Quickdraw = Broken?
#41
Posted 22 January 2014 - 11:58 AM
#42
Posted 22 January 2014 - 09:40 PM
pulling that number outa nowhere
anyway adjust the quickdraw leg hitboxees seem huggeee
and the mech itselff is too big (Highlander size literally)
The chassis itself as far as hardpoints and jumpjets isn't bad
Edited by kesuga7, 22 January 2014 - 09:43 PM.
#43
Posted 23 January 2014 - 02:11 PM
#44
Posted 23 January 2014 - 02:42 PM
6ML
SRM4
1 JJ
360XL
Know your role. Stay with the big boys. Wait for the enemy to close, this can sometimes be the hardest part (itchy trigger finger), especially if the battle is being waged long range. I'm often amazed how often people just won't shoot at you because they assume your mech sucks. "Ohhh...., it's just a Quickdraw".
It's one of my highest K/D ratio mechs.
Edited by Ronious, 23 January 2014 - 02:45 PM.
#45
Posted 27 January 2014 - 11:19 PM
I like my shadowhawk alot more, Its quicker and more maneuverable, packs equal or better Firepower especially with Gauss, I can brawl like a madman in it and I can stay in a fight without getting insta-legged, or melting down.
Hop into my QD after playing in my SHD, Instaleg, overheat, die, doesn't matter how I bob and weave and float through the air, or turtle behind cover and make popshots.
You have to expose 90% of your mech minimum just to get in an attack with your arms, since your legs are huge and come all the way up to the midpoint on your arm weapons.
I really am glad that a handful of you guys are enjoying it, but I don't see how tbh and I've got 26 combined hours worth of play in on each variant. I've definitely put effort into understanding what to do with it.
What causes me the most greif, and is the biggest problem I find with the mech is the huge slowdowns after using Jumpjets, QD just doesn't recover its speed after a jump like other mechs in its weight class.
I do a popup strike, land and get bogged down so much.
Torso doesn't have good elevation either, so jump attacks with torso weapons is fail, you have to use your arms which are huge and get blown off fast, everything about this mech just doesn't work.
I also find the oposite, everyone shoots at me first because they know my mech sucks
Edited by Mister D, 28 January 2014 - 02:25 PM.
#46
Posted 28 January 2014 - 01:26 PM
Have these mechs received a tuning pass yet?
Edited by NRP, 28 January 2014 - 01:31 PM.
#47
Posted 28 January 2014 - 01:56 PM
NRP, on 28 January 2014 - 01:26 PM, said:
Have these mechs received a tuning pass yet?
Nope. I could say the same for the BJ, but you know... it is on Paul's time.
#48
Posted 31 January 2014 - 07:20 AM
Elli Gujar, on 21 January 2014 - 12:05 PM, said:
Quickdraws take some work, yeah, but really every 'mech takes some work. Most of that work is on your mentality and method of playing the chunky thing, much as with nearly any 'mech, but if you've gotten into the swing right you can terrify enemies by flying through their formation from behind, landing safely amongst your own folk who are shooting at that confused Stalker who's turning to look where you were when you started to leap over him.
-QKD-CR0
Well reasoned post. 400 games in QD's myself and this is spot on. Usual poptart methods are a disaster. And I stay off the JJ's too unless movement or airborne SRM work or close action. Ridge peeking will cost you for reasons you stated.
Taking a break from them now but an oddly effective build I am using a bit lately is the H with LRM 10 and 15, 3ML and tag/BAP. XL 315 I think. Tough and fast enough for close support and the 3ML is enough for lights to respect you if you hit them early. Tube count is off enough that you end up with the multi LRM 5 effect. Rocks on Caustic.
The energy builds just seem to run so hot. A mechlab 1.35 seems hotter than many other 1.35 builds. No data, feeling only. Likely me. It is a load of fun for being so much work.
#49
Posted 31 January 2014 - 03:36 PM
Edited by 627, 31 January 2014 - 03:37 PM.
#50
Posted 31 January 2014 - 03:54 PM
627, on 31 January 2014 - 03:36 PM, said:
Come on now. You are going to hurt my feelings.
The view from the Underhive is beautiful this time of year.
edit: Quickdraws and Trebs that I stuck with and mastered did hurt my stats and Elo, but made me a better pilot. I get bored easy too. Meta is kind of easy.
Edited by MicroVent, 31 January 2014 - 04:00 PM.
#51
Posted 31 January 2014 - 03:56 PM
Certainly a different play style to most mechs but insanely fun when you get the hang of it. Nice and fast, can hold a decent amount of armor and weapons, aaand jump jets!
I found the 330XL is a good engine and leaves a bunch of room for weapons. Also, add some armor on cause stock levels are a bit low I find. I must say that again: add more armor when you buy it, in fact, almost max the armor out. Strap 3 ssrm2's to the 4G and watch the light mechs fold like cheap lawn furniture.
1.29 K/D on my 4G with about 17hrs time on it.
.87 on my 5K but I use that to try a lot of silly builds (hence many deaths, lol)
Takes a bit of getting used to, but is it broken? Definitely not. Can easily (and usually) get 600+ damage in a match with my 4G (in fact my highest score ever was in that mech... named "Bronson"
Everyone has their preferences and own style of playing though... I can't pilot an Atlas worth a damn, or most mediums for that matter. But they certainly aren't broken, I just suck in them. There are plenty of chassis' in the game and all are different so it figures that some people will find certain ones more difficult to play than others.
Edited by cSand, 31 January 2014 - 04:09 PM.
#52
Posted 31 January 2014 - 04:13 PM
high damage 100 plus match scores multiple kills.
thing is everyone seems to want to stand still these days with the long range yawn..sorry ballistic meta
to many want point and click mech
it suits big engine medium lasers srms and lots of jump jets, if you dropped lower than a 300 its to slow and a 340 is better
Its a mobile mech but you shouldn't to start with be at the front if your team moves alot you'll do well it
your stuck with a bunch of sit at the back assaults you'll fail with not only the QD but any medium or light heavy
#53
Posted 31 January 2014 - 04:33 PM
MicroVent, on 31 January 2014 - 07:20 AM, said:
To each their own, I guess. I use my QDs primarily as poptarts and have good success. They're too fragile for close-in work, and without ballistics they don't have the dps to go toe-to-toe with anything but mediums. My 5K has 54 matches, 61/30 kdr, so it's certainly possible to do well in them.
The QD definitely needs agility buffs. It just seems to accelerate sooo slooowly compared to my Cataphracts and Orions, even though the top speed is higher. And the leg hitboxes-- oof, it's the only mech I own in which I've maximized leg armor (I suppose it's kind of a good thing because it means I'm taking less torso damage, kind of).
#54
Posted 31 January 2014 - 05:04 PM
Kubernetes, on 31 January 2014 - 04:33 PM, said:
To each their own, I guess.
The QD definitely needs agility buffs
And the leg hitboxes
All true.
I did poptart them and found the leg damage too common to be worth that method. At times it happened pretty fast. You are right though it can work. ML SRM LL combos, big engine and JJ's were the sweet spot for me. SSRM too. Like a medium really.
edit: throw in PPC's too.
Edited by MicroVent, 31 January 2014 - 05:06 PM.
#55
Posted 31 January 2014 - 05:22 PM
MicroVent, on 31 January 2014 - 05:04 PM, said:
I did poptart them and found the leg damage too common to be worth that method. At times it happened pretty fast. You are right though it can work. ML SRM LL combos, big engine and JJ's were the sweet spot for me. SSRM too. Like a medium really.
edit: throw in PPC's too.
Yeah, just don't jump too high. The torso energy slots are at a decent height, so ideally you want to jump just high enough to clear the obstacle between you two. You shouldn't receive any leg damage if you're only exposing the top half of your torso. I'm not a huge fan of flying around the battlefield like some; I usually only equip one JJ on my mechs, which is enough to poptart and torso twist. It's good to use JJs to pop out of cover, but flying around exposes you to fire from everyone within sight (LRMs too). If you're in a game with good gunners, flying mechs just get punched out of the air really quickly.
#56
Posted 03 February 2014 - 04:40 AM
#57
Posted 03 February 2014 - 07:26 AM
Sure, that's just anecdotal, but really...
The Shadowhawk can put out much higher sustained DPS. It's more agile, faster given the same engine, and while it's technically 5 tons lighter, the .5 ton savings per jump jet makes up most of that right there.
The ability to mount ballistics and energy/missiles is what does it. Not necessarily that Ballistics are All That And A Slice Of Cheese, but being very low heat combined with other weapon types they allow vastly higher sustained DPS than you can get on an purely energy boat. Generally higher overall DPS too.
Brawling? Endurance is critical: You need to be able to continue outputting damage while your opponent has to slow his DPS to cool.
Striking? You need to hit hard, and pinpoint is preferred for this. Again, Shadowhawk wins.
Sniping? Yeah, again, ballistics+PPC's are king here. Hello, Shadowhawk.
I have no horse in this race; I don't necessarily want the Shadowhawk to be better. I've got both sets of mechs mastered and in my stable and can use either. But the Quickdraw just doesn't bring any role to the table better than the Shadowhawk.
Not to mention that under the current matchmaker, when you drop in a Shadowhawk, the MM tries to get another medium to oppose you. When you drop in a Quickdraw, it's looking for another heavy first. So dropping in a QKD will likely result in an opposing Ilya, AC40 Jag, or some such. Dropping in a Shadowhawk? Most likely another Shadowhawk opposite.
Edited by Wintersdark, 03 February 2014 - 07:27 AM.
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