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Quickdraw Quirks


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#1 cSand

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Posted 06 October 2014 - 01:06 PM

Hey PGI since the mighty Quickdraw is my favourite mech, and you're planning some quirks for IS mechs, I was thinking..

- add some armor/internal structure to the legs, since it has huge legs.

- something to enhance JJ capability (more boost, faster fuel regen, or lower heat ... something along those lines) since they are the lightest mech to have 1 ton JJ's.

- keep the arm quirks on their respective models.

edit: I meant to put this in feature suggestions, sorry :ph34r:

Edited by cSand, 06 October 2014 - 01:09 PM.


#2 Redshift2k5

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Posted 06 October 2014 - 01:32 PM

I'd like it to have more zippy jumpjets and very responsive torso twist speed (should be fast on the draw). Some leg structure would be nice too :)

#3 cSand

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Posted 06 October 2014 - 01:34 PM

Ahh yes, faster twist would be great too :D Show this beauty some love!

#4 Cyborne Elemental

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Posted 06 October 2014 - 02:32 PM

best and only acceptable quirks would be majorly to the legs, that or rescale the model to be smaller than an atlas.

#5 Rear Admiral Tier 6

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Posted 06 October 2014 - 03:16 PM

One missile hardpoint more for the IV-4

QKD-4H,10 % SRM4 cooldown quirk

QKD-5K 10 % more heat dissipation

+ 10/20 tube missile slots to any variants any location

#6 Alienized

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Posted 06 October 2014 - 03:45 PM

hm i dont use JJ's, i dont use the weaponslots in the arms, 10% mor eheat dissipation would be nice tho. and twist/turning speed ye.

maybe make the mech smaller overall =/ feels awkward to stand next to a dire... and be taller than it -.-

#7 cSand

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Posted 06 October 2014 - 04:00 PM

I think the big thing would be some extra leg durability.

Oh I use the JJ's... 6 of em on my 4G, yo :D Like having anti-gravity !

#8 Agent 0 Fortune

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Posted 06 October 2014 - 04:15 PM

Well a mech named "Quickdraw" should have a weapon convergence bonus, for lining up those shots fast.

#9 FupDup

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Posted 06 October 2014 - 04:17 PM

View PostAgent 0 Fortune, on 06 October 2014 - 04:15 PM, said:

Well a mech named "Quickdraw" should have a weapon convergence bonus, for lining up those shots fast.

Wouldn't it be hard to make weapons converge faster than instantly?

#10 oldradagast

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Posted 06 October 2014 - 05:10 PM

There is very little, IMHO, that can be done to make this mech worth playing.

1) It is badly out of scale

2) It has no ballistics (champion aside)

3) It has too few tubes to LRM

That leaves you with hot builds based on energy weapons and SRMs, which could sort of work for brawling... sort of... except that the Quickdraw is badly oversized and thus easy to destroy in a brawl on when approaching a brawl.

I still say this is competing with the Locust for worst mech in the game.

#11 cSand

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Posted 06 October 2014 - 05:21 PM

View Postoldradagast, on 06 October 2014 - 05:10 PM, said:

There is very little, IMHO, that can be done to make this mech worth playing.

1) It is badly out of scale

2) It has no ballistics (champion aside)

3) It has too few tubes to LRM

That leaves you with hot builds based on energy weapons and SRMs, which could sort of work for brawling... sort of... except that the Quickdraw is badly oversized and thus easy to destroy in a brawl on when approaching a brawl.

I still say this is competing with the Locust for worst mech in the game.


You can just admit you don't know how to Quickdraw!

;)

#12 Asmudius Heng

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Posted 06 October 2014 - 05:39 PM

First is deciding the role and niche it is suppose to fill - then you decide how to apply quirks to support it.

What is the Quickdraw supposed to do?

From Sarna this was a workhorse mech, but it goes into detail about its mobility and fire arc.

I think armour bonuses based on terrible scaling of legs etc is a goo idea. However I think it needs amazing twist speed, torso rotation, and turning rate.

Make this extremely mobile and it fits a niche at least and fits with lore.

Beyond that then weapons etc to add value based on usage and effectiveness of these chassis quirks.

#13 Alistair Winter

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Posted 06 October 2014 - 05:56 PM

It's the smallest heavy mech out there. I don't think they should do too much to make it tougher, because it'll always be the weakest of the heavies. Instead, they should give it more character and look at its strengths. It needs to be more agile, more dangerous. Turn rate, torso twist, and I think the name 'quickdraw' goes well with higher rate of fire. So basically, cool down buff. Make it excel as a striker, like the dragon. Quickly in, do damage, and quickly back into cover.

#14 Rear Admiral Tier 6

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Posted 06 October 2014 - 05:56 PM

View PostAsmudius Heng, on 06 October 2014 - 05:39 PM, said:

What is the Quickdraw supposed to do?


Well atleast the 5K is the best IS-laserboat,can do 101 kph 2 large laser 4 medium laser standard laserboat loadout with good cooling and good torso twist + those massive shied arms.Even 2 LPL 4 medium laser going 106 kph is doable,but that has only 14 dhs.It is far superior to Jester in that sense.

4H can be configured as a jumping Centurion with STD270 or XL330,3 ASRM4-launchers,4 medium lasers.

4G is the skirmisher chassis,it has superior torso twist and arm movement,i usually run mine with XL355,2 LPL and 2 MPL.

IV-4 is a mini-prenerf Victor,best loadouts imo include dual uacs,dual srm4:s and 2 medium lasers or gauss, 2 srm6:s ,2 medium lasers.Needs more missile hardpoints.

#15 Deathlike

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Posted 06 October 2014 - 06:03 PM

View Postoldradagast, on 06 October 2014 - 05:10 PM, said:

There is very little, IMHO, that can be done to make this mech worth playing.

1) It is badly out of scale

2) It has no ballistics (champion aside)

3) It has too few tubes to LRM

That leaves you with hot builds based on energy weapons and SRMs, which could sort of work for brawling... sort of... except that the Quickdraw is badly oversized and thus easy to destroy in a brawl on when approaching a brawl.

I still say this is competing with the Locust for worst mech in the game.


The Lolcust doesn't actually have competition outside of the Spider-5V.

View PostAlistair Winter, on 06 October 2014 - 05:56 PM, said:

It's the smallest heavy mech out there. I don't think they should do too much to make it tougher, because it'll always be the weakest of the heavies. Instead, they should give it more character and look at its strengths. It needs to be more agile, more dangerous. Turn rate, torso twist, and I think the name 'quickdraw' goes well with higher rate of fire. So basically, cool down buff. Make it excel as a striker, like the dragon. Quickly in, do damage, and quickly back into cover.


It's better than the Dragon IMO, but that's not saying much.

#16 LT. HARDCASE

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Posted 06 October 2014 - 06:14 PM

The other day I realized I was looking down on a Dire Wolf. Yeah my QKDs are shelved until PGI fixes the scale, which is probably never.

No quirk will solve this issue.

View PostCookiemonter669, on 06 October 2014 - 05:56 PM, said:


Well atleast the 5K is the best IS-laserboat,can do 101 kph 2 large laser 4 medium laser standard laserboat loadout with good cooling and good torso twist + those massive shied arms.Even 2 LPL 4 medium laser going 106 kph is doable,but that has only 14 dhs.It is far superior to Jester in that sense.

I can do 2x ERLL, 4x ML, 4x Class IV JJs, XL325, 105kph on Sparky.

edit and with 16 DHS. Completely outclasses the 5K, and I love my 5K

Edited by Kevjack, 06 October 2014 - 06:18 PM.


#17 Rear Admiral Tier 6

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Posted 06 October 2014 - 06:21 PM

View PostKevjack, on 06 October 2014 - 06:14 PM, said:

The other day I realized I was looking down on a Dire Wolf. Yeah my QKDs are shelved until PGI fixes the scale, which is probably never.

No quirk will solve this issue.


I can do 2x ERLL, 4x ML, 4x Class IV JJs, 105kph on Sparky.

edit and with 16 DHS. Completely outclasses the 5K, and I love my 5K


Yep Sparky is good,but still,its a Griffin,and Griffins are mediums,and mediums have Treb 5J as a laserboat that outclasses Sparky.

#18 El Bandito

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Posted 06 October 2014 - 07:43 PM

View PostcSand, on 06 October 2014 - 01:06 PM, said:

Hey PGI since the mighty Quickdraw is my favourite mech, and you're planning some quirks for IS mechs, I was thinking..

- add some armor/internal structure to the legs, since it has huge legs.

- something to enhance JJ capability (more boost, faster fuel regen, or lower heat ... something along those lines) since they are the lightest mech to have 1 ton JJ's.

- keep the arm quirks on their respective models.

edit: I meant to put this in feature suggestions, sorry :ph34r:



The obvious solution is to decrease mech size, but that would be seen as too costly for PGI. I vote for JJ buff quirk and less falling damage quirk.

#19 Asyres

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Posted 06 October 2014 - 08:04 PM

I'm not convinced that reducing the size would have as big of an effect on the Quickdraw as people say it would. Lets say that, hypothetically, they make it the same size as a Hunchback. Ever shot at a Hunchback? They're not that hard to hit. Even at the (slightly) higher top speed of a QKD, it would still be pretty easy to track - particularly at the short engagement ranges that most Quickdraw builds require.

Would it help? Of course it would. Would it make the Quickdraw magically decent, let alone good? No. Basically, it would be a lot of work for not that much benefit. Quirks could represent a much more substantial improvement for dramatically less work.

#20 Blakkstar

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Posted 06 October 2014 - 08:32 PM

1. Fix the model. Seriously. It's supposed to be tall and slender, not a gargantuan monstrosity.

2. The Quickdraw fluff is all about it's rear-firing weapons (which don't exist in MWO) and ability to fight in the enemy's midst. So give it a boost to torso twist radius and speed, and maybe an acceleration boost. A drawback could be increased chance of leg criticals, also per the fluff.





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