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Grasshopper V Quickdraw V Rifleman


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#21 Bud Crue

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Posted 24 September 2016 - 01:21 PM

View PostChados, on 24 September 2016 - 01:11 PM, said:


The other Quickdraws are somewhat fragile but I like them for their mobility and versatility...



While some of us think they may be a bit fragile, PGI apparently thinks they are the most OP mech in the game...or at least they were. Sigh.

The K H and G are the only IS mechs to have been nerffed twice since the rescale. Why? Though rarely seeing them in game before...even accounting for the "Storm Trooper" deck some in the FRR were running in CW...they were nerfed. After rescale -nerffed again and again. I still don't understand why, particularly when you look at their quirks vs the Grasshoppers, or most of the 70 tonners. Bigger mechs, more hard points...better quirks. Whu?

#22 Y E O N N E

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Posted 24 September 2016 - 02:11 PM

I would prioritize Rifleman. It's amazing at dealing surge damage, and it can roll what it receives pretty darn well.

View PostBishop Steiner, on 24 September 2016 - 11:08 AM, said:

I'd be curious what the outcome of a IV-Four vs RFL-3N 2x AC10 duel would look like amongst equal pilots.


Quickdraw, I think. Even if the raw durability were the same, the fact that the Quickdraw can bounce around and snap-fire with its lower-actuated arms makes a huge difference here. It also has better geometry for shielding CT, though the RFL is pretty great at shielding its STs.

#23 DaZur

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Posted 24 September 2016 - 02:18 PM

View PostBishop Steiner, on 24 September 2016 - 11:08 AM, said:

I'd be curious what the outcome of a IV-Four vs RFL-3N 2x AC10 duel would look like amongst equal pilots.

Ability to use topology / terrain would predicate victory...

Rifleman's high mounts would be hard to beat if the pilot kept terrain between them.

#24 Y E O N N E

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Posted 24 September 2016 - 02:22 PM

View PostDaZur, on 24 September 2016 - 02:18 PM, said:

Ability to use topology / terrain would predicate victory...

Rifleman's high mounts would be hard to beat if the pilot kept terrain between them.


He won't, though. Not enough of a speed or agility disparity between the two. If the QKD pilot tries to trade, the RFL will win. But...trades don't really happen in 1v1s. One player knows he's better in an open fight and will compel it.

#25 LT. HARDCASE

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Posted 24 September 2016 - 02:48 PM

The GHR-5H and 5P are the best mechs out of any Hopper, Quickdraw, or Rifleman.

edit:

View PostBishop Steiner, on 24 September 2016 - 11:08 AM, said:

I'd be curious what the outcome of a IV-Four vs RFL-3N 2x AC10 duel would look like amongst equal pilots.


The IV-4's armor bonuses (20 CT, 14 STs, 15 LA/RA, 14 LL/RL) would likely decide that match. XL Rifleman is too easy to side torso.

Edited by LT. HARDCASE, 24 September 2016 - 02:53 PM.


#26 Bishop Steiner

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Posted 24 September 2016 - 07:25 PM

View PostYeonne Greene, on 24 September 2016 - 02:22 PM, said:


He won't, though. Not enough of a speed or agility disparity between the two. If the QKD pilot tries to trade, the RFL will win. But...trades don't really happen in 1v1s. One player knows he's better in an open fight and will compel it.

I'd agree with this, though I think it might flip the other way in a more organized team setting.

#27 Chados

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Posted 24 September 2016 - 07:34 PM

I've played both and in a 1v1 between equals on neutral ground I give the nod to the QKD because of its staying power and 10% higher recycle rate.

#28 El Bandito

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Posted 24 September 2016 - 07:38 PM

I will buy the Rifleman, because I am a high mount connoisseur. ;)

High mounts are not nerfed, quirks are.

#29 Y E O N N E

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Posted 24 September 2016 - 08:52 PM

View PostBishop Steiner, on 24 September 2016 - 07:25 PM, said:

I'd agree with this, though I think it might flip the other way in a more organized team setting.


Would really depend on how well-coordinated the teams are and what the 'Mech's payload is. I think the RFL might fair better on, say, Canyon Network, but then again there remain a lot of ways for the QKD to sneak up on a RFL. 'Mechs like the RFL are typically used as overwatch, and AC/10s have too large a gap between shots, even when quirked, to have qualitatively sufficient DPS. You'd be better off using the UAC/5 build I've talked about to blow a nice 60-70 point hole through the attacker within 2 seconds, but then again you'd be better off still to use a Jagermech DD or - the best - a Warhammer BW/6R.

I'm no fan of how quirks are used on principle, but I will say that it would suck tremendously for either the RFL or the QKD-IV4 to get nerfed, because neither are anywhere close to top-pick in organized play despite the generous buffs they possess. They are, however, tremendous fun to play in casual games as they demand and reward skill to a greater extent than Warhammers or Timberwolves.

#30 Trollfeed

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Posted 24 September 2016 - 10:04 PM

All mechs mentioned are quite fun to play in quick play and as a bonus are very effective with right builds, so you can't really go wrong no matter which one you pick.

Quickdraw and grasshopper are meant to be jumping around the battlefield and attacking from unlikely places, so if you aren't going with maximum amount of jumpjets with them you're better off getting rifleman instead of quickdraw and warhammer instead of grasshopper.

I just got all riflemen available for CB meself, but that's just because I already have gone through grasshoppers and quickdraws. My grasshopper sees rarely any play as it just got so huge but I play my QKD-5K regularly.





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