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Hero Quickdraw - Quickdraw Qkd-Iv4

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#21 Jess Hazen

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Posted 05 May 2014 - 08:14 PM

looks way to slow for medium pulse lasers. ammo shortage anyone?

#22 BarHaid

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Posted 05 May 2014 - 08:18 PM

View PostEddrick, on 05 May 2014 - 08:05 PM, said:

The Mech is tempting. But, I don't really like the camo pattern.

Same goes for Jester. Wish I knew for a fact if I could make the camo pattern not visible by painting the Mech all one color.
Not a problem, Eddie. Just paint it all black; works on my Firebrand.

Back to OP: I hate Quickdraws, but I really like this! I don't see the speed cap being a problem, because everyone will be trying to fit two AC/10s on the thing. Nice camo, nice mech!

#23 DocBach

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Posted 05 May 2014 - 08:23 PM

Fail on the AC placement - should be big ol' pistola type AC's :(

#24 Bishop Steiner

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Posted 05 May 2014 - 08:27 PM

looks like I'll be dropping the SRMs, freeing up 6 tons, and upgrading the acs to dual LB-X. Swap the MPLasers for Standards, should be 3 tons reloads per cannon. Drop the 11th DHS for 1 ton more armor. And the "Shotgun Sally" will ride again!

#25 Eddrick

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Posted 05 May 2014 - 08:38 PM

Hopefully, this is a sign that SRMs will get the meaningful fix that people have been asking for.

Thank-you for answering that for me Barhaid.

#26 DONTOR

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Posted 05 May 2014 - 08:59 PM

View PostJun Watarase, on 05 May 2014 - 05:43 PM, said:

Its a cool idea but it doesnt work in MWO itself.

This is why :

-The quickdraw is too large, it is a 60 ton mech that is the size of the victor (80 tons). Not exaggerating : http://i.imgur.com/E5R9IUO.jpg

-Its supposed to be in the same league as mediums, but since its technically a heavy, you end up giving your opponent a ballistic boat jager/cataphract. Guess which is way more effective in the current meta? Same problem with the Dragon.

-Its just not fast enough. 64 kph, 60 tons of weapons/armor is just asking to die horribly. Not to mention its the same size of an Assault, so hitting it is not exactly hard. 240 base engine size will only mean you cant make it go very fast due to engine caps.

-The default loadout is terrible. 11 DHS for what is a very very hot loadout is asking for trouble. A good rule of thumb is if you want to brawl : Have at least 1.6 heat efficiency (After efficiencies) if you dont want to be constantly overheating.

-2 JJs. Thats only good enough for poptarting, not for the kind of fast mobile mech the Quickdraw is supposed to be.

-Multiple ballistic slots on a mech without the tonnage to mount them. Also another reason why the Dragon is terrible, but at least the ballistics are spread out in this one.

If it was me i would have at least dropped the SRMs entirely because, lets face it, you have two AC5s and two med lasers, you dont need SRMs at all and they will just make you overheat.

But you are not going to see many people use this after the initial "omg new mech!!!!" craze wears off. Quickdraws will just remain terrible until their problems are fixed.

Edit : JM6-A is still superior, barring the lack of jumpjets. Top mounted weapons is king, which the quickdraw does not have.

You can easily get 2 AC5s, 5 tons of ammo and 2 large lasers and still end up with 1.54 heat efficiency after efficiencies. And be slightly faster with a XL 250.

Well you are right and wrong about some things. First of 2 JJs on a quickdraw is plenty, they are in the first weight group to use the 1 ton JJs and they make em fly (even with 2). 11 DHS is plenty for that loadout if you do get slightly hot Use the AC5s for a couple volley as a cool down weapon and it will work well.
You are absolutely right, as is everyone else here who stated that it is far to slow. I have been waiting a very long time for the Hero Quickdraw and I am VERY sad to say I wont be getting this snail anytime soon, raise the engine cap to something even remotely more viable and I will surely purchase it.
I even bought a bunch of MC this weekend in hopes of an amazing Quickdraw or Trebuchet, looks like I will have to wait for the Trebuchet now!

#27 DONTOR

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Posted 05 May 2014 - 09:05 PM

View PostSuckyJack, on 05 May 2014 - 06:20 PM, said:

Does this hero have the Itty Bitty Weapon Syndrome?

It looks like the ACs on the arms are the same size as the tiny ACs on the Thud.

This hurts me on a personal level... Tiny guns on a mech? really??
Dual Gauss does sound like it might be the go to loadout though even if they arent mounted high.

#28 Deathlike

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Posted 05 May 2014 - 09:07 PM

I'll just get it out of the way and coin the hero mech "Quickfail Slowdraw" or put them in reverse ("Slowdraw Quickfail").

I was kinda excited of the idea of a hero Quickdraw, only to see this. It could have been better. :(

View PostDONTOR, on 05 May 2014 - 09:05 PM, said:

This hurts me on a personal level... Tiny guns on a mech? really??
Dual Gauss does sound like it might be the go to loadout though even if they arent mounted high.


I don't think there's enough tonnage to make this useful... especially on a mech that's much easier to hit than the Jager's side torsos.

Edit:

Here's a GaussJager simulated build:
JM6-A

Now imagine shaving off 5 tons, trying to add 1-ton JJs.

It's going to be a very slow Quickdraw that can barely take a hit....

Edited by Deathlike, 05 May 2014 - 09:15 PM.


#29 smokefield

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Posted 05 May 2014 - 09:18 PM

my opinion :

-engine problem. slow and you cant even fit one with 10 dhs
-it would have been better with 3th energy in the head so you have a veriety of builds available.

#30 Bishop Steiner

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Posted 05 May 2014 - 09:46 PM

View PostDONTOR, on 05 May 2014 - 08:59 PM, said:

Well you are right and wrong about some things. First of 2 JJs on a quickdraw is plenty, they are in the first weight group to use the 1 ton JJs and they make em fly (even with 2). 11 DHS is plenty for that loadout if you do get slightly hot Use the AC5s for a couple volley as a cool down weapon and it will work well.
You are absolutely right, as is everyone else here who stated that it is far to slow. I have been waiting a very long time for the Hero Quickdraw and I am VERY sad to say I wont be getting this snail anytime soon, raise the engine cap to something even remotely more viable and I will surely purchase it.
I even bought a bunch of MC this weekend in hopes of an amazing Quickdraw or Trebuchet, looks like I will have to wait for the Trebuchet now!

slow and really light on ammo

View Postsmokefield, on 05 May 2014 - 09:18 PM, said:

my opinion :

-engine problem. slow and you cant even fit one with 10 dhs
-it would have been better with 3th energy in the head so you have a veriety of builds available.

eh....it has 11 DHS, stock.......?

#31 Flaming oblivion

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Posted 05 May 2014 - 09:49 PM

You know I don't think I've ever seen a quickdraw in battle , that bad huh ... ?

#32 Curccu

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Posted 05 May 2014 - 09:53 PM

View Postluxebo, on 05 May 2014 - 08:02 PM, said:

True, but the fact that you could put on dual gauss with JJs would make it quite the interesting fighter.

http://mwo.smurfy-ne...7db57cb105d8237
just add two Gauss Rifles... 14 slots 30 tons
not really good is it :(

#33 VXJaeger

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Posted 05 May 2014 - 09:55 PM

After that universally and gloriously stupid AC2-nerf, SRM are still totally bullshit, engine cap and no energy HPs on hands, this mech is just Pretty Baby v.2.

Glorious, shining and expensive piece of crap.

#34 SgtMagor

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Posted 05 May 2014 - 10:12 PM

64.8 kph for a brawler a little to slow, it will have a very hard time competing with other mechs. it wont be able to disengage from a firefight easily and find cover if it needed to do that. it will have the Atlas syndrome of when it commits to a fight there is no backing out you have to work your way through it. that's really the only problem I see with this Hero, but if anything it should have had ECM! mounted on it to make up for the small engine cap and the fact we need a heavy mech with ECM, just for reference I have a 255XL in my spider.

#35 smokefield

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Posted 05 May 2014 - 10:23 PM

View PostBishop Steiner, on 05 May 2014 - 09:46 PM, said:

slow and really light on ammo


eh....it has 11 DHS, stock.......?



240 engine has only 9 hs inside right ?...so you need one more. at least they could make the engine 250.

#36 627

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Posted 05 May 2014 - 10:37 PM

Getting two AC10s on that thing will be max imho:

QKD

30 trigger pulls for the boomsticks, not sure if it is enough but on the other hand, how long are you going to live in a quicklegged anyway.

The only thing that the K2/Jager can't do with the same loadout is jumping, but with those low slung arms and dem legs...

Edited by 627, 05 May 2014 - 10:39 PM.


#37 Bishop Steiner

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Posted 05 May 2014 - 10:42 PM

View Post627, on 05 May 2014 - 10:37 PM, said:

Getting two AC10s on that thing will be max imho:

QKD

30 trigger pulls for the boomsticks, not sure if it is enough but on the other hand, how long are you going to live in a quicklegged anyway.

The only thing that the K2/Jager can't do with the same loadout is jumping, but with those low slung arms and dem legs...

thats why I figure go with dual LB-X. Much better for flanker build, mop up duty, and 2 more tons of ammo

#38 627

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Posted 05 May 2014 - 10:54 PM

I'd spent those two tons to get up to an XL285 or shave some armor from head/arms and go max engine instead.

Two LBX are always fun :(

#39 smokefield

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Posted 05 May 2014 - 10:57 PM

i am reading again the specs and it does not say the 240 engine is the max one...but it doesnt say either what engine youc an put..so i may be wrogn and maybe you can fit a bigger one.

#40 627

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Posted 05 May 2014 - 11:47 PM

afaik 290 is max.





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