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Quickdraw.
Quickdraw.







Additionally, to capitalize on any weak points in an enemy's armor, the Quickdraw carries a Hovertec Quad SRM-4 launcher in the center torso, supplied by a single ton of ammo in the right torso. The Quickdraw carries four Omicron 4000 medium lasers, two of which are rear-mounted in the right torso and the other two in either arm, giving it respectable close range firepower. Geared towards medium and short-range combat, the only long-range weapon carried on-board the Quickdraw is a Delta Dart LRM-10 launcher, mounted in the left torso along with one ton of ammunition. The newer models steadily replaced the older 4Gs throughout the Inner Sphere during the 3050s, while the original remained common among the Periphery nations and second-rate mercenary commands, and more advanced variants would continue to be produced in the years following. Technicron eventually managed to fix the heat issue with the improved QKD-5M models, though the ankles remained a structural weakness as the price to be paid for its mobility.

quickdraw.

Its eight tons of armor was also less than that carried by most other heavy 'Mechs. Equipped with only thirteen heat sinks the Quickdraw also suffered from a poor heat dissipation rate which limited use of its lasers in protracted firefights or in conjunction with frequent jumping. Targeting the ankles with weapons fire, or with a good kick while engaged in close combat, could cripple or even immobilize the 'Mech. Unfortunately this same mobility was also the Quickdraw's greatest weakness, as the distinctively circular rotor housing was notoriously fragile. Its mobility was further enhanced with five jump jets. The second were its highly-articulated ankle actuators, which not only allowed the Quickdraw to keep its footing more easily on difficult terrain such as gravel, mud and ice, but also traverse gradients up to 12° steeper than other 'Mechs of its weight class. This allowed the Quickdraw pilot to fire all four of its lasers to the rear, improving upon its already-formidable rear-arc firepower and creating a nasty surprise for anyone attempting to sneak up behind it. The Quickdraw also benefited from a couple of unique design features, one of which was that its arm actuators could bend backwards as well as forwards. Packing excellent firepower, solid armor protection and above-average speed, it quickly earned the respect of many MechWarriors and status as a workhorse in every Successor State's military. While it was unsuccessful in supplanting the Rifleman, throughout the course of the Succession Wars the Quickdraw proved itself to be a good generalist 'Mech. This trait has a 9-second internal cooldown.The Quickdraw was originally built in 2779 as a replacement for the Rifleman BattleMech, though very few had been assigned to any 'Mech regiments before the outbreak of the First Succession War in 2786.Upon swapping weapons, your next ranger weapon skill used has 66% reduced recharge. This trait has been moved to the Grandmaster tier.Updated this trait to reflect the introduction of the specialization mechanic.Fixed a bug that prevented this trait from working properly with Swoop.Updated this trait to stack with any recharge reduction from other sources.Fixed a bug that prevented this trait from affecting Maul while in Beastmode.

quickdraw.

Fixed a bug that prevented this trait from reducing recharge time.

quickdraw.

Interrupting a weapon skill cast by entering or exiting Celestial Avatar will immediately consume the buff and reduce the recharge of the interrupted skill.









Quickdraw.