Posted 14 August 2013 - 06:00 AM
All these complaints over the bad hitboxes.... honestly, you know what this reminds me of? Catapult. Cataphract. Dragon. Jager. Oh, wait! Those are all HEAVY mechs, and they all have massive torsos and reasonably bad hitboxes. (Cataphract and Catapult may as well have torso-mounted cockpits, the head is dead-center of the CT)
Also, the whining about how Kintaro is useless? No, it's not. Every mech has an innate tactic, and your builds can alter and enhance this. Konniving, as much as it pains me to compliment a Capellan-aligned player, is one of the best at finding a mech's natural role. I've seen him on a few occasions while I was pugging, and almost every time he's had the mech he was in dancing. Me? I'm not bad, although I still confuse my HBK-4SP for a brawler, when I built it to back up assaults, etc. My point is, you have to find a mech's innate role.
My thoughts on Kintaro?
Well, I haven't piloted it yet, at all. Sue me. I'm considering it when it comes out for c-bills, but considering I only have one medium mech line mastered, I probably won't. Now, breaking it down, it suffers from some of the same issues as a Dragon or Awesome, namely the massive CT. Hardpoints resemble a Stalker - heavy on missiles and lasers. Weight is too light for many traditional Stalker builds, but not the roles. Combine the roles Stalker (heavy armored missile turret) and Awesome (Sniper/fire support). It doesn't have the armor of a Stalker, but it has the speed of an Awesome. Basically, I would consider a mix of LRMs and SRMs/SSRMs, with either Large or Medium lasers for backups for a mixed skirmisher build (and one that doesn't have to worry about range), and then the LRMboat as well.
I see how the SRM/SSRMboat would work, and to be honest if done right, these things could be devastating. Third highest speed cap, most missiles outside of a Heavy/Assault. However, that strategy would be reserved for 4-mans in the pug queue. Two reasons for that:
1. Using Kintaro as a SRM Skirmisher, compared to a mixed carrier (LRM/SRM), requires greater coordination with a group of teammates. SRM and LRM Kintaro would be an effective pair, if the former is willing to stick back with the boat and fend off lights/opportunists. 4mans have the coordination of coms, PUGs don't.
2. Kintaro's bad hardpoints can be mitigated if used right. One mech distracts, the SRM carrier blindsides. Again, this requires coordination.
As one final little point, I have to say that Golden Boy is one that should only serve as a fire-support mech, probably with Large or Med lasers to back that up, depending on how many missiles the pilot is willing to sacrifice. Why? The greater tube-number gives better LRM spread to help defeat AMS, while the lower speed makes skirmishing a lot more dangerous.