Wintersdark, on 22 June 2013 - 07:45 AM, said:
I've been saying from the get go that good Quickdraw builds are essentially the same as good Dragon builds. You must move fast. Period. The smallest engine I use in one is a 325, and I prefer the 350 - 350 allows FF builds, because of how many slots you can save by cramming 4 DHS into the engine.
As you said, fast quickdraws (in the neighborhood of 100kph) are exceptionally good light/medium hunters. Fast and twisty enough to keep up with them, and twitchy enough to keep them at least in their arm sights. The G is particularly handy when it's torso is crammed full of SRM's and supported with arm lasers.
The Quickdraw does have a torso length advantage over the Dragon, though. Turned sideways, you're hitting arms unlike the Dragon's huge, jutting center torso, and this is a definite advantage. the side torsos are a good size, they're a bit wide but very short. Unlike the Jag, they cannot readily be shot from the side which is pretty important.
Disagree. I almost never build mechs for speed because doing so typically means you give up alot in firepower and this is especially so with the QD. My 5K even dropped a few kp/h with a 280XL so I could shoe horn in the PPCs, Quad MLs and 17 DHS in it to keep it cool.
Personnally I feel that it is the builds centering around the big. fast engine that are giving the QD such a negative reputation in most cases. I mean there is no way in hell I could put out the damage numbers I am accomplishing with so much tonnage tied up in the Engine, even a large XL. Throw in a big XL and it is not hard to end up with a heavy mech that has less firepower than a Jenner that is much slower and a bigger target.
InRev, on 22 June 2013 - 06:54 AM, said:
My problem with the Quickdraw has been the opposite. I really like what I can do with it on paper. Theoretically, I can do fast LRM 35 support, or PPCs and Streaks, or SRMs to the gills, etc etc.
But once I actually drop in it, its flaws come out. It can't LRM due to how the tubes work. It's impossible to avoid fire in it, so skirmishing is out. The arms are too low and even the chest energy hardpoints are deceptively low, due to the fact that the thing's cockpit is so high mounted on the head. I've hit dirt more than I like. That rules out hill-humping.
Worst of all, though, it just feels sluggish. Again, this is a problem caused by the size because the head is so high up that perception of speed is borked but I feel like I'm going 64 when I'm going 87. It sounds stupid, but it just doesn't feel right when I play it, and that's damning. If other people enjoy it, and do well in it, felicitaciones.
I'm just very disappointed that I cannot make it work because it could have been perfect but it has been marred by silly, silly developer choices (missile tubes, size, etc)
I think the key here is the part about "you" not being able to make it work not so much those "silly, silly developer choices". That's not a personal attack but rather a symptom of the overall reason why the QD is getting a negative rep. People focus on the fact that its hardpoints aren't at the shoulder like the Jagermechs or that it is a few meters taller than it should be. These aren't flaws, they are just qualities of the mech. I mean I could say that the fact that Stalkers don't have fully articluated arms is a "Flaw" but it is really not a flaw because the mech is effective without them.
Now I will admit that I can see a slight "Flaw" from a LRM users presective but sluggish it is not. Last match I got 3 Kills. 2 Assists and about 550 damage and I got this by ducking in and out of the battlefield using my 81 kp/h to go to first one end of the ridge, then dart back to the otherside to peek out again. In one case I saw one of my teammates engaging a solo enemy so I rushed over about 500-600m to assist. I came around a ridgeline, assisted him and we got the kill. Just then 3 enemy mechs popped out about 300m away. Knowing I couldn't wistand that sort of firepower, I proceed exit stage right, easily jumped over the ridgeline I came around and put a nice big hill between the enemy and me. The Cataphract I assisted wasn't so lucky because he wasn't a 3D with JJs and all he could do was run. I also do this all the time, i.e. use my JJs to escape or to approach enemy mechs from angles they aren't expecting. This in turn limits the amount of damage I recieve by a huge amount.
The key with the QD is you have to use all your mobility options, not just rely on speed. Also peception or not, your still travelling at 81 kp/h stock and for a mech that can mount over 400 armor, that isn't slow.
Also I will finish with saying, if you keep and open mind and play it to its strengths rather try picking it apart and trying to force it to conform to your wishes and desires of what you "Think" it should be like, your likely to have much more success.
Edited by Viktor Drake, 22 June 2013 - 08:59 AM.