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Dragon Vs. Quickdraw


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#41 Lugh

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Posted 30 July 2013 - 12:52 PM

View PostLordhammer, on 29 July 2013 - 01:29 PM, said:

Only use dragon if you intend to go above 100kph, below that he is just too easy to hit might as well go with quickdraw since it has even torsos for spreading damage. Also dragons can use ballistics. Overall i'd say dragon requires better piloting skills compared to quickdraw and you are kinda hard set in your builds, never ever do a slow or even moderately fast dragon, have 340+xl that is the only rule for dragon

I disagree, the 300XL is more than enough speed. And has more firepower and better sustainability for prolonged sniping.

#42 DoktorVivi

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Posted 30 July 2013 - 12:59 PM

Dragon.

Quickdraws are ridiculously easy to leg. Had max engine and max leg armor and 1 out of 3 deaths was to being legged. Much bigger profile so it's a lot easier to get hit. I felt my Dragons (even the slower ones) were significantly more durable than my Quickdraw.

That said, you have to be able to deal with the weird, mixed hardpoints. I don't mind them (and love my ballistics), but it's definitely not for everyone.

#43 Charons Little Helper

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Posted 30 July 2013 - 01:49 PM

View PostLugh, on 30 July 2013 - 12:52 PM, said:

I disagree, the 300XL is more than enough speed. And has more firepower and better sustainability for prolonged sniping.


Why would you get a dragon if you want to be a sniper? It seems that there would be many mechs which are better snipers. Heck, if you're only getting a 300 XL you could put it in a Jager, be nearly as fast, and have 2 gauss instead of 1.

#44 Nebuchadnezzar2

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Posted 01 August 2013 - 05:46 AM

Short answer:
- Dragon if you want to flank then kill your opponent
- Quickdraw if you want to flank, alpha then vanishing

#45 Angel of Annihilation

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Posted 01 August 2013 - 05:49 AM

View PostModo44, on 29 July 2013 - 09:28 PM, said:

There is no "extra mobility" to the Quickie, because the Dragon is in a lower size class for movement purposes. Thanks to the typically high speeds, it is actually more agile than a Hunchback.


You sir are incorrect to the extreme.

There is a difference in its ability to transverse slopes, that is indeed correct, however that small difference cannot overshadow the effect and advantage JJs give the Quickdraw in terms of mobility. Just play Canyon Network once in a Dragon and once in a Quickdraw if you don't believe me.

#46 Angel of Annihilation

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Posted 01 August 2013 - 06:00 AM

View PostBanky, on 30 July 2013 - 11:45 AM, said:

Everyone complains about the DRG CT... And yet no one complains about how the legs on the QuickDraw were apparently "taped on" at the factory. Seriously - the legs on that mech melt like butter. In any case, they're both fun mechs and they're both solid with decent builds. Where the DRG really shines though is with the AC20 Flame. 90kph with a 40pt alpha and ~360 armor. It's a very solid build and makes a tremendous flanker/striker.


It isn't that common to get legged in a QD. Oh it happens but it is no where near the vulnerability that people make it out. Also I have had multiple matches where I have had a leg taken out in a QD but went on to make at least 1 or 2 more kills.

Additionally the reason it happens more in a QD is the same reason it happens more in any jump capable mech and that is because any good pilot of a jump capable mech is jumping often to help spread the damage. So what if I lose a leg because that is 50-60 damage I didn't take to an area like the CT that would kill me. The Dragon on the other hand, is always going to take 98% of its damage to above the waste line which will translate to less survivability overall.

This doesn't even take into account how vulnerable the Dragon's CT is from the side and even from the rear quarters. Unfortunatelly is not hard to hit the CT even to around 120 degrees off of the front facing due to fact it juts out so far and has very small arms that don't protect much.

#47 Modo44

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Posted 01 August 2013 - 07:47 AM

View PostViktor Drake, on 01 August 2013 - 05:49 AM, said:

Just play Canyon Network once in a Dragon and once in a Quickdraw if you don't believe me.

I have. Both mechs are equally mobile, i.e. will outrun other heavies easily, but can not measure up to a light.

#48 Tremendous Upside

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Posted 01 August 2013 - 07:48 AM

It happens ALL the time in QuickDraws... Don't even pretend that's not the case. As for the DRGs CT hit box, it's large. Who cares. If you pilot the mech properly it takes damage fairly well in spite of that. They both do. The difference is that the DRG is better at DPSing and stopping power thanks to its ballistic options. The QKD is a better striker/flanker because of its jets... Simple as that.

#49 Flagrant

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Posted 01 August 2013 - 10:08 AM

Victor mentions canyon network as a test to see which is better. For the inexperienced the Quickdraw is definitely better because the jumpjets allow you to get where you want to go very quick. But once you get the hang of the Dragon and know the map well enough, the Dragon can get to the fight wherever it is almost as fast. The Dragon can climb anything any other mech can with a bit of twisting. And there are many places to climb that you may not be able to do with other heavies or assaults. If it can’t, the dragon can still get to a spot it can climb very quickly.

IMO the Dragon beats the Quickdraw for fun factor and the ballistic. But I would recommend the Quickdraw

#50 Grimlox

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Posted 02 August 2013 - 03:40 PM

View PostPOOTYTANGASAUR, on 28 July 2013 - 07:21 PM, said:

Dragon. But only use the reg mechs to get speed tweak. After that run the Flame with a gauss, 4 medium lasers, big xl, ams, full armor except a few points off legs. Like this: http://mwo.smurfy-ne...e25cfc187709c3d
OR with a standard engine and ac20 to be an effective brawler. Like this: http://mwo.smurfy-ne...e25cfc187709c3d OR more heat efficient and slower: http://mwo.smurfy-ne...3f88d83013684cd (better version though the speed is nice.


Tweaked your Flame. This is what I run. http://mwo.smurfy-ne...31eff8b550310ca

What you were missing was that you can actually run FF on the Flame with that build. And you should.

#51 Ryokens leap

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Posted 02 August 2013 - 05:33 PM

View PostGrimlox, on 02 August 2013 - 03:40 PM, said:


Tweaked your Flame. This is what I run. http://mwo.smurfy-ne...31eff8b550310ca

What you were missing was that you can actually run FF on the Flame with that build. And you should.


Try dropping engine size and adding BAP, also put the gauss ammo in the left and right torso. This has become my preferred over the 1c.

#52 Antique

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Posted 05 September 2013 - 03:14 PM

played both, QD has some issues but so does the dragon. I haven't had as much fun in any other mech than in a dragon, mainly my Fang (lb-10x, srm6, 3med-pulse, 340xl) or (gauss, 3 med-las, srm6, 325 xl). I'd suggest a QD for noob-friendly (lets face it dragons are hard to use effectively), but if you ask me what mech is better i'd say a dragon is better due to more speed and way more versatile armaments (QD has just the short to med range covered since it can't use LRM-s effectively).

Get a dragon, be a unique snowflake and join us in the heavy-who-can-chase-down-lights club.

Edited by Antique, 05 September 2013 - 03:14 PM.


#53 Wingbreaker

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Posted 06 September 2013 - 11:38 AM

View PostGrimlox, on 02 August 2013 - 03:40 PM, said:


Tweaked your Flame. This is what I run. http://mwo.smurfy-ne...31eff8b550310ca

What you were missing was that you can actually run FF on the Flame with that build. And you should.



While this is a minor necro, and most likely will not be read...

Transfer two tons of your gauss ammo into the torso with the Gauss. This will give a buffer chance for the ammo to take the hit of a critical rather than the rifle itself.

Edit: I forgot a part. Transfer one part of the ammo to the head, and one to the CT. This will prevent the two tons in LT from being used until last, providing the buffer for longer.

Edited by Wingbreaker, 06 September 2013 - 11:39 AM.


#54 Ryokens leap

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Posted 06 September 2013 - 11:47 AM

View PostWingbreaker, on 06 September 2013 - 11:38 AM, said:



While this is a minor necro, and most likely will not be read...

Transfer two tons of your gauss ammo into the torso with the Gauss. This will give a buffer chance for the ammo to take the hit of a critical rather than the rifle itself.

Edit: I forgot a part. Transfer one part of the ammo to the head, and one to the CT. This will prevent the two tons in LT from being used until last, providing the buffer for longer.


I agree with this line of thinking. Had a go round with another Dragon pilot who feels its better to carry gauss ammo with the gun when arm mounted as it will save the gun from hits. To me this means an arm crit will result in a loss of some or all ammo and a gun with no ammo is useless. Wingbreaker you need to school your NGNG bros on how to build and play Dragons, they make an already much maligned chassis look worse.





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