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The Deaths' Knell


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#61 Zerberus

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Posted 08 November 2013 - 08:42 AM

View Poststjobe, on 07 November 2013 - 09:26 AM, said:

Very good advice; I have left arm lasers on left mouse button and right arm lasers on right mouse button. Works a charm, and if I want to fire all four I just press both buttons.

Same here, though I have a third group with all 4 chained for when you just want to fire one (or 3) ;)

#62 NRP

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Posted 09 November 2013 - 09:13 AM

Okay, the DK is quickly becoming my favorite light mech. It's surprisingly durable, so I feel like I can get aggressive with it (which fits my play style). At 171 kph, my favorite "tactic" is to charge into a group of larger mechs, shoot them in the back as I approach (so they turn to face me), then drop an artillery strike at their feet as I get the hell out of Dodge. With their focus on "chasing the rabbit", they completely ignore that bigass signal flare. I feel like a troll, LOL!

#63 TercieI

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Posted 09 November 2013 - 12:49 PM

View PostNRP, on 09 November 2013 - 09:13 AM, said:

Okay, the DK is quickly becoming my favorite light mech. It's surprisingly durable, so I feel like I can get aggressive with it (which fits my play style). At 171 kph, my favorite "tactic" is to charge into a group of larger mechs, shoot them in the back as I approach (so they turn to face me), then drop an artillery strike at their feet as I get the hell out of Dodge. With their focus on "chasing the rabbit", they completely ignore that bigass signal flare. I feel like a troll, LOL!


Oh, I have GOTTA try that. :ph34r:

#64 MavRCK

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Posted 09 November 2013 - 12:53 PM

Eyepoker Mark II

http://mwo.smurfy-ne...99dff39d8594e5b

#65 TercieI

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Posted 09 November 2013 - 12:59 PM

View PostMavRCK, on 09 November 2013 - 12:53 PM, said:



You forgot FF for the last 2 points of armor on the head! :ph34r:

Serious question, why the heat sinks in the STs vs. the arms? Am I missing something about crit padding? Do those protect the engine by being there?

#66 MavRCK

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Posted 09 November 2013 - 01:06 PM

View PostTerciel1976, on 09 November 2013 - 12:59 PM, said:


You forgot FF for the last 2 points of armor on the head! :ph34r:

Serious question, why the heat sinks in the STs vs. the arms? Am I missing something about crit padding? Do those protect the engine by being there?


Yes exactly!

#67 TercieI

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Posted 09 November 2013 - 01:07 PM

View PostMavRCK, on 09 November 2013 - 01:06 PM, said:


Yes exactly!


Yeah, just re-read the Crits guide. Thanks.

Excuse me while I go tweak my build (which is otherwise exactly the same as what you posted except I really did put FF on for 2 armor points...)

#68 Windsaw

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Posted 09 November 2013 - 01:10 PM

View PostTerciel1976, on 09 November 2013 - 12:59 PM, said:

Serious question, why the heat sinks in the STs vs. the arms? Am I missing something about crit padding? Do those protect the engine by being there?
No, but if you lose an arm you also lose the HSs. This way you just lose two weapons and can still fire the other two nonstop even on the hottest maps.

Since the engine cap change I refitted my DK to a similar build. I'm a bit sad that I lose options that way, but the higher speed is just too good to pass up.
But not liking the obvious way to go (4 MLs) I instead have 2MLs and 2SPLs with one weapon group each.
If I run up to an enemy I first fire the MLs and half a second later the SPLs. That way I reach maximum damage. I think this compbination is better than 4MLs because the shorter firing duration really makes a difference when running at top speed and passing by enemies. It seems to me I get more effective with my weapons in general.
Rule of thumb: If you have a sure target, fire the MLs or both the MLs and the SPLs but only together if your are close.
If you are very near and fast, use mainly your SPLs. Add MLs if it is a cold map and you don't have to fear overheating.

#69 MavRCK

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Posted 09 November 2013 - 01:12 PM

View PostTerciel1976, on 09 November 2013 - 01:07 PM, said:


Yeah, just re-read the Crits guide. Thanks.

Excuse me while I go tweak my build (which is otherwise exactly the same as what you posted except I really did put FF on for 2 armor points...)


You are HARDCORE :ph34r:

View PostWindsaw, on 09 November 2013 - 01:10 PM, said:

No, but if you lose an arm you also lose the HSs. This way you just lose two weapons and can still fire the other two nonstop even on the hottest maps.

Since the engine cap change I refitted my DK to a similar build. I'm a bit sad that I lose options that way, but the higher speed is just too good to pass up.
But not liking the obvious way to go (4 MLs) I instead have 2MLs and 2SPLs with one weapon group each.
If I run up to an enemy I first fire the MLs and half a second later the SPLs. That way I reach maximum damage. I think this compbination is better than 4MLs because the shorter firing duration really makes a difference when running at top speed and passing by enemies. It seems to me I get more effective with my weapons in general.
Rule of thumb: If you have a sure target, fire the MLs or both the MLs and the SPLs but only together if your are close.
If you are very near and fast, use mainly your SPLs. Add MLs if it is a cold map and you don't have to fear overheating.


I disagree with this advice: keep your weapon systems, ranges, etc as similar as possible. Use your speed to stay at range and away from being focused as long as possible. Only get into the brawl if absolutely necessary. Commandos are easy 1 shots upclose.

Small pulse lasers are only effective at 90m. That's way too close for comfort. You are loosing not being able to fire 2 more medium lasers at the maximum 540m range.

Edited by MavRCK, 09 November 2013 - 01:14 PM.


#70 TercieI

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Posted 09 November 2013 - 01:18 PM

View PostMavRCK, on 09 November 2013 - 01:12 PM, said:


You are HARDCORE :ph34r:



Read the bold backwards and I think you're closer... :lol:

Edited by Terciel1976, 09 November 2013 - 01:18 PM.


#71 Windsaw

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Posted 09 November 2013 - 02:19 PM

View PostMavRCK, on 09 November 2013 - 01:12 PM, said:

I disagree with this advice: keep your weapon systems, ranges, etc as similar as possible. Use your speed to stay at range and away from being focused as long as possible. Only get into the brawl if absolutely necessary. Commandos are easy 1 shots upclose.
I do not think this is a good idea.
The Commando is hit-and-run.
Run up close, fire and pass by. If you stay away, they can follow you with their torso twist. They have no chance following you when you are close. If you stay away you may be a smaller target but you give them the opportunity to focus on you. Especially if you try to hit them from a distance because you have to keep a more stable course.
If you run up to them from an angle, you just have to shoot and your whole damage will hit. And they can rarely retaliate.

Of course you mustn't stay close. It is imperative that you are always aware where your best cover is and how to get there in two or three seconds. My rule of thumb is that if an enemy sees you and you can't reach them in two seconds, don't even try to engage him. Disengage and find a different target. Unless he is much to preoccupied with another target. In this case indeed, 4MLs would be better.

I must admit that I didn't adapt that playstyle in the DK, but in a 3A, which had a ML and SRM combo. You had to get close to hit with your SRMs. But especially now with the higher speed it turned out that this is also a great tactic for the DK.
I can assure you, it works. I played it a lot of times and usually I am one of the last to die. I consider any match with less than 300 DMG dealt a disappointment.

IMO the playstyle you describe works best on a 2D with streaks, and pretty much only there.

#72 -Muta-

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Posted 10 November 2013 - 06:24 PM

TDK... simply a legend!

Edited by Mutaroc, 10 November 2013 - 06:39 PM.


#73 Mycrus

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Posted 10 November 2013 - 06:31 PM

I use my TDK almost always in 12-man drops...

One of my fav tactics is to drop artie and UAV close to each other... After the artie barrage my heavy hitters come in to take advantage of the broken lines...

#74 Desist

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Posted 12 November 2013 - 03:49 PM

Bought the Death's Knell a little while ago. I've always been a fan of Commandos. Think it was the second mech chassis I mastered.

I run my DK with 4 medium lasers, XL 240 and AMS. AMS is for minimizing streak damage mainly, but you can also support your team if the enemy has LRMs.

The most important thing about the DK is loading it up with the Artillery and Airstrike modules. In my 3rd slot, I throw in a UAV. The DK is fast enough to get in a position to use those consumables, take minimal damage and get out to do more damage with your medium lasers.

The Arty and Airstrike will give you 300-600 damage if placed correctly. Find the enemy and put down the UAV and you've just done your job. Everything after that is icing. Cbill bonus on the DK makes it so you stay in the positive for cbills.

#75 Claviger

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Posted 18 November 2013 - 12:49 PM

XL 240
4 Medium Lasers
3 DHS
Full armor
DONE

Amazing and massively underrated mech. Never slow down unless you KNOW it is safe, and it can easily put up 500 dmg a round. The 171 give it a massive advantage vs any lights under about 130 kph, because you can outrun their turning speed.

400-600 dmg and 2-4 kills is a typical game in my DK. 700 and 6 ish are really good games where im the last guy cleaning up the enemy.

You always have that random crack-shot with an AC20 that will ruin a game here or there though.

Edited by Claviger, 18 November 2013 - 12:50 PM.


#76 Claviger

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Posted 18 November 2013 - 01:07 PM

View PostDesist, on 12 November 2013 - 03:49 PM, said:


The most important thing about the DK is loading it up with the Artillery and Airstrike modules. In my 3rd slot, I throw in a UAV. The DK is fast enough to get in a position to use those consumables, take minimal damage and get out to do more damage with your medium lasers.

The Arty and Airstrike will give you 300-600 damage if placed correctly. Find the enemy and put down the UAV and you've just done your job. Everything after that is icing. Cbill bonus on the DK makes it so you stay in the positive for cbills.

Love this use of indirect fires modules ;)

#77 DONTOR

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Posted 21 November 2013 - 09:33 AM

I run DK with max armor, XL240, 2 SLs, and 2 MPLs, and AMS. Going 171.1 I need the short laser burn time to take out competent lights. Medium laser burn time is way to long for my taste.
One other reason I dont use my ECM commando anymore is becuase the 171KPH seems more effective, atleast in pugs when your not trying to ECM blancket for your light lance. Outrun all LRMs, and streak boats, Kintaros will never catch up. Yesterday I was engaging a 5 medum laser jenner, and he couldnt keep a beam on me the damage I took was minimal.

Edited by DONTOR, 21 November 2013 - 09:34 AM.


#78 Desist

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Posted 21 November 2013 - 10:49 AM

Screenshots of my Death's Knell Build in action.

I think I shot my medium lasers twice in that first one. The second one was a lot rougher.

Posted Image

Posted Image

#79 CuriousCabbitBlue

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Posted 28 January 2014 - 05:33 AM

DEATH'S KNELL

thats what I got atm

plan to get FF an maybe drop a lil armor an get a higher rated engine or just max my armor out

I really like pulse lasers

#80 TercieI

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Posted 28 January 2014 - 05:42 AM

View PostCuriousCabbitBlue, on 28 January 2014 - 05:33 AM, said:

DEATH'S KNELL

thats what I got atm

plan to get FF an maybe drop a lil armor an get a higher rated engine or just max my armor out

I really like pulse lasers


I really don't like pulse lasers, but that was a decent build before the engine buff. I'd strongly suggest getting an XL240 when you can and switching to four SPL (I run ML). The speed is just glorious.

But in the immediate term: never cheat on a light's leg armor! That's the last place to scrape. Shave those points anywhere else. Personally I'd go head.





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