 - 01:40 PM

Here is what I was thinking:

QKD-5K

XL 325, 2x LL, 4x ML, 5x JJ, not quite max armor.

I have a... thing... for large lasers. And they seem to do well enough for me.

#15 ZeProme

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Posted 20 June 2013 - 07:23 PM

Is anyone else here thinking that the QKD-4G is outclassed by the other variants? 2 additional JJs for the price of 1 Missile hardpoint. I don't see how 2 JJs can make this mech work unless it wants to jump really high and be a PPC poptart. (QKD-5K is better I believe)

#16 Darrious Quinn

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Posted 21 June 2013 - 05:38 AM

View PostMrPenguin, on 20 June 2013 - 01:08 PM, said:


So, I decided to fix your build. I made it more heat efficiant, and actually added some SSRM ammo. (Yours lacked ammo, for some reason) And I also bumped up the engine from a 300, to a 330.

http://mwo.smurfy-ne...ae8deee25a18410


Well I wouldn't consider using an XL fixing it. You just tweaked it to fit your own tastes, which is great.
Personally, in the QKDs I feel the XLs make you too vulnerable and halves the durability of the mech overall. Besides that, a single ton of streak ammo is suitable for most matches. Each to his own personal tastes though, I'll put my trust in a Standard 300 over an XL.

#17 TheChris54

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Posted 23 June 2013 - 12:09 AM

Curious thing about the 4H and its 2 missile hardpoint Left Torso... With no weapon systems installed you get vents in your torso. With one weapon system installed, you get your standard 10 missile tubes. With two weapon systems installed, an auxiliary 5 tubes are pasted on. With me so far? Good. Now, let's say you see these 15 tubes with two missile systems so you think, "I'll put in 2 LRM 15s for two salvos of 15." Nope. You get (1) a salvo of 15, (2) a salvo of 10, and (3) a salvo of five. Undaunted you say, "OK, PGI, I'll put in a LRM15 and a LRM10 for two salvos - one of 15 and one of 10." Nope. You get (1) a salvo of 15, (2) a salvo of five, and (3) a salvo of five. Working as intended, or facepalm moment?

#18 Wanderman

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Posted 24 June 2013 - 02:58 PM

View PostTheChris54, on 23 June 2013 - 12:09 AM, said:

Curious thing about the 4H and its 2 missile hardpoint Left Torso... With no weapon systems installed you get vents in your torso. With one weapon system installed, you get your standard 10 missile tubes. With two weapon systems installed, an auxiliary 5 tubes are pasted on. With me so far? Good. Now, let's say you see these 15 tubes with two missile systems so you think, &quot;I'll put in 2 LRM 15s for two salvos of 15.&quot; Nope. You get (1) a salvo of 15, (2) a salvo of 10, and (3) a salvo of five. Undaunted you say, &quot;OK, PGI, I'll put in a LRM15 and a LRM10 for two salvos - one of 15 and one of 10.&quot; Nope. You get (1) a salvo of 15, (2) a salvo of five, and (3) a salvo of five. Working as intended, or facepalm moment?


Tubes are stupid in this game. Not only does tube count matter but the order you put them in on a mech with more than one missle slot matters too. You probbly slotted the 10tube first followed by the 15 in the mechbay. So the 15 is shooting 3 vollies of 5 from the small launcher and the 10 ate up your 15 tube launcher spot. Easy fix though. Take both off, slot the 15 then the 10 and it should work

#19 Vallyn

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Posted 24 June 2013 - 03:07 PM

View PostDarrious Quinn, on 21 June 2013 - 05:38 AM, said:

Well I wouldn't consider using an XL fixing it. You just tweaked it to fit your own tastes, which is great.
Personally, in the QKDs I feel the XLs make you too vulnerable and halves the durability of the mech overall. Besides that, a single ton of streak ammo is suitable for most matches. Each to his own personal tastes though, I'll put my trust in a Standard 300 over an XL.


After over 130 matches, I think its safe to say an XL is a decent match for the Quickdraw. Almost all my deaths have been from center torso being cored out. The shoulders are just too small for most people to deliberately target. It's reasonably safe to put an XL into it - very rare so far for me to die to L or R torso, unless I'm cored right the way through everywhere already.

5K I run a 330XL w/ 2 LL in the arms and 4 ML in the torso w/ 3 JJ. 400 armour and the rest DHS.

The others both work well with a 300XL, 4LL, and 3 JJ with 400 armour and the rest DHS. I think 18DHS or something like that. I've pushed 800+ dmg on longer matches and seen 500-600 consistantly on matches where I don't get focus fired too early in the game.

#20 TheChris54

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Posted 24 June 2013 - 10:00 PM

View PostWanderman, on 24 June 2013 - 02:58 PM, said:

Tubes are stupid in this game. Not only does tube count matter but the order you put them in on a mech with more than one missle slot matters too. You probbly slotted the 10tube first followed by the 15 in the mechbay. So the 15 is shooting 3 vollies of 5 from the small launcher and the 10 ate up your 15 tube launcher spot. Easy fix though. Take both off, slot the 15 then the 10 and it should work

Nope. Order had nothing to do with it, installed the 15 first and it's still bonkers (the salvos go 15, 10, 5 or 15, 5, 5 btw). It just seems as though for the first salvo, the tube situation is all well and good... after that though, it goes with some kind of logical gymnastics that I can't fathom. It would be nice to get a dev or someone to comment on this (hint, hint).





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