QKD-4H FlexiDraw Mk II (2x LLas, 2x MLas, 3x SSRM2, AMS, BAP, 2x JJ, XL300)

Thread in 'QKD-4H' started by Aylek, Oct 7, 2013.

  1. Aylek

    Aylek Administrator Staff Member

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    I still did not give up on this thing. Stupid me...



    This build is based on my first version called FlexiDraw for it's versatility as well.

    However, highly inspired by a lot of Kintaro builds using a high amount of Streaks I changed the SRMs to Streak-SRMs while keeping the energy weapons the same. For added efficiency with the SSRMs a BAP was also added.

    The Streaks don't offer the massive punch like triple SRM4s do, but the mech runs pretty cool in comparison to it's predecessor now. Those SSRMs also allow more torso twisting for damage mitigation when in the middle of a brawl. Finally, as with my Jenner D, I keep telling myself that the energy weapons are the most important part of the mech. Sometimes it works out. ;-)
     
    Last edited: Oct 7, 2014
  2. Deafro

    Deafro Junior Member

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    Pretty flexible build you got here. The Quickdraw really benefits from having a standard engine however, as its got those two shield arms and the protective side torsos to work with. I also slipped the large lasers into the Torso because you'll want to be able to sacrifice the arms to sluff off damage. At least with the medium lasers your only losing about a ton for each arm in terms of weapon damage.

    If you are worried about the speed, don't worry about it. This thing moves plenty fast and the jump jets help it to get out of bad spots against other heavy mechs.
     
    Last edited by a moderator: Oct 7, 2014
  3. LT Satisfactory

    LT Satisfactory Benefactor

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    kudos for using the hardpoints of this mech instead of trying to salvage every horrible variant as a jumping ppc platform.

    Usually I'm a proponent of BAP if you carry more than 2 streaks, but I wanted a little more speed.

    My slight variant (although honestly, your's is probably better...):
     
    Last edited by a moderator: Oct 7, 2014
  4. DerRattenmann

    DerRattenmann Active Member

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    If you scrape off a bit armor, speed and cooling efficiency you get enough tonnnage for more ammo and a BAP. I did run large lasers at first but switched them to ER versions later. The heat difference is not that big and with the extra range you can stay back and snipe at first and move in and mop up with streaks and med lasers later. And its really good at taking out those pesky ECM-spiders. If you want to have full armor you can either drop a ton of ammo or downgrade to large lasers and drop a heatsink. You could also drop a jumpjet but I wouldn't recommed that since having two of them feels far more comfy.

    http://mwo.smurfy-net.de/mechlab#i=83&l=d9a8a6dc0c6e09112c416a44ffdd967ba2df8d66

    EDIT: I love this thing !!! Also, I recommend 360 target-retention
     
  5. Hurthammer

    Hurthammer Active Member

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    I love my 4H. I generally stick with the Assaults if I'm grouped with my unit and run the lights and mediums off. If I'm pugging/solo dropping I mainly plink with the dual ERLLas and harass the larger mechs with the MLas and streaks. It's fast, nimble and able to get out of trouble as fast as you got in to it. I also like to throw an ERPPC in the RT and plink from distance and close to MLas/Streak range. I can't count how many jenners and spiders I've ran to ground in it. Just a fun, much unappreciated mech.
     
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