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Kdk-1 Build?!


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#1 Arugela

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Posted 18 April 2020 - 08:17 AM

Haven't played in years. Put this together for the KDK-1. Might be more interesting on the jump jet variation though. It uses all new weapons.

https://mwo.smurfy-n...bd4857c238e361b

Maximizes the medium weapons slots and the new ATM-12's and has a guass... Decent range and close range weapons. How would this play out now?

Here is my new take on the KDK-3!!

https://mwo.smurfy-n...7811d3f262a581e

Edited by Arugela, 18 April 2020 - 08:54 AM.


#2 letir

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Posted 18 April 2020 - 08:51 AM

View PostArugela, on 18 April 2020 - 08:17 AM, said:

Haven't played in years. Put this together for the KDK-1. Might be more interesting on the jump jet variation though. It uses all new weapons.

https://mwo.smurfy-n...bd4857c238e361b

Maximizes the medium weapons slots and the new ATM-12's and has a guass... Decent range and close range weapons. How would this play out now?

1. Heavy med lasers have ghost heat group of 4. You would need to stagger 9 lasers into 3 groups just to fire, and then add burn time to the equation.
2. ATM is close range weapon, and you trying to play it on huge paper-thin assault without speed or maneveraubility. It will end poorly.
3. Your heat management is complete ****. 4 lasers in one group will heat you up to ~50%, and ATM also very hot weapon.
4. Not enough ammo for ATM.
5. Gauss rifle is completly out of place in this build.

#3 letir

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Posted 18 April 2020 - 08:56 AM

This is appropriate long-ranged build: https://mech.nav-alp...#aed8667d_KDK-1

Not the best, but workable and far from brawl distance (which is suicide for Kodiak).





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