Yeah, the 8x/8P has all kinds of "breakin' the conventions" cool factor going for it.
Thanks! It was fun to make!
But yeah, the Quickdraw is hard to love.
I think it's one of those designs that:
- Needs to be in large battles. Company+
- Needs to be deployed in lance+ formations
(Remember, fluff wise, Mechs were once designed to be deployed in company, even battalion size formations for the SL.)
If we accept those 2 ideas, then the Q should pretty much always be running around in the thick of things, while other units are putting down lower TTM's than it. If you've played a large game with a JagerMech, you'll notice they survive pretty often: just not enough juice for the squeeze to kill them when they hang back, and you have easier targets in your face. The Quickdraw needs to provoke the same problem. It can do OK when there's easier targets nearby, and the enemy really has to wonder whether it's worth trying to remove a couple of Medium Lasers off the field.
Coupled with large numbers, their job becomes clear. Find something, and kick/charge it to death. Find that Mech that took a stray shot to the dome and punch it in. Distract and disrupt the enemy. Exploit the holes in their formation with a lance of 5/8 frames that have 12 point kicks, 8-16 medium lasers in every direction, and that can deploy their own smoke on the way in or out.
So, generally speaking, the kind of play style you're not likely to see even in a AS game...