

Quickdraw Missile Ports Need Buffing.
#1
Posted 18 June 2013 - 09:31 PM
I'm not saying to change the hard points, just the port arrangements. This one change would do wonders to give the Quickdraw some advantage to offset it's horrendous profile, which I don't think can be fixed through any simple means.
#2
Posted 18 June 2013 - 09:45 PM
#3
Posted 18 June 2013 - 11:22 PM
#4
Posted 18 June 2013 - 11:28 PM
TELEFORCE, on 18 June 2013 - 09:45 PM, said:
I believe this is the case with a by-hardpoint cap on the number of ports. So when it visits the Raven chassis, the 6-pack might reduce to a 5-, 4- or 2-pack port, but not go up to a 10-, 15- or 20-pack port. In theory this is to preserve the 'LRM tendency' of certain mechs, although it does seem odd to me since no other weapon is limited this way.
There's also currently a problem where it forces weapons into the wrong slot, meaning that a Quckdraw with a 6 and a 4 in the one torso will end up firing the 6 out of the 4 slot and reducing volley size. Which is bad.
#5
Posted 18 June 2013 - 11:34 PM
Been too busy using the MLs and PPCs on mine.
#6
Posted 19 June 2013 - 10:26 AM
Victor Morson, on 18 June 2013 - 09:31 PM, said:
I'm not saying to change the hard points, just the port arrangements. This one change would do wonders to give the Quickdraw some advantage to offset it's horrendous profile, which I don't think can be fixed through any simple means.
Mechs should be different. If they're all the same, why bother trying more than one or a few of them?
I agree on the profile part, it's a bit ridiculous. But those are two seperate things imho. So the Quickdraw only has 4 missile tubes --> deal with it. Learn to make the best of the limitations.
Those limitations will vanish with clan-mechs anyway. Gotta make the best of it as long as balance is something that can be achieved, because once those limits are gone, it's gonna be balance-helldorado.

#7
Posted 19 June 2013 - 02:22 PM
Victor Morson, on 18 June 2013 - 09:31 PM, said:
I'm not saying to change the hard points, just the port arrangements. This one change would do wonders to give the Quickdraw some advantage to offset it's horrendous profile, which I don't think can be fixed through any simple means.
it has as many ports as the launcher has. up to ten on the torso. (Exactly like the highlander)
Edited by MasterErrant, 23 June 2013 - 04:36 PM.
#8
Posted 19 June 2013 - 06:01 PM
#9
Posted 19 June 2013 - 06:08 PM
#10
Posted 19 June 2013 - 06:17 PM
JJs, lasers, big*** missile pods.
#11
Posted 20 June 2013 - 01:56 AM
Edited by armyof1, 20 June 2013 - 01:57 AM.
#12
Posted 20 June 2013 - 03:01 AM
If it was real, you'd be able to shoot LRM15s in one volley, but they come out in two.
#13
Posted 20 June 2013 - 06:32 AM
armyof1, on 20 June 2013 - 01:56 AM, said:
So put an SRM4 in it, and SRM6s in the LRM torso. You can fit a good 16 Artemis SRMs that all fire at once (in the one with 3 hard points). Seems like a reasonably SRM alpha to me, plus you have a whole lot of lasers to back it up. 10 SRMs in the one with 2 hard points, and for the one with only a single hard point just put a SSRM launcher in there. Your main punch in that variant is your lasers anyway, and a single SSRM2 with a ton of ammo is a fine backup weapon system.
#14
Posted 20 June 2013 - 06:46 AM
Levi Porphyrogenitus, on 20 June 2013 - 06:32 AM, said:
So put an SRM4 in it, and SRM6s in the LRM torso. You can fit a good 16 Artemis SRMs that all fire at once (in the one with 3 hard points). Seems like a reasonably SRM alpha to me, plus you have a whole lot of lasers to back it up. 10 SRMs in the one with 2 hard points, and for the one with only a single hard point just put a SSRM launcher in there. Your main punch in that variant is your lasers anyway, and a single SSRM2 with a ton of ammo is a fine backup weapon system.
A single ssrms2 is a waste of space, to have a separate weapon to handle for the occasional 3 damage. Not to mention you probably need a BAP so you don't have to worry about ECM, which makes it even more wasteful. 4 missile tubes for a missile hardpoint with 2 slots available is just silly, you can't even put an LRM5 there without it firing first 4 then 1 single missile. Sure you can work with bad hardpoints and missile tube deflation, but it still doesn't make it less of a bad design.
#15
Posted 20 June 2013 - 06:56 AM
I bought a quickdraw because other than JJs, a missile HP outside the CT is the only thing it has over the dragon, but since the missiles only come out 10 at a time, there's really no difference, and therefore little point IMO
I can go fast with it, with JJs, but it is little more than a cross between a dragon and a cataphract 3D without missile viability.
#16
Posted 20 June 2013 - 08:57 AM
Gaan Cathal, on 18 June 2013 - 11:28 PM, said:
In theory this is to preserve the 'LRM tendency' of certain mechs, although it does seem odd to me since no other weapon is limited this way.
This is what drives me insane about the tube limitations. Missiles are the only weapon system that has a soft hardpoint limitation. Yes, theoretically, you can still throw an LRM20 into a Narc tube location, but it will be useless in a practical sense.
Neither ballistics, nor energy weapons are limited in such a manner and it's flat out bizarre. Not to beat a dead horse, but PPCs are limited to preserve the "PPC tendency" of Awesomes or K2s, so I genuinely don't understand why the tube limitation exists.
#17
Posted 20 June 2013 - 08:59 AM
InRev, on 20 June 2013 - 08:57 AM, said:
This is what drives me insane about the tube limitations. Missiles are the only weapon system that has a soft hardpoint limitation. Yes, theoretically, you can still throw an LRM20 into a Narc tube location, but it will be useless in a practical sense.
Neither ballistics, nor energy weapons are limited in such a manner and it's flat out bizarre. Not to beat a dead horse, but PPCs are limited to preserve the "PPC tendency" of Awesomes or K2s, so I genuinely don't understand why the tube limitation exists.
There used to be a time when people put as many SRMs on a mech as it could hold.
While it was quite a long time ago, the soft "tube" cap was the only way to provide some form of balance.
It is stupid though, but it is just another item to join the long list of stupid things about this game.
Edited by 3rdworld, 20 June 2013 - 08:59 AM.
#18
Posted 20 June 2013 - 09:00 AM
InRev, on 20 June 2013 - 08:57 AM, said:
Neither ballistics, nor energy weapons are limited in such a manner and it's flat out bizarre. Not to beat a dead horse, but PPCs are limited to preserve the "PPC tendency" of Awesomes or K2s, so I genuinely don't understand why the tube limitation exists.
The do have the same effect on older mechs, it just has no effect on balance. A RVN-4X has four energy hardpoints, two in the right arm, two in the left chest. Two lasers in the left chest, however, fire out of the same port (incidentally giving the appearnce of only firing three lasers). I believe the AS7-RS does this as well with two lasers fired out a single port on the arm.
#19
Posted 20 June 2013 - 02:13 PM
armyof1, on 20 June 2013 - 06:46 AM, said:
A single ssrms2 is a waste of space, to have a separate weapon to handle for the occasional 3 damage. Not to mention you probably need a BAP so you don't have to worry about ECM, which makes it even more wasteful. 4 missile tubes for a missile hardpoint with 2 slots available is just silly, you can't even put an LRM5 there without it firing first 4 then 1 single missile. Sure you can work with bad hardpoints and missile tube deflation, but it still doesn't make it less of a bad design.
If you have a hard time finding a way to fire an extra weapon trigger when that weapon is a lock-on missile system that aims with the arm weapons, then you have deeper problems with playing this game. Just assign a thumb button (if you have one) or an easy-to-reach keyboard button (3, for instance, is right next to W and E and very easy to reach with your steering hand).
Also, a single SSRM launcher can be enough to discourage a light from coming after you. Especially if you have a hard time hitting it with other weapons, that slow and steady CT damage can scare off a lot of light pilots.
Finally, BAP is mostly necessary if you want to use SSRMs as your main punch, since not having it will negate a large chunk of your firepower should you encounter ECM. Still, BAP has other uses too (extended sensor range can be quite handy), and the Quickdraw with only one missile hard point should have tonnage to spare if you're boating MLs.
#20
Posted 20 June 2013 - 05:26 PM
Gaan Cathal, on 20 June 2013 - 09:00 AM, said:
You mean the RVN-2X.
The better missile boat is still the Catapult, so I'm not really feeling bad about the Quickdraw being primarily an energy boat.
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