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Quickdraw Is Not An Lrm Boat


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#21 Deathlike

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Posted 13 February 2015 - 10:16 AM

View Postwanderer, on 13 February 2015 - 10:09 AM, said:

Who do I have to take out to get my hands on the decision-making process here?


His name, I cannot mention.

However, you know who he is.. by the mere existence of the AC2 Ghost Heat Thread.

Edited by Deathlike, 13 February 2015 - 10:17 AM.


#22 SnowFox

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Posted 13 February 2015 - 10:19 AM

You know I hate to say this since I am most decidedly NOT wearing fireproof undies buuuuuuuuuuuut................


IF YOUR SO DAMNED INSISTANT ABOUT YOUR BUILDS YOU CAN KEEP THEM THAT WAY >.<

you don't have to power munchie all the daft time and use what ever weapons will fit

#23 Yosharian

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Posted 13 February 2015 - 10:20 AM

Will almost certainly sell my 4H if these proposed official quirks go into effect. I just don't see why I would ever use it. The range quirk was the only thing keeping it viable in its natural role. And this is not the first chassis I've had to completely get rid of (Hello Highlanders).

Edited by Yosharian, 13 February 2015 - 10:21 AM.


#24 wanderer

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Posted 13 February 2015 - 10:21 AM

Quote

This is what happens when CBT purists complain that something doesn't fit the old templates and get their way.


Worse. This is what happens when someone says "Funny, why is isn't good with the weapon types it's built with" followed by someone in PGI completely missing the point in what to do right.

Thus, we get a Wolverine that was built when pulse lasers didn't exist turned into Wubverine, while the actual pulse-laser Wolverine gets random SRM buffs instead- and on pass 2, rather than going "Oh! Let's make the -7K good with pulses AND the -6K good with regular lasers", you get the -6K made sorta-good with lasers and the -7K ignored entirely.

The Quickdraw is a special snowflake here. We have a 'Mech that can only mount one efficiently (the other two will fire 5-5 or 4-4-2) getting that amped up, and not even to the point of the good LRM-10 ******. It's the apparent ignorance of hardpoints in calculating quirks. Huge ER PPC quirks on a 'Mech that can only mount one or two? Aces. The same on a triple ERPPC blaster? Suddenly, Thunderbolt-9S godhood. Cruddy UAC buffs on a 'Mech that can only mount one in the arm? DERP.

Combine the -4H's current missile quirks into generic ones. Voila, now people can plotz around with LRMs if they want to, but the low tube count won't mean much with LRMs so it'll basically get to be the SRM-lover of the Quickdraw line- which fits right in with PGI giving it the most hardpoints anyway.

#25 cSand

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Posted 13 February 2015 - 10:23 AM

View PostSnowFox, on 13 February 2015 - 10:19 AM, said:

You know I hate to say this since I am most decidedly NOT wearing fireproof undies buuuuuuuuuuuut................


IF YOUR SO DAMNED INSISTANT ABOUT YOUR BUILDS YOU CAN KEEP THEM THAT WAY >.<

you don't have to power munchie all the daft time and use what ever weapons will fit


Oh I'll be keeping my build and still slapping fools with it.

I just hate "reverse progress".

#26 Yosharian

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Posted 13 February 2015 - 10:26 AM

View Postwanderer, on 13 February 2015 - 10:21 AM, said:

Combine the -4H's current missile quirks into generic ones. Voila, now people can plotz around with LRMs if they want to, but the low tube count won't mean much with LRMs so it'll basically get to be the SRM-lover of the Quickdraw line- which fits right in with PGI giving it the most hardpoints anyway.

You're glossing over the complete loss of the SRM range quirk, which is one of the most important parts of an effective SRM brawler... that extra 60m makes a huge difference.

#27 cSand

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Posted 13 February 2015 - 10:27 AM

http://mwomercs.com/...irks-on-qkd-4h/

Boom POLL STARTED

#28 Rear Admiral Tier 6

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Posted 13 February 2015 - 10:30 AM

Atleast the 5K got some relevant quirks this time,oh well,cant win them all.

#29 Aethon

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Posted 13 February 2015 - 10:31 AM

View PostVassago Rain, on 13 February 2015 - 09:56 AM, said:

This is what happens when CBT purists complain that something doesn't fit the old templates and get their way.

>but my quickdraw has lurms!
>why can't I have lurm quirks, man!?
>I paid all this money for the urbie, man.
>please give me my CBT.


Give credit where due; we are NOT that stupid, and we never asked for that.

#30 Rear Admiral Tier 6

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Posted 13 February 2015 - 10:32 AM

Also i want to be the special snowflake and have 40 % cooldown quirk on streaks with the 4H.Would make a fun damage farmer/light hunter.

#31 Ens

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Posted 13 February 2015 - 10:33 AM

it will still have the same values when using just srms than before.....so whats that all about? xD

#32 cSand

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Posted 13 February 2015 - 10:35 AM

View PostEns, on 13 February 2015 - 10:33 AM, said:

it will still have the same values when using just srms than before.....so whats that all about? xD


Lost a bunch of extended range on them really is the only difference.
I figured the 2nd quirk pass was to "tame" problem mechs and make some minor adjustments where they were needed

If it ain't broke, don't fix it

#33 wanderer

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Posted 13 February 2015 - 10:35 AM

Quote

You're glossing over the complete loss of the SRM range quirk, which is one of the most important parts of an effective SRM brawler... that extra 60m makes a huge difference.


Actually, what I'm saying is take it's current missile quirks and combine them into generic ones. And not indulge the wave 2 stuff, period.

This would give it Missile Range and Cooldown +20%.

Missile range is meaningless LRM-wise, but the generic quirks would allow you to go 3xSRM6 + lasers: the classic MWO 55-ton dunker-o-doom, upsized. It'd still give them the option for an LRM launcher quirked the way PGI has things in wave 2, but would only suffer the loss of the missile heat reduction.

#34 cSand

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Posted 13 February 2015 - 10:36 AM

View PostCookiemonter669, on 13 February 2015 - 10:32 AM, said:

Also i want to be the special snowflake and have 40 % cooldown quirk on streaks with the 4H.Would make a fun damage farmer/light hunter.


Back when they were 2.5dmg I used to run streaks on it... was tons of fun and ate up lights like popcorn

#35 627

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Posted 13 February 2015 - 10:36 AM

ok, lets see...

QKD-4H

lolnope.

#36 cSand

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Posted 13 February 2015 - 10:40 AM

View Post627, on 13 February 2015 - 10:36 AM, said:

ok, lets see...

QKD-4H

lolnope.



MY EYES

CANNOT UNSEE



Everyone go answer my poll

even you folks who dont care about the QKD, throw us die-hards a bone here prettty pleassse... It is Valentine's day tomorrow after all :wub:

Trying to figure out some justification for the quirks beyond "canon build" I thought..

what if someone, out there, actually thought "Hey, these lrm10 quirks will make people start using this in CW? Long range right? Good?"


Even then it still makes NO SENSE

Edited by cSand, 13 February 2015 - 10:40 AM.


#37 Rear Admiral Tier 6

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Posted 13 February 2015 - 10:41 AM

View Post627, on 13 February 2015 - 10:36 AM, said:

ok, lets see...

QKD-4H

lolnope.


STOP COPYING MY CHALLENGE BUILDS :ph34r:

#38 TheSteelRhino

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Posted 13 February 2015 - 10:43 AM

Hrm...

So why does every mech have to be a BOAT?

Boats are in theory specialty mechs.

Not saying anyones build is wrong, but, why the concept that you can only run 1 weapon style.

#39 Vassago Rain

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Posted 13 February 2015 - 10:44 AM

View PostTheSteelRhino, on 13 February 2015 - 10:43 AM, said:

Hrm...

So why does every mech have to be a BOAT?

Boats are in theory specialty mechs.

Not saying anyones build is wrong, but, why the concept that you can only run 1 weapon style.


Because bracket builds are worthless, which is why you never see them outside the underhive.

#40 cSand

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Posted 13 February 2015 - 10:44 AM

Fair point, but 3 srms and 4 lasers does not a "boat" make

No other mech I have found can match the 4H playstyle with SRMs and lasers, a big ass engine, and a handful of JJs. None!





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