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Quickdraw Hardpoints


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#1 New Day

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Posted 15 June 2013 - 05:19 AM

Anyone know them or care to make a guess?

Edited by NamesAreStupid, 15 June 2013 - 05:33 AM.


#2 Kaylos Thex

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Posted 15 June 2013 - 05:34 AM

I'm going to say 7 hardpoints per varient.

All of them will have one energy per arm, and one missile in the center torso.

4G will have three energy in the right torso, but you can only see two, and one missile in the left torso.

The 4H will reverse that and have two energy in the right, but two missiles in the left.

The 5K is known at two energy per side.

So taken together, they will be trading energy for missiles with 1, 2, or 3 launchers (5K, 4G, or 4H).

Edited by Kaylos Thex, 15 June 2013 - 05:36 AM.


#3 Angel of Annihilation

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Posted 15 June 2013 - 07:28 AM

View PostKaylos Thex, on 15 June 2013 - 05:34 AM, said:

I'm going to say 7 hardpoints per varient.

All of them will have one energy per arm, and one missile in the center torso.

4G will have three energy in the right torso, but you can only see two, and one missile in the left torso.

The 4H will reverse that and have two energy in the right, but two missiles in the left.

The 5K is known at two energy per side.

So taken together, they will be trading energy for missiles with 1, 2, or 3 launchers (5K, 4G, or 4H).


Yeah this is what I expect as well. However the big thing about the 5K is that the missile slot with be located in the CT like the Dragon which limits it to mounting only a single SRM Launcher or very small LRM5 lancher. The other two variants will have Missle slots available both in the CT and the LT which will allow for LRM15s and LRM20s should you desire it.

Overall I think the Quickdraw might be an interesting mech and I am surprisingly looking forward to it.

Already have a few builds in mind such as 3 streaks, 2LL, 2 ML for one variant and the also running a 5k almost stock with 6 ML and the SRM4 though I may try to shoehorn in 2LL in place of 2 of the mediums if I can get it to fit with endo and maybe removing the SRM4. Thrid variant I will probably run with 2 LL, 2 ML and a LRM10/15. Athough I have to admit, the 60 ton weight might make for a tight fit. Anway can't wait for the mechbuilder programs out there to update with the QD so I can play around with builds.

#4 Kaylos Thex

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Posted 15 June 2013 - 07:50 AM

It could do a LRM 10 in the CT too, just like a Dragon.

#5 New Day

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Posted 17 June 2013 - 12:38 AM

View PostKaylos Thex, on 15 June 2013 - 05:34 AM, said:

I'm going to say 7 hardpoints per varient.

All of them will have one energy per arm, and one missile in the center torso.

4G will have three energy in the right torso, but you can only see two, and one missile in the left torso.

The 4H will reverse that and have two energy in the right, but two missiles in the left.

The 5K is known at two energy per side.

So taken together, they will be trading energy for missiles with 1, 2, or 3 launchers (5K, 4G, or 4H).

I doubt they would put a missile slot in the center, because that would make it too much alike to a dragon.
What about the number of missile tubes? The one in LT will probably be 10.

#6 Op4blushift

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Posted 17 June 2013 - 01:01 AM

View PostNamesAreStupid, on 17 June 2013 - 12:38 AM, said:

I doubt they would put a missile slot in the center, because that would make it too much alike to a dragon.
What about the number of missile tubes? The one in LT will probably be 10.


Pretty damn certain one missile slot WILL be in the center, I mean look at the in game model here:
https://static.mwome...echs/qkd-4h.png

See those 4 tubes in the center torso? Those are for the SRM4 that comes default with every variant. The 10 tubes on the left torso are for the LRM10. Plus, it already has enough differences from the Dragon; jump jets, lack of huge front CT (although more exposed side torsos by the look of it, which will make XL more of a risk), no ballistics and a missile slot that isn't confined to the CT.

Either way, I'm pretty excited for this. I can definitely see which ever variant gets 3 missiles slots (I'm almost positive it will happen) being fairly popular, especially if SRM's get buffed on the same day.

Edited by Op4blushift, 17 June 2013 - 01:01 AM.


#7 mack sabbath

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Posted 17 June 2013 - 02:03 AM

Do you think it will require an XL engine to tweak it's full potential, like a Jagermech?

I'm hoping a standard engine will yield solid builds too.

#8 New Day

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Posted 17 June 2013 - 02:29 AM

View PostOp4blushift, on 17 June 2013 - 01:01 AM, said:


Pretty damn certain one missile slot WILL be in the center, I mean look at the in game model here:
https://static.mwome...echs/qkd-4h.png

See those 4 tubes in the center torso? Those are for the SRM4 that comes default with every variant. The 10 tubes on the left torso are for the LRM10. Plus, it already has enough differences from the Dragon; jump jets, lack of huge front CT (although more exposed side torsos by the look of it, which will make XL more of a risk), no ballistics and a missile slot that isn't confined to the CT.

Either way, I'm pretty excited for this. I can definitely see which ever variant gets 3 missiles slots (I'm almost positive it will happen) being fairly popular, especially if SRM's get buffed on the same day.

I loathe that point on the dragon, completely useless (to me at least).

#9 Musashi Alexander

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Posted 17 June 2013 - 04:39 AM

View PostNamesAreStupid, on 17 June 2013 - 02:29 AM, said:

I loathe that point on the dragon, completely useless (to me at least).


But therein lies the essential beauty of the dragon and which is lost on most - to make a mech with odd and suboptimal hardpoints and a big red nose of a target work. Its beauty is that it is a challenge and succeeding in a dragon is more valuable than it is in a mech which has more potential.

The same goes for many medium mechs. To outfight atlases, stalkers, jagers, highlanders and catapults in a hunchback, centurion or trebuchet to me, is the height of success in this game.

Edited by Musashi Alexander, 17 June 2013 - 04:44 AM.


#10 General Taskeen

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Posted 17 June 2013 - 11:29 AM

For essential viewing, you can find ANY record sheet here:

http://www.cooltexan.com/bte (bookmark it, instantly enjoy viewing hundreds and hundreds of Mechs and their variants)

Just search Quickdraw and you can peruse all of its variants. The 4G and 4H have an SRM4 in the CT, LRM10 in the LT, and 4 ML. The 5K has 6 ML, 1 SRM4 CT.

Edited by General Taskeen, 17 June 2013 - 11:30 AM.


#11 Spheroid

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Posted 17 June 2013 - 11:33 AM

I predict the G and H will differ by one hardpoint type. One extra LT missile vs. one extra RT energy.

#12 Angel of Annihilation

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Posted 17 June 2013 - 08:38 PM

There is a video out that talks about hardpoints.

The 4H has 4 E, 3 M and 5 JJs - Missile HPs appear to be 2 RT, 1 CT - Energy HPs are 2 LT, 1 RA, 1 LA
The 4G has 4 E, 2 M and 7 JJs - Missile HPs are 1 RT, 1 CT - Energy HPs are 2 LT, 1 RA, 1 LA
The 5k has 6 E, 1 M and 5 JJs - Missile HP is 1 CT - Energy HPs are 2 RT, 2 LT, 1 RA, 1 LA

#13 N a p e s

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Posted 18 June 2013 - 07:57 AM

The slightly OCD side of me loves the symmetry of the 5K but there are some potentially good builds with any of these.

#14 Angel of Annihilation

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Posted 18 June 2013 - 08:13 AM

View PostMusashi Alexander, on 17 June 2013 - 04:39 AM, said:


But therein lies the essential beauty of the dragon and which is lost on most - to make a mech with odd and suboptimal hardpoints and a big red nose of a target work. Its beauty is that it is a challenge and succeeding in a dragon is more valuable than it is in a mech which has more potential.

The same goes for many medium mechs. To outfight atlases, stalkers, jagers, highlanders and catapults in a hunchback, centurion or trebuchet to me, is the height of success in this game.



I agree but with Skill based Match Making, it is very hard to "outskill" your opponents in a suboptimal design.

I mean even if your in the top 10% skill range of all players, you always going to be match against other players that are in the top 10% skill range. This means no matter what you do, your always pretty much going to be average for your tier and with skill being equal, the better mech is almost always going to win.

#15 InRev

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Posted 18 June 2013 - 11:46 AM

Ugh. The second left torso missile hardpoint on the 4H is limited to 5 tubes.

This thing is seriously a lemon.

#16 New Day

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Posted 18 June 2013 - 11:52 AM

View PostInRev, on 18 June 2013 - 11:46 AM, said:

Ugh. The second left torso missile hardpoint on the 4H is limited to 5 tubes.

This thing is seriously a lemon.

Not according to smurfys.

#17 InRev

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Posted 18 June 2013 - 11:57 AM

View PostNamesAreStupid, on 18 June 2013 - 11:52 AM, said:

Not according to smurfys.


Training ground would disagree. 2 LRM-10s in the left torso. Fires 15 then 5.

Edit: Screenshot for proof.

Posted Image

Full size: http://postimg.org/i...uzxpj7h91/full/

The reload bars also show that the second LRM 10 doesn't start reloading until a bit after the first, demonstrating the split volley.

This is seriously annoying.

Edited by InRev, 18 June 2013 - 12:04 PM.


#18 New Day

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Posted 18 June 2013 - 12:07 PM

View PostInRev, on 18 June 2013 - 11:57 AM, said:


Training ground would disagree. 2 LRM-10s in the left torso. Fires 15 then 5.

Edit: Screenshot for proof.



Full size: http://postimg.org/i...uzxpj7h91/full/

The reload bars also show that the second LRM 10 doesn't start reloading until a bit after the first, demonstrating the split volley.

This is seriously annoying.

Bad argument, but I believe you.

Edited by NamesAreStupid, 18 June 2013 - 12:08 PM.


#19 InRev

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Posted 18 June 2013 - 07:07 PM

View PostNamesAreStupid, on 18 June 2013 - 12:07 PM, said:

Bad argument, but I believe you.

Uh, it's a screenshot showing the missiles coming out in a split volley, along with the reload bars showing the staggered volley (reload only starts once last missile leaves the tubes). How does that constitute a bad argument? Besides uploading a fraps capture, how can it be more concrete than that?





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