Quickdraws
#1
Posted 26 January 2014 - 01:20 PM
http://mwo.smurfy-ne...5e4682ec8c66cf4
The chassis is great for guerrila warfare-tactics and has enough weight for me to put a varied loadout on it. The thing can FLY with good hardpoint placement and a lot more armor then I am used to without losing much mobility. It loses its legs SO QUICKLY THOUGH, is that a hitbox thing or just I am getting legged regularly even though I have them fully armored? (part of it might be damage spread from JJ-spinning during a brawl, but even when I am grounded I take a crapton of leg hits).
#2
Posted 26 January 2014 - 04:59 PM
I run mine with 3 ML, 1 Tag, 2 LRM 15s. XL engine is a must. You can throw an LRM 5 on as well but I opted to use that tonnage for more ammo. Because you are fast and mobile, it is often possible to keep the 180 minimum distance from large assaults while bombarding them with your 30 tubes.
#3
Posted 26 January 2014 - 05:24 PM
Krujiente, on 26 January 2014 - 01:20 PM, said:
http://mwo.smurfy-ne...5e4682ec8c66cf4
The chassis is great for guerrila warfare-tactics and has enough weight for me to put a varied loadout on it. The thing can FLY with good hardpoint placement and a lot more armor then I am used to without losing much mobility. It loses its legs SO QUICKLY THOUGH, is that a hitbox thing or just I am getting legged regularly even though I have them fully armored? (part of it might be damage spread from JJ-spinning during a brawl, but even when I am grounded I take a crapton of leg hits).
Tip: If you're against MGs or LB-10x or AC/10/20, that ammo in your leg is very likely to explode upon being shot in the leg when the armor is gone.
Also, everyone knows the fastest way to get rid of a Quickdraw is the leg; also consider the Quickdraw always stands as if 'squatting', making the legs a little easier to hit in terms of horizontal space to hit. Try to move at diagonals to your targets, never do a full head-on rush or a 90 degree turnaway. Move in 45 degree angles from/to your target.
Zig-zagging helps too when mobile.
#4
Posted 26 January 2014 - 06:02 PM
Maybe once they get their hitboxes tweaked they might be better, but without a straight up resizing it will be like the dragons hitbox fix, not enough.
#5
Posted 26 January 2014 - 10:20 PM
Also: When ammo explosions actual chance are more than 1% and some change, I might think about it. :V
Edited by Krujiente, 26 January 2014 - 10:30 PM.
#6
Posted 27 January 2014 - 08:24 PM
When building a Quickdraw, I highly recommend putting your heavy energy weapons in the torso mounts. They're high enough that you can use them effectively from cover, and they will last longer. It's really easy to lose your arms, and that stings a lot less if you're only down a medium laser. Additionally, I always max out the leg armor. The leg hit boxes are massive, and a legged Quickdraw is a dead Quickdraw.
#7
Posted 28 January 2014 - 08:58 AM
Dth2Vwls, on 27 January 2014 - 08:24 PM, said:
When building a Quickdraw, I highly recommend putting your heavy energy weapons in the torso mounts. They're high enough that you can use them effectively from cover, and they will last longer. It's really easy to lose your arms, and that stings a lot less if you're only down a medium laser. Additionally, I always max out the leg armor. The leg hit boxes are massive, and a legged Quickdraw is a dead Quickdraw.
well yeah I also just stick MLs in mechs' arms if they have deliciously big arm shields
#8
Posted 28 January 2014 - 05:20 PM
Equipped with:
4ML and 2 MPL
400/402 Armour
DHS, ES
Cooling effiency of 48%
350XL, 104kph with speed tweek
4 JJ's
AMS
Great for annoying the hell out of slow assaults with jumping/twisting tactics, fast enough to discourage lights/mediums, though unless you focus fire on a specific section it will take a long time to kill fresh heavies/assaults. It's not for the Alpha Strike Derper.
I cannot get the hang of PPC's, so even though I've tried a PPC build it doesnt last long as a configuration.
I just really find the agility, speed and JJ's and extremely potent and satisfying build.
J2L
#9
Posted 29 January 2014 - 11:58 AM
Johnny Two Legs, on 28 January 2014 - 05:20 PM, said:
Equipped with:
4ML and 2 MPL
400/402 Armour
DHS, ES
Cooling effiency of 48%
350XL, 104kph with speed tweek
4 JJ's
AMS
Great for annoying the hell out of slow assaults with jumping/twisting tactics, fast enough to discourage lights/mediums, though unless you focus fire on a specific section it will take a long time to kill fresh heavies/assaults. It's not for the Alpha Strike Derper.
I cannot get the hang of PPC's, so even though I've tried a PPC build it doesnt last long as a configuration.
I just really find the agility, speed and JJ's and extremely potent and satisfying build.
J2L
I use 3xASRM4 and an ER PPC on the 4H. It makes it a powerful brawler with some ranged bite. I feel like the Quickdraw is too big to only have a few MLs and some LLs that is more the realm of mediums. The arms I put MLs on because they are great for blocking shots, allowing me to skillfully fight mechs 15 tons heavier+ and win if they don't have particularly good torso twisting skills.
On the subject of the leg hitboxes: Quickdraws in tabletop had notoriously easy to damage legs because of a fragile ankle rotor designed for extreme agility. So I am okay with the hitbox if it gets minor hillcimb bonus: Not a huge deal since it already has JJs, but this would allow it to keep speed on even more varied terrain and add a little bit to the Quickdraw's game.
#10
Posted 06 February 2014 - 04:46 PM
Edited by Turist0AT, 06 February 2014 - 04:46 PM.
#11
Posted 06 February 2014 - 11:41 PM
http://mwo.smurfy-ne...1b41388e04e25b3
The ML are their for providing some ranged firepower and also whilst torso twisting and jumping etc. Also for fending off the odd light whilst waiting for them to land after jumping or whilst moving in a straight line then the hammer blow below is used.
The real hammer blow is the 3x SRM4's and 2 MPL's.
I only ever use them at close range, i.e. around 100-150M.
At this range, and with a steady hand you can ensure most of that damage, if not all, at a particular mech part. At damaged mechs this will strip armour real quick.
The heat efficiency of this mech means i can use this weapon combo (all the same weapon grouping) 3+ times.
I tend not to engage lone assaults though unless I can tell that they are relatively unskilled or have poor weapon load outs.
Engaging an already engaged mech is my tactic. The QD is great for running in, loosing a volley, jumping over them, turning around and loosing another volley in the rear. If they are quick enough to turn around in time, then that second volley goes to the same location (and also means that the rear of the mech is facing the group I ran from).
It's a great diversion mech - it hits hard enough for some pilots to turn to me whilst the other mechs in my lance are now not on the recieving end, or if the mech doesnt focus on me and continues to fire at the rest of my lance, i can hit hard enough in 2-3 salvos to tear through rear armour.
They are big. Their legs are too large.
However I've never quite gotten the hang of the ranged PPC game and as such I don't do well with that style of play.
I'm not usually an aggresive player, however as I can't do PPC jump sniper play and the load outs are short range, I need to be aggressive to make the most of this build.
And I love it.
People also underestimate the QD so either leave it alone or take me on. If i can't take them I can usually run away or teach them a lesson if possible
J2L
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