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Quickdraw is far better than the cent early game, More armor and much faster (aka moves farther) Just level up one or 2 pilots with tactics and it will be a far better option than the cent.
It's not a heavy tank, It's a a medium with better armor and better movement than over half the mediums in the game.
Its not what it is, its how you use it.
As pointed out the bigger engine and the double weight jump jets really hit these mechs hard, plus they act slower than the medium mechs that are flat out better.
To add insult to injury the Quickdraw even punches like a girl, so using melee to cool down is a terrible idea.
I've used vindicators and a spider to take out the pirates for getting the argo, then had the spider replaced with the quickdraw for the next mission...
Sometimes you don't get the salvage or mechs you want, so you make do with what you get. And making a sub par mech shine is a very good skill to develop. It makes it even better when you get an Orion or Atlas.. Because you know how to make that banshee wreck faces, so given a good mech you can really melt faces.
You don't need to use JJ's on this mech. I know i don't, IMO JJ's are very over rated in this game, but hey play how you want. As i said, You use a pilot with Tactical skill, It moves with mediums, and can move almost twice the distance of a Cent. That is huge early game. So basically it can be your first mech to move after your lights which generally get reserved first turn anyway. So my QD is typically my first mech to move, Bulwurk/tactics build, or get that extra chevron with the movement tree. Max sprint the thing moves almost as far as a jenner!
that is not to say i don't combo my QD with a cent or an HBK, with a weapons tree pilot so i can single shot to break through a guarded state. The +5 chevron QD Is pretty sweet for tanking and using it as bait.
4 ML's+2 SRM6's and some extra heatsinks, this mech runs cool even on the hottest maps. In fact it's my Goto mech any time i have to drop on them if it is ready.
Sure, in the open will be faster but not as a Jenner, not even close. It has the same speed as any 55t mech but just with no -1 init, no -5% to be hit and slightly higher armor. With the Cent you only need to look for some obstacles, wait there and jump in & out while you're barely being touched unless you're sensor locked and targeted wit LRMs (if you go for Ace Pilot). Then, with the QD no JJs and 4ML 2SRM6, if you want to max armor you're left with 36 net heat alpha (two HS), which is pretty hot, while the Cent can do 2ML 3SRM6 with 4JJs and 12 net heat alpha (only 2 dmg less) or 3ML 2SRM6.
"Hey LRM Cent who 'didn't need jets', how is spending every single turn sprinting up this zigzag mess of a mountain going?"
"Almost... at.... maximum LRM range-"
"Whoops, we just finished the mission. Good job."
Or more awkward when the map borders close off the only sane route that doesn't walk directly through a base's turret coverage while the rest of your JJ equipped lance has a cushy ambush position.
I think the problem is that a lot of folks don't have a Master Tac at the stage when they get a Quickdraw. At the beginning and in early mid campaign, players are typically working one to two skull missions, earning credits to make Argo upgrades, and trying to get solid mediums together so that they can go after the two and a half to three skull missions where they'll loot their first big heavies, like the T-Bolt and Orion. Cash is low, salvage is bad, skills are poor, and the mech techs are slow.
Speaking for myself, I've got other priorities for my scouts' training this early in the campaign or career before I invest in Master Tac (like making sure they can evade, survive, and hit something out there).
Even if I did have a Master Tac, I'd put the Master Tac in a Wolverine, Griffin, or the Shadow Hawk, to go in Round 4 with the lights. Late in the game, in four and a half or five skull missions, I don't generally have to worry about mids, and I put the Master Tac in a heavy. But by that time, I usually have a jump-capable true heavy, like a Grasshopper or a Catapult.
But maybe it's here, in the endgame, that the Quickdraw really shines as a heavy scout for assault and fire lances. It's how House Kurita used them according to the tabletop lore, so it makes sense that it would be used here. By the time the player is ready to take on four and five skull missions, most players have highly skilled scouts with not only Master Tac, but bonuses to evasion, accuracy, and heat management, which erases a lot of the Quickdraw's problems. When the opposition is in Orions, T-Bolts, Stalkers, and Awesomes, the 5/8/5 movement of the Quickdraw is substantial. Couple that with going in Round 3, with a Master Tac, and now your scout is sensor locking in a machine that can swoop in out of reserve, finish off heavily damaged heavies and assaults, and jump back out again before the rest can draw a bead.
I'll try it, and see how it goes.
How does shine a Quickdraw vs a Shadowhawk which has same speed, a bit more weight available with JJs, -5% to be hit and -1 init so he does act before heavies by default?. You now have QD + Master Tactician vs any 55 tonner + any other lvl 8 skill. The only advantage the QD has is slightly more max armor, which is not nearly as good as Ace Pilot or even Coolant Vent.
Also in the endgame what shines as scout (in maps as small as we have) is not a med or a "fast" heavy but a full assault with a lot of firepower, moderate armor and good cooling to be able to jump often. You have to remember that once into sensor range you're (most likely) at 3JJ jump distance from ML/SRM effective range.
You reserve, jump+fire, and jump back, and that's with greatly diminished firepower after adding those 5 JJs. But with a med + Ace Pilot you can reserve, jump + fire , fire + jump back. You need to lower your damage a LOT with the QD for it to work decently and that works much better with four lower weight JJs on a Cent rather than five increased weight JJs that also generate more heat on a QD which also has less available weight to begin with.
If you want to do it with a QD in Martian (hotter reasonable biome imo) you'd have for example a 1ML 1SRM4 1SRM2 (122 dmg, max armor) for two jump+alpha (90 total heat, including JJ heat) for 244 total damage. For a Cent 2ML 3SRM4 (194 dmg, max armor) for two jump+alpha (80 total heat inc. JJ) you'd do 388 total (244 dmg vs 388). That's assuming you fire two times with the QD, but if you stick to what you say (double turn by reserving + Master Tactician) then you only fire once before jumping back so it's actually 122 damage from the QD vs 388 from the Cent.
Though my own endgame Master Tactics fat scout for launch was a thunderbolt. For the same reasoning listed above of "Why endgame quickdraw", just far more capable even with less jets and land speed in contributing.
The paradox of a fanbase that both demands clantech "For deeper gameplay, not because it's overpowered!", yet cried point blank LRM fire thanks to pilot skills was "Too easy" is so staggering it hurts.
Sell it for cash, and use the cash to pay for your ludicrously high mechwarrior salaries.
Where is the fanbase demanding clantech? because besides one or two isolated threads that's not what I'm seeing, both here and the official forums. Although it could be the case that's what most people want, but I just don't see the evidence. In my case I don't care much about it. What I'd want is mostly for the opfor to have non stock optimized setups with non stock weapons and better AI.
Nobody is saying (I think not seriously) a QD is not enough for the endgame but just that is bad compared to the alternatives. Not that is not capable but that is less capable. Very different thing. It's not a useless mech but it is subpar, inferior to both higher weight and many lower weight mechs.