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Qkd-4H Feedback


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#1 Thwagum

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Posted 11 August 2013 - 11:53 AM

Hello all, just wanted some feedback on this build. QKD-4H

It seems to be doing all right for me, so long as I keep the piloting errors to a minimum.

Thoughts? Suggestions? Comments? Raucous, degrading laughter at the build?

Edited by Thwagum, 11 August 2013 - 11:54 AM.


#2 Targeting Error

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Posted 11 August 2013 - 12:28 PM

It looks like it could be fun, but you have an XL engine and case in your side torso. If ammo explodes in a side torso, you take 3 engine hits and you get to spectate the rest of the match. Case will do nothing for you. Drop the case, get a free half ton of armor back to top off what you have. If you ran a standard engine, case is great.

#3 Thwagum

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Posted 11 August 2013 - 12:31 PM

Ok, thanks for the advice

#4 Wintersdark

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Posted 11 August 2013 - 01:12 PM

Yup, as above, ditch the CASE; it's useless with an XL (and, generally speaking, isn't worth taking ever). Move one ton of ammo into your head, it's the safest place for it.

Remember, ammo only has a 10% chance to explode when destroyed. It's practically impossible to destroy the ammo in your head without destroying the head(killing you anyways). If the DO manage to freakishly crit the ammo in your head and destroy it, there's still only a 10% chance it kills you - and at that point you've taken at least 10 damage to your head already anyways.

Second, ditch the Artemis. Artemis has some value on SRM6's, but the spread doesn't change a lot. 4's, even without artemis, fire pretty tightly. That's three slots and three tons freed; either upgrade to 6's for comparable tight damage+extra spread damage, or take more heat sinks/faster engine/whatever else.

It used to be that Artemis made SRM's more effective further, because they used to fire in a shotgun type pattern - a cone. This is no longer the case. Now SRM's spread to their maximum spread in less than 100m then fire straight. Artemis makes that spread tighter, but not dramatically.

In short, Artemis is worth considering on 6's(though still not required), but not below.

Unsure? Take a mech with various SRM launchers (4's and 6's) to the training grounds, fire, watch the spread size once it hits max. Take screen shots.
Then take another WITH Artemis and 4's and 6's, test again, in the same place (spawn point?) Take screenshots again.

Compare.

#5 Thwagum

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Posted 11 August 2013 - 02:03 PM

Awesome. My friend made the same recommendation with the Artemis system, and the 6's are indeed better. Thanks for the suggestion. I ended up ditching the center SRM4 and upgraded the two in the shoulder to SRM 6's

#6 Redshift2k5

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Posted 11 August 2013 - 02:56 PM

I use an XL in my Quickdraws as well, but the 300xl always fell flat; you don't do enough damage to win most firefights and the 300xl is not quite fast enough to extricate most scenarios. I found basing my Quickdraws on a 325 XL and using the higher speed to focus the mech into a hit & run style mech.

#7 Sasha Volkova

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Posted 11 August 2013 - 03:01 PM

This is another version of your mech http://mwo.smurfy-ne...cf360275bbc5724
Notice how I moved some heatsinks and other things around on your mech to eat every single crit slot on it. (I did this to make sure your XL engine is protected as much as possible aswell as your equipment since losing a heatsink is ALOT better than losing anything else on the mech)
I also gave you close to max JJ's as they give you so much mobility that its sickening to just think about.
ALSO what most ppl dont do, I gave you a BAP, now you might ask why bother with BAP?
But the thing about BAP is that it negates ECM when it gets within 150m (or was it 180m?) of you.
BAP is 1.5 ton, ECM is also 1.5 ton, you are heavier than light mechs meaning you can better aford that 1.5 ton going to nothing, but him losing his ¨ECM bubble of safety¨ will really **** him off and perhabs even make him run away from you instead of taking the chance of being spotted when the ECM is gone.
Just remember BAP can only remove the effect of one ECM. (If a friend of yours have BAP aswell then together you can remove 2 ECM effects and so on.)

Also if you really dont like BAP you can swap it out for AMS with one ton of ammo.

All in all its just a slight upgrade to your build with full armour on the vital parts and only slightly less on the legs and one single point less on each arm.

Hope this helps a little ;b

Edited by 0okami, 11 August 2013 - 03:22 PM.


#8 Thwagum

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Posted 11 August 2013 - 03:05 PM

Awesome, thanks so much for the suggestions guys





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