Having almost fully Elited up all the Quickdraw's (Only Pinpoint on the 4H left) and done hours of combat ( 6 for the 4G, 6 for the 4H and 5 for the 5K) and untold time spent in the mech lap tinkering I have returned to rework the builds I posted here with the results of my blood, sweat and a kung-fu style installed dent in my desk for future masochists that care to try their hand at this battlemech. Firstly I found that for speed the 305 Standard and the 340XL gave me the best movement to available tonnage ratio and all builds including the Dry Loadouts will reflect this.
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QKD-4G Dry Loadout XL Optimized
QKD-4G Dry Loadout Standard Optimized
- QKD-4G 3LL/XL
- QKD-4G MPL/SSRM/XL
- QKD-4G Standard300 3xLL <---good for a budget build. (about 8.6M compared to about 13M for a XL version)
QKD-4H Dry Loadout XL Optimized
QKD-4H Dry Loadout Standard Optimized
- All 4G Builds work on the 4H
- QKD-4H ML/MPL/SSRM XL
- QKD-4H LRM15ART/ML/XL <--my Current 4H, works on the 4G also. You can drop a ML for Tag. Due to the way LRMs are sputtered out of the QKD it suffers heavily against AMS but has the ammo to still harass and its far more mobile than most mechs while packing enough ML to drive off lighter mechs allowing it to to traverse the battlefield and shower lrms onto enemies before quickly changing position to avoid counter attacks.
QKD-5K Dry Loadout XL optimized
QKD-5K Dry Loadout Standard Optimized
- QKD-5K 6MPLl/XL
-QKD-5K 4ML/2LL/XL
-QKD-5K 6ML/Standard <--A straight up solid machine thats cheap to field, runs cool has a respectable punch and lacks the vulnerability of a XL engine.
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Special Notes
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Dry Loadouts take the basic formula iv used for armor and engines then strips everything allowing you to have a template to create your own builds from there.
Jump Jets for the quickdraw are insanely heavy weighing a ton a piece, initially I thought they were too heavy to warrant the sacrifice in this mechs already meager free tonnage. However I found that the added maneuverability they afforded (both for covering terrain and making quick turns on lighter mechs) to be invaluable but three jump jets seem to be sufficient (One in each leg and one in the CT for me) allowing the quickdraw to traverse most terrain. This is especially important with the upcoming changes to how mechs move along inclines.
Quickdraw itself is a pretty solid machine, though it tends to lack firepower unless you tank the engine down to something like a 240 or 250 then its very close to a broken catapult. This mech is fantastic early on, able to rip apart or outrun most mechs on the field however players entering the mid-high ELO bracket will run into teams using voicechat programs plus seismic sensors and tend to make quickdraws a priority target due to its bulky size its a easy quick kill for them - this makes it difficult to play later and requires you to have quick access to cover and allied support. (Though I have on a couple of occasions used this against my enemies, much like how lights will harass and draw away attention of bloodthirsty pilots from their team, but due to the sheer size of the QKD its much easier to run out of luck)
Frankly I will likely abandon the Quickdraw for a Thunderbolt or Orion later on down the road, it just takes too much effort for me to do well in this mech I feel like im running on 110% just to be on par with other mechs on the field. However if your a veteran light pilot looking for something beefier to play, the things you learned with the smaller machines will do you well in a Quickdraw.
Edited by Xeno Phalcon, 28 June 2013 - 09:25 AM.