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Quickdraw Is Not An Lrm Boat


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#41 mogs01gt

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Posted 13 February 2015 - 10:45 AM

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

ok, lets see...
QKD-4H
lolnope.

This would function better.
QKD-4H

but its still not a good build and the missile tubes arent correct.

#42 Yosharian

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Posted 13 February 2015 - 10:59 AM

View Postwanderer, on 13 February 2015 - 10:35 AM, said:

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.

Sorry, I thought you were referring to the proposed generic quirks rather than suggesting new ones. Yes, I'd be happy to see generic ranged quirks, say 15%.

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.

Do you even play this game?

View Postmogs01gt, on 13 February 2015 - 10:45 AM, said:

This would function better.
QKD-4H

but its still not a good build and the missile tubes arent correct.


No tag, half the mech's firepower rendered useless against ECM mechs or mechs under ECM.

Edited by Yosharian, 13 February 2015 - 11:00 AM.


#43 mogs01gt

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Posted 13 February 2015 - 11:05 AM

View PostYosharian, on 13 February 2015 - 10:59 AM, said:

Sorry, I thought you were referring to the proposed generic quirks rather than suggesting new ones. Yes, I'd be happy to see generic ranged quirks, say 15%.


Do you even play this game?



No tag, half the mech's firepower rendered useless against ECM mechs or mechs under ECM.

Do you understand what BAP does? Only bad LRM'ers use them at long ranges.

#44 Macksheen

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Posted 13 February 2015 - 11:05 AM

Not near enough ammo and you took out the JJ.

It still sucks.

Generic missile quirks would be fine. LRM is a distraction unless we see tube count increases.

#45 Yosharian

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Posted 13 February 2015 - 11:11 AM

View Postmogs01gt, on 13 February 2015 - 11:05 AM, said:

Do you understand what BAP does? Only bad LRM'ers use them at long ranges.

Didn't bother looking for BAP, but it's still a mistake not to carry TAG. There's a reason people don't bring casual LRMs.

#46 627

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Posted 13 February 2015 - 11:38 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.

LRM10 is 5 tons and you'll need at least 2 tons of ammo and that is not really enough. So you "waste" 7 tons for a backup/side weapon that doesn't do pinpoint damage but spread all over. And most of those 10 damage will be eaten by AMS.

There's only one way to be half way successful with LRMs: make it your main weapon or don't use them at all. You want to get as much LRMs in the air as you can.

#47 Xetelian

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Posted 13 February 2015 - 11:40 AM

This was a terrible quirk change and to a chassis that needs it badly...no one LRM 10s...especially not on QKD

#48 mogs01gt

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Posted 13 February 2015 - 11:54 AM

View Post627, on 13 February 2015 - 11:38 AM, said:

LRM10 is 5 tons and you'll need at least 2 tons of ammo and that is not really enough. So you "waste" 7 tons for a backup/side weapon that doesn't do pinpoint damage but spread all over. And most of those 10 damage will be eaten by AMS.

There's only one way to be half way successful with LRMs: make it your main weapon or don't use them at all. You want to get as much LRMs in the air as you can.

Maybe for bad players. 5t is all you need if you are playing that LRMer correctly and not sitting back without LOS.

View PostYosharian, on 13 February 2015 - 11:11 AM, said:

Didn't bother looking for BAP, but it's still a mistake not to carry TAG. There's a reason people don't bring casual LRMs.

TAG is simply a handicap for LRM players who want to sit at the 700m range and lob slow ass missiles across the map.

Edited by mogs01gt, 13 February 2015 - 11:56 AM.


#49 cSand

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Posted 13 February 2015 - 12:00 PM

I swear they did it just cause I killed one of the NGNG guys in my QKD once a long time ago :lol:


THEY HOLDIN A GRUDGE

#50 627

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Posted 13 February 2015 - 12:00 PM

View Postmogs01gt, on 13 February 2015 - 11:54 AM, said:

Maybe for bad players. 5t is all you need if you are playing that LRMer correctly and not sitting back without LOS.

TAG is simply a handicap for LRM players who want to sit at the 700m range and lob slow ass missiles across the map.

and ammo?

For 7 tons you could also mount a LPL/PPC. Just think about what you can do with those.

#51 Alistair Winter

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Posted 13 February 2015 - 12:21 PM

I think it's a poor attempt by PGI to move LRMs away from the domain of the LRM boats. In other words, they're trying to encourage people to mix LRMs with other weapons without boating LRMs. In Battletech, a lot of mechs have LRMs as a support weapon, so maybe PGI is trying to make people do the same thing with MWO.

The problem is that LRMs as a backup / support weapon is basically useless because there's very little synergy between LRMs and other long range weapons. A lot of the time, you'll be able to hit your target with LRMs but not direct fire weapons. Other times, you'll be able to hit your targets with direct fire weapons, but not LRMs.

This is because LRMs are simply too slow. If PGI increased missile speed and made it more difficult to get target locks and/or reduced LRM damage, mixed builds would be alright. But today? Buffing or nerfing LRMs won't change the fact that they're mostly used by LRM boats and otherwise neglected.

#52 Yosharian

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Posted 13 February 2015 - 12:31 PM

View Postmogs01gt, on 13 February 2015 - 11:54 AM, said:

Maybe for bad players. 5t is all you need if you are playing that LRMer correctly and not sitting back without LOS.

TAG is simply a handicap for LRM players who want to sit at the 700m range and lob slow ass missiles across the map.



Lmao

So much bad in one post, where to begin

#53 Graugger

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Posted 13 February 2015 - 12:36 PM

Why put LRM quirks on a Quickdraw?

-.- Have you not noticed the heavy hail of missiles raining from the sky?
LRMs are high powered as is, they just want to make them even more powerful by quirking them on a fast chassis.

Who needs a brawling SRM4 when you can peck your enemy to death without ever looking at them?

#54 Rear Admiral Tier 6

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Posted 13 February 2015 - 12:45 PM

View PostGraugger, on 13 February 2015 - 12:36 PM, said:

Why put LRM quirks on a Quickdraw?

-.- Have you not noticed the heavy hail of missiles raining from the sky?
LRMs are high powered as is, they just want to make them even more powerful by quirking them on a fast chassis.

Who needs a brawling SRM4 when you can peck your enemy to death without ever looking at them?


Who needs a weapon system on a "lemon mech" that has a locked 35-40 percent hitrate and is useless against skilled players?

#55 wanderer

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Posted 13 February 2015 - 12:54 PM

Given tube counts, the Quickdraw makes a pathetic LRM lobber. 2/3rds of it's launchers will split-fire anything bigger than an LRM 10, and the third will split-fire anything bigger than an LRM-10.

If you're going for a reach weapon, you're much better off installing a laser or even a PPC. The small tube count points people towards racking SRMs in there- with the current quirks 4x3, though if you went generic that could also be a 4-6-4 layout.

Griffins make better LRM skirmishers,and 5 tons the other way lie the Catapult and even the Jagermech-A for dumping significant missiles on a target.

#56 Kristov Kerensky

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Posted 13 February 2015 - 02:22 PM

I figure they changed the quirks on the 4H for one very significant and rather important reason:

The SRM 4 on the Quickdraw 4H fires out the backside.

Not really a point to giving a Mech who's only SRM's are a 'get off my tail Light' weapon extra quirks for those SRMs, actually kinda silly as hell when you think on it.

Yeah, I know, you folks don't care about that, all you care about is that your SRM brawling fast mover isn't QUITE as capable in that role anymore, since you lost 60m of range on those SRMs. Horrible loss there, someone should be drawn and quartered, right!

Get over it, quirks are supposed to fit the MECH, not metabased builds and playstyles.

#57 wanderer

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Posted 13 February 2015 - 02:23 PM

You haven't realized yet that all rear-mounted weapons are aimed forwards in MWO, right?

#58 Vassago Rain

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Posted 13 February 2015 - 02:25 PM

View PostKristov Kerensky, on 13 February 2015 - 02:22 PM, said:

I figure they changed the quirks on the 4H for one very significant and rather important reason:

The SRM 4 on the Quickdraw 4H fires out the backside.

Not really a point to giving a Mech who's only SRM's are a 'get off my tail Light' weapon extra quirks for those SRMs, actually kinda silly as hell when you think on it.

Yeah, I know, you folks don't care about that, all you care about is that your SRM brawling fast mover isn't QUITE as capable in that role anymore, since you lost 60m of range on those SRMs. Horrible loss there, someone should be drawn and quartered, right!

Get over it, quirks are supposed to fit the MECH, not metabased builds and playstyles.


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#59 cSand

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Posted 13 February 2015 - 02:27 PM

View PostKristov Kerensky, on 13 February 2015 - 02:22 PM, said:

I figure they changed the quirks on the 4H for one very significant and rather important reason:

The SRM 4 on the Quickdraw 4H fires out the backside.

Not really a point to giving a Mech who's only SRM's are a 'get off my tail Light' weapon extra quirks for those SRMs, actually kinda silly as hell when you think on it.

Yeah, I know, you folks don't care about that, all you care about is that your SRM brawling fast mover isn't QUITE as capable in that role anymore, since you lost 60m of range on those SRMs. Horrible loss there, someone should be drawn and quartered, right!

Get over it, quirks are supposed to fit the MECH, not metabased builds and playstyles.


2 things here guy

A - we don't have rear firing weapons, and won't ever, so you entire statement just got crumpled up and thrown in my garbage bin under my desk

B - The 4H isn't even setup to lrm effectively with small tube counts. Why bother adding quirks that are 100% useless? I bet not a single person in this entire game runs a LRM 10 on a 4H.

#60 cSand

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Posted 13 February 2015 - 02:31 PM

View PostVassago Rain, on 13 February 2015 - 02:25 PM, said:




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