

New Hero Feedback: Golden Boy
#41
Posted 06 August 2013 - 09:40 PM
#42
Posted 06 August 2013 - 09:43 PM
Love, everyone else.
#43
Posted 06 August 2013 - 09:46 PM
Wired, on 06 August 2013 - 09:43 PM, said:
Love, everyone else.
protip: alpha your missiles because you'll be dead before you overheat anyway.
Seriously staggering your launchers the way it's setup, 2x srm6 followed by 2xsrm4 srm6. You tend to die by the third volley, the kintaro just dies that quickly
Edited by Lucian Nostra, 06 August 2013 - 09:46 PM.
#44
Posted 06 August 2013 - 10:42 PM
#45
Posted 06 August 2013 - 11:11 PM
Ok i have maxed the first mech tier on the golden boy now, so i have given it a fair go, i have also made a record of my last 10 matches, so here goes
1.Died by CT
2.Died by CT
3.Survived CT red, rest of mech yellow
4.Died by CT
5.Died by CT
6.Survived CT red, rest of mech yellow
7.Wow i go tto the end and mech just yellow all over.
8.Died by CT
9.Died by CT
10.Died by CT.
Once the ct starts to go you havn't a chance at torso twist as it just goes so quickly. some times you don't even see what you are going up against before you die.
I have piloted most mechs and i have to say this has to be one of the poorest mech designs i have come across.
If you are considering purchasing this mech my advice is don't just don't. Buy any other mech but this one.
#46
Posted 07 August 2013 - 05:34 AM
However I think the problem isn't the CT heavy hitbox. The main issue you keep dying is that the Kintaro is the Size of a Victor while having only 3/4 of the overall armor points of a mech of its size (not tonnage).
It is taller than a jager/awesome, about the size of a viktor it seems to me. No matter what kind of design descision was made with the Kintaro, this needs fixing !
Scaleing down is necessary, urgently, or the Kintaro will be a dead mech. Especially in the new 12 vs 12 meta it stands no chance in its dedicated role because it needs to get close up to deliver its SRMs by which time it is already cored or it will be dead within the next 5 secs if more than 1 mechs is shooting at it. More speed (which the other variants will hopefully have) will not fix this problem!
I consider myself a pretty decent pilot when it comes to flanking my opponents and staying out of focus until I hit the enemy lines but so far i wasn't even able to score more than 300 damage in a single match! This is rediculous as my centurion with 3 SRM-6 easily gets 400+ per match even with the new 12 vs 12 meta.
Also the fact that since the last patch SRM damage not being counted has become even worse than before doesn't help the Kintaro. We tested it in an arranged 12 vs 12 and shooting 200 SRMs (which all hit their standing target as we were testing said issue) barely dealt over 200 points of damage.
#47
Posted 07 August 2013 - 06:00 AM
Tennex, on 06 August 2013 - 10:44 AM, said:
but considering its about the same height as the massive 50ton trebbie and centurion, its slightly more reasonable since its heavier.
anyway this is what the medium lineup looks like currently taking out the outliers; centurion and trebuchet

AAAAND the scale is off again.

I don't have bought it, but it's big, nearly as the QuickDraw (which is bigger as an Highlander that weights 30 tons more); yet I don't understand why heroize a mech with a lower max engine rating than vanilla versions.. plus the CT looks to be absolutely huge, looks to be an XL friendly mech but being a brawler with that hitbox and dimensions, I'm probably going to hold off for my sentenced death of the Cent A.. the latter looks to be more long-lasting.
#48
Posted 07 August 2013 - 06:21 AM
High numbers of missile tubes on the arms, when LRMs on the arms are pointless, and actually worse (You can bend missiles fired from the torso, but not with arm mounted LRMs).
2 missile slots with 10 and 5 tubes in the CT.
Can someone explain to me the point of this?
The worst torso twist and speed of any variant.
Huge size and easy to hit CT.
#49
Posted 07 August 2013 - 07:06 AM
I also like driving my Quickdraw, never had problems with it. But the Kintaro, unfortunately, is absolute design failure
#50
Posted 07 August 2013 - 07:10 AM
#52
Posted 07 August 2013 - 09:21 AM
Thank you for producing the Kintaro. I saw the early leaks and screenshots, and got pretty excited at the opportunities that it would present. A 55 ton medium, armed to the teeth with SRMs, so that it could punch above its weight, much like our beloved zombie centurion. I purchased the Golden Boy, well aware that it had a lower engine cap, decreased torso twist range, and poor hardpoints thanks to the CT Missile. I played last week with a treb 3C in order to get a feel for the convergence of the LA and RT SRMs. Things were rough in the treb, but I told myself it would be better once i was shooting 22 SRMS instead of 12.
I was wrong. It was worse. I've been experimenting with a number of different builds, and hoping to find a niche for this mech.
I found a situation to go 1v1 with a zombie cent. I was wrecked in 3 volleys, he was able to walk away with orange armor, and laugh. I'm too slow to fight assaults. My torso twist range is too poor to circle and core out backs. My CT is too large, and my other components are too small in order to spread damage. I have no JJs to mitigate incoming fire, or reposition in order to pounce on opponents, and retreat when needed.
The missile spread is too wide to fight other mediums, even at <50m. HSR, and low speed make me unable to hunt lights. I have too little weight to allow worthwhile LRM fire support. My arms are too constricted make good use of the arm lasers, and too small to shield my CT from incoming fire. I have no ECM to cover my movements. Seismic ensures that I am detected at 250m, and prevents me from surprising anyone, The only way I get the first shot is if the enemy is distracted by a teammate.
Sometimes a rare opportunity would present itself. An enemy jager, wounded and exposed would break off from the group and I was able to attack them alone. Then pure disappointment, as I fire 2,3,4 volleys of SRMs. Horrible hit registration and frustration causes to me to stop shooting srms, and simply shoot 3 medium lasers at the exposed torso, killing them.
I stand there, sad, confused, and lost. Why am I in this mech? Will it get better once I get speed tweak? What is my place on the battlefield? Who was my creator? Why did he make me so obsolete?
Edited by Frost Pendragon, 07 August 2013 - 09:24 AM.
#53
Posted 07 August 2013 - 10:34 AM
#54
Posted 07 August 2013 - 11:45 AM
What the Hitboxes look like right now:

And what the Hit boxes SHOULD look like.

Fix the hit boxes!
And don't just fix the hitboxes fro the KTO, fix the hit boxes for all the mechs!!!
All mechs should be splitting the pelvis / hip area between the legs.
See here for the full reason: http://mwomercs.com/...tupid-hitboxes/
Edited by Carrioncrows, 07 August 2013 - 11:56 AM.
#55
Posted 07 August 2013 - 04:43 PM
My first 5 matches I tried to play it the way its configured.
Cored through the CT all 5 times, survived long enough once to overheat then cored.
Mech is very clunky feeling, not like a medium at all. My CAT C4 fairly dances comparatively.
I reconfigured the mech with a standard 390 and replaced the SRMs with SSRMs (mini Streak CAT).
It still doesn't feel right, very clumsy, turns like a battleship and eats every shot to the CT regardless of torso facing.
I have mastered a YLW and understand torso twisting etc to save armor and weapons, it does not work on this mech currently. I will finish the basics for the mech shortly but I hope that something can be done to make this a viable design.
Every death I have experienced in this mech has been due to a cored CT (either front or back). Very little other damage to the rest of the mech unless I was the target of LRMs and then it was mostly just light damage until I was cored.
I really want this mech to succeed but it needs some fixes or it will never gain wide acceptance.
#56
Posted 07 August 2013 - 05:02 PM
#57
Posted 07 August 2013 - 05:12 PM
#58
Posted 07 August 2013 - 05:48 PM
#59
Posted 08 August 2013 - 05:01 AM
My first Hero, probably my last.
The hitboxes do need to be addressed as, like many others stated, the KTO-GB dies by CT coring. Haven't lost a limb and rarely take damage any where else.
I'd also like to see some other things addressed such as torso rotation range and speed...just seems wrong that the slowest variant of the KTO series has some pretty severe limitations. It does NOT have the agility that a medium class mech should have...drives like an Atlas. Not good.
The mech looks great, cockpit as well. Is it standard to only be able to change two colors on a Hero mech?
Also, this may be obvious, but if I paint my GB, do I lose the scheme it came with, or is there a way to reset it bact to the default scheme with out having to buy those colors?
I tried driving it in the default config, and it can be VERY effective. But with poor HSR, the slow speed, hitbox problems, short range and SRM issues it is a gamble whether you'll survive long enough to do any serious damage on most maps. My current config works for me, but its not as fun of a ride as I hoped it would be.
Especially not for the amount of real cash it cost.

Edited by Burning Chrome, 08 August 2013 - 05:37 AM.
#60
Posted 08 August 2013 - 05:02 AM
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