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Bryan Ekman Was Right About The Quickdraw


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#121 SgtMagor

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Posted 27 June 2013 - 06:05 AM

4G also has a faster arm swing than the 4H, and 5k

#122 Smoke Dancer

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Posted 27 June 2013 - 06:40 AM

Quickdraws really don't make a massive difference in games - truth is no mech of that size really should. In the hands of a good player they are nasty but they still need back up just like everything else in the game.

Edited by Smoke Dancer, 27 June 2013 - 06:40 AM.


#123 Angel of Annihilation

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Posted 27 June 2013 - 06:56 AM

View PostInRev, on 26 June 2013 - 07:12 PM, said:

So um . . . I think the Quickdraw is starting to grow on me :D I've had some astounding games tonight, now that I've learned how to use the JJs properly.

I vastly underestimated how useful JJs are in a brawl. They really can make a life or death difference.

Still think it's too big though :P


Yeah the JJs make a HUGE difference and you got to use then and use them often on a QD to get the full potential out of the mech. Also we aren't talking just mounting 1 JJ here, we are talking 4 minimum, more if you got the spare tonnage and space. The QD is so manuverable on JJs it almost feels like I am in my Jenner when using them.

View PostSmoke Dancer, on 27 June 2013 - 06:40 AM, said:

Quickdraws really don't make a massive difference in games - truth is no mech of that size really should. In the hands of a good player they are nasty but they still need back up just like everything else in the game.


I disagree here because first of all we have all see how a well piloted Jenner can take out Assault mechs and turn the tide of battle. Same goes for the QD. It can be mounted with enough firepower to take out any mech in the game, plus it has good agiliy and a decent amount of armor. I find myself pretty commonly pulling 2-3 kills with my QDs and 400+ damage, most of the time being one of the top rated players on my teams.

You are right about the team play though. Even the mighty Altas, Stalker or Highlander is vulnerable solo and no one mech can win a match all by itself.

#124 Deathlike

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Posted 27 June 2013 - 08:47 AM

Bryan Ekman was right about one thing.. I managed to use PPCs on ALL of the Quickdraws I have BECAUSE of the meta. The Quickdraws are otherwise unusable. Thanks Bryan!

Edited by Deathlike, 27 June 2013 - 08:48 AM.


#125 General Taskeen

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Posted 27 June 2013 - 08:55 AM

View PostDeathlike, on 27 June 2013 - 08:47 AM, said:

Bryan Ekman was right about one thing.. I managed to use PPCs on ALL of the Quickdraws I have BECAUSE of the meta. The Quickdraws are otherwise unusable. Thanks Bryan!


lol, nice

#126 TungstenWall

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Posted 27 June 2013 - 09:03 AM

The only disappointing thing to me is that none of the Quickdraws have 2 energy in each arm ;)

I was going to make a Heavy TDK.

#127 tuffy963

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Posted 27 June 2013 - 03:32 PM

From the new movement behaviour thread...

Quote

[color=#959595]For the purposes of these movement changes, there are five movement archetypes. Each one has a different threshold at which its Mechs will begin to slow down. I'll call this [/color]SlowdownAngle.[color=#959595] The SlowdownAngle is different for each archetype. Here is a list of the archetypes, and which mech belongs in which archetype. You will notice that the archetype does not necessarily coincide with the mech's weight class.[/color]

Tiny:[color=#959595] [/color]Jenner, Commando, Spider
SlowdownAngle:[color=#959595] 40°[/color]

Small:[color=#959595] [/color]Raven, Cicada
SlowdownAngle:[color=#959595] 35°[/color]

Medium:[color=#959595] [/color]Blackjack, Centurion, Dragon, JagerMech, Trebuchet, Cataphract, Hunchback
SlowdownAngle:[color=#959595] 30°[/color]

Large:[color=#959595] [/color]Quickdraw, Stalker, Awesome, Catapult
SlowdownAngle:[color=#959595] 25°[/color]

Huge:[color=#959595] [/color]Atlas, Highlander, Victor

SlowdownAngle:[color=#959595] 20°[/color]


In reference to the recent Quickdraw conversation's about it's size. The PGI intended for the QD to be bigger than it's counterparts. I kind of wish they had just stated they wanted it bigger, but whatevs. Of course, the Quickdraw is even big compared to the mechs in the "Large" category.

Edited by tuffy963, 27 June 2013 - 03:41 PM.


#128 Bishop Steiner

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Posted 27 June 2013 - 04:17 PM

View Posttuffy963, on 27 June 2013 - 03:32 PM, said:

From the new movement behaviour thread...


In reference to the recent Quickdraw conversation's about it's size. The PGI intended for the QD to be bigger than it's counterparts. I kind of wish they had just stated they wanted it bigger, but whatevs. Of course, the Quickdraw is even big compared to the mechs in the "Large" category.

putting the Victor in the same category with the Atlas and Highlander makes little sense. It Actually should be as tall as the Atlas, possibly a smidgen taller, as it is known as a tall mech, but not when you consider they also seem intent to make it as wide as an Awesome.

If they give it the same movement profile as the Highlander, then it will indeed prove pointless.

#129 Angel of Annihilation

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Posted 27 June 2013 - 04:45 PM

View PostBishop Steiner, on 27 June 2013 - 04:17 PM, said:

putting the Victor in the same category with the Atlas and Highlander makes little sense. It Actually should be as tall as the Atlas, possibly a smidgen taller, as it is known as a tall mech, but not when you consider they also seem intent to make it as wide as an Awesome.

If they give it the same movement profile as the Highlander, then it will indeed prove pointless.


You might have a point here. The thing that makes the Victor stand out is that it is an Assault mech that is suppose to be as mobile as a much lighter mech hence the 64 kp/h base speed and 120m jump range. In fact It should be pretty similar to a Cataphract 3D as far as general mobility.

However, if it is going to be ponderous like a Highlander and barely be able to get off the ground using JJs like a Highlander then you might as well pilot a Highlander and get the extra armor and weapons.

Hope it doesn't turn out this way.

EDIT: AcK!!! kinda got derailed on the thread. Not sure how we got on the Victor in a QD topic.

Edited by Viktor Drake, 27 June 2013 - 04:52 PM.


#130 Amsro

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Posted 28 June 2013 - 04:11 AM

All mechs with JJ will get a boost from this new hillclimb mechanic. Can't walk it? Just jump it.

I'm waiting with anticipation for all the snails hill climbing.

Quickdraw PPC edition works well, Victor PPC edition will too. Can't wait till the weapons get balanced.

#131 tayhimself

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Posted 28 June 2013 - 07:04 AM

QKD PPC edition is boring, might has well equip a CTF-3D with an XL340, 3PPCs and call it a day.

Quote

[color=#959595]4G also has a faster arm swing than the 4H, and 5k[/color]


Verification? Anyone know if the QKD-4H has a torso twist speed quirk in addition to a torso twist range quirk? Going to sell one of QKD-4H or 4G, they are just too similar.

Quirks compilation for those interested. http://mwomercs.com/...ks-compilation/

#132 Angel of Annihilation

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Posted 28 June 2013 - 07:21 AM

View Posttayhimself, on 28 June 2013 - 07:04 AM, said:

QKD PPC edition is boring, might has well equip a CTF-3D with an XL340, 3PPCs and call it a day.



Verification? Anyone know if the QKD-4H has a torso twist speed quirk in addition to a torso twist range quirk? Going to sell one of QKD-4H or 4G, they are just too similar.

Quirks compilation for those interested. http://mwomercs.com/...ks-compilation/


I can see why you might want to sell one but you should consider keeping it. For example, I run my 4G with dual ER PPCs, 2 LL and 2 Steaks and my 4H with 2 LL, 2 ML and 3 Steaks. Similar load out yes, but totally different play experiences and the best part is I can just swap between them without having to spend 5 mins completely changing my loadout, armor, equipment each time I want to play.

#133 Kingdok

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Posted 31 July 2013 - 06:39 AM

View PostNgamok, on 21 June 2013 - 05:54 AM, said:


Tuesday night, friends and I played 3x Quickdraw 4H and me in my Dragon Flame. All with XL 350 or 360 (I was one of the 360) and we basically either swarmed people who ran alone or went to cap and then jumped off and killed anyone who came back. Out of the 7 or so games, we only base camped once. We got called out on Tourmaline and wound up killing the entire team because they all staggered back at various speeds while our teammates all hammered them from the back as we got them on the front.

Yes, they are fun if you play in a pack all running the same speed like that.


Haven't tried that in the QD yet -- but the same plan works hilariously with 4 Wangs running 300XL's... 4 x AC20 drive-by, anyone?





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