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Also notable that the QD fits double the default missles of an SHD.
Probably the QD looked relatively impressive in testing and simulations, and obviously less so on the battlefield.
Its a tale as old as time; military contractors over-promise and under-deliver on everything except the price tag.
That said, in Battletech there is the logistics issue. Lasers use no ammunition. This makes keeping a mech in supply easier. You still need spare parts and the mech itself needs fuel, but you don't need to cart around crates of missiles and autocannon shells.
Quickdraw primarily uses energy weapons. The goal may have been to simplify the supply chain by eliminating the need for ammunition, however the project wasn't entirely successful.
The other issue that Battltech doesn't really capture is the strategic side of things. Faster mechs mean more strategic mobility. This doesn't matter too much at the level of the tactical where every battle in the game is a pitched battle, where all forces are in the field immediately adjacent to each other and the battle zone is small.
Scouts and high speed are massively valuable at the strategic level. If you can move faster than your opponent can react you can steamroll them. Two historical examples of that were Erwin Rommel's tanks in WWII, and American tanks in the Gulf War (both Gulf Wars). French, British, and Iraqi forces were unable to react fast enough to speedy tanks zooming on by, not only hitting with surprising speed, but moving so fast the tanks often engaged from the flanks or even the rear. Defensive lines crumbled against high speed armor.
Unfortunately due to the scale of the game there's no emphasis on strategic mobility and logistics, so a Quickdraw's benefits (energy weapons and faster speed) don't come in to play.
engine size.
basicly, the larger the engine you use, the faster the mech can move. in #theory#(!!!), you can equip a heavy mech with the largest, most badass engine designed for assaults, and design a heavy mech as fast as most medium mechs..... and still faster than the urbie... but the large engine costs you a lot of tonnage, leaving you with a well armored fast moving heavy mech that doesn't fit that mich weapons/sinks.
i am saying in #theory# because lore wise, it's hard to make such drastic change on a mech, trust me if i tell you, 9 out of 10 mechtech tells you to not waste the time, with the last one telling you that strawberries stuffed in a ppc makes such a nice plop when fired.
but that said, in this game, a quickdraw has a large engine inside of it, which gives it a speed boost, and it might even be the only larger mech you can use for flanking without using jump sets for its mobility.
and lore wise, its the just the same as in our world. many weapons were developed and either droped during development or shortly after that because either not viable (technical reasons) to expansive or lose of buyers. look up the history of the heckler & koch G11, or the development of front bending wings on aircrafts.
someone thought they need a heavier mech for flanking/pushing fast&deep behind enemy lines, someone developed a mech, but in the end, either the development of the mech, the concept of a fast heavy mech or other designes that are supperior made the quickdraw a less usefull mech.
It’s also important to note that the AC/5 received a significant buff in the video game compared to the source material. In the source material it does the same damage as a medium laser. So to put it in perspective, the SHD has a pair of medium lasers (one of which has minimum range issues) and an SRM2. The QKD has 4 medium lasers and an SRM4...literally double the damage. Both mechs are extremely comparable for long range fire (although the QKD beats it in indirect fire).
As the final icing, the QKD is heavier so hits marginally harder in melee.
In all fairness, the SHD is an absolutely terrible mech in tabletop.
And, as mentioned, "Initiative Phases" is a construct of this particular game. Which ends up effecting the mechs right on the border of a new Init Phase more than it does other mechs.
(It also doesn't help that, in the base game, all the 55 and 60 ton mechs are Speed 5, so there isn't a huge difference between them aside from the Init Phase and the fact that the Heavy jump jets weigh more. Heavy Metal's addition of the Rifleman, a 60 ton mech with Speed 4, adds a bit more decision-making to the 55/60 border.)
I figure mechs like the Quickdraw and Dragon, wholly new mechs and not born out of licensed art, where most likely done last and probably the hardest to be both unique and useful.
I agree - I think the jump jets (at least in TT) are heavier for Heavies
Or the ever mysterious and useless 11th heatsink on the Urbie for that matter. Always removed for an extra ton AC ammo in my case. Like that it is included tho just to be faithful.
bruh burh bruh.... infernos on a GRF-2N?
"laughs in 7xinfernos++ CP-10-Q"