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New Mech - Kintaro


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#1 Kyle Polulak

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Posted 20 August 2013 - 10:04 AM

Tell us what you think of the new Kintaro Mechs!

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#2 Butane9000

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Posted 20 August 2013 - 10:50 AM

Well I haven't played them yet but you guys stated there's a definite issue with the Kintaro CT which causes it to absorb a large amount of the damage. So my question is why is the fix for a mech that is only now being released delayed until September third? What kind of patching decision is that? Shouldn't this be like a urgent fix because whoever buys one of these will be at a significant disadvantage and thus less likely to play them?

To that kind of thinking I just say
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#3 Tennex

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Posted 20 August 2013 - 11:58 AM

its way too big

#4 smurfynet

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Posted 20 August 2013 - 12:21 PM

Nice mech, but KTO-19 has wrong loadout (armor) in gamefiles.

When buying the mech it shows as standard armor, after buying it it switches to ferro.

2800 -> 2801 @kto-19.xml :)

Phil

#5 Shiro Matsumoto

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Posted 20 August 2013 - 01:32 PM

...wished i could get a refund for the "Golden Boy".

Nice Cockpit and sound though.. rest.. well....

#6 Revorn

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Posted 20 August 2013 - 05:18 PM

I like my GoldenBoy. An real amazing Mech, wich fitts my Taste as well as the Kintaro-18. Atm only for Longrange, After the CT Hotfix mabe for more. I will see.


Ah oki, i fogott. He is way to Big in Scaling. Maybe you will fix this as well. Because its a Medium Mech, you know. :P

#7 hargneux

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Posted 20 August 2013 - 05:19 PM

The damage magentism bug makes this mech completely unviable for real play.

Which is disappointing, because it looks like an otherwise good addition to the lineup. I won't be playing the ones I bought until the fix is released.

#8 JeepStuff

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Posted 20 August 2013 - 11:04 PM

Really really really hate playing it because of the CT thing, but I'll try to wait and reserve judgment until after the bugfix.

#9 John MatriX82

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Posted 21 August 2013 - 04:13 AM

It's way too big and the CT is clearly bugged. Yesterday I ran into a 3xAC5 (AC 5 not UAC5) i was fresh, he managed to hit me only with that single 15 points of damage.. the result: my ct armor was gone instantly and my internals were red like less 5hp left. I've shelved the thing and re-try it out after Sept 3. They should need an hotfix asap though.

Oh and the scale is off, like it's off the scale of Awesomes, Dragons, Trebuchets, Quickdraws, Catapults and Stalkers.. please do something about your mech pipeline creation so that the scale can be adjusted faster or do us a favor to at least test the mechs you plan to implement in the game so that they don't end up like being as big as assaults with 1/5th of their armor!!!

#10 HarlekinEO

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Posted 21 August 2013 - 04:23 AM

I like the Chassi, but waiting for the fix in 2 weeks.

#11 GNGAnimos

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Posted 21 August 2013 - 07:40 AM

View Posthargneux, on 20 August 2013 - 05:19 PM, said:

The damage magentism bug makes this mech completely unviable for real play.

Which is disappointing, because it looks like an otherwise good addition to the lineup. I won't be playing the ones I bought until the fix is released.


Completey agree. My KT-20 will remain parked until it can take more than 15 seconds of direct combat before its CT explodes

#12 Mechteric

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Posted 21 August 2013 - 10:17 AM

Even after the CT hitbox is fixed, I think its going to go the same way as the Trebuchet and Quickdraw, not played much because their physical sizes compared to their tonnage makes them too easy of targets regardless of whether you make then 100kph or so.

I'm definitely not buying one until this is addressed, my Trebuchet will be collecting dust in the meantime.

#13 Devil Fox

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Posted 21 August 2013 - 07:32 PM

Yea not touching these machines until I see WHAT the next mech to be released will be, and then see how the CT fix occurs early September. At present their a waste of CBILLS... all their useful for are light hunting with SSRM's, or LRM chain spam at range. Brawling with them is just a dice dance with death.

#14 DevilCrayon

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Posted 21 August 2013 - 08:23 PM

There's a clipping problem with the torso when twisting. There are parts on the topside of the waist that don't move or are exposed when the torso turns. Also the rollcage on the back clipps through these sections. There's one on each side.

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#15 Kharim

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Posted 22 August 2013 - 02:56 AM

I love my new KTO-18 ! However it is scaled a little to big. Great 'mech and finally 55 tonner. Now I am waiting for 95 tonner, maybe a Banshee?

Edited by Kharim, 22 August 2013 - 02:56 AM.


#16 John MatriX82

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Posted 22 August 2013 - 03:50 AM

Oh by the way, as far as I've discovered with my 2-matches-done-shelved-until-CT-won't-be-fixed KTO 20, all its missile hardpoints are completely modular, it can take triple LRM 20.

So.. thanks once time more for making the Victors' missile torso worthless AND bugged (SRM6 firing from a 2 tube launcher while the SRM4 is shot through the 6 tube that should be used by the SRM6).

#17 Eisenhorne

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Posted 22 August 2013 - 08:29 AM

Loving my Kintaro so far...

4x SSRM2, 2 LL, XL300, BAP.

Fast and packs a hell of a punch. Light mechs are vaporized, heavy mechs are troublesome, but the 2 LL is enough to be a threat. Just fire SSRM's all over, and target weakened areas with LL's.

500+ dmg games are common.

#18 Violent Tendencies

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Posted 22 August 2013 - 12:22 PM

View PostJohn McFianna, on 20 August 2013 - 01:32 PM, said:

...wished i could get a refund for the "Golden Boy".


Wish I could get one too..waste of MC.

#19 z3a1ot

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Posted 23 August 2013 - 03:46 AM

After playing a fair amount of matches in a Kintaro I must say it is too big. Im not saying the familiar CT bug but size of the mech overall. Even when you fix CT bug it will still be an easy target like a Quickdraw. In my opinion it could use size reduction by at least 10% both in height and width.

#20 Action Man

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Posted 23 August 2013 - 04:05 AM

After initial buyers remorse with the Golden boy I have managed to find a long range build that makes it viable for me. While I am trying to stick it out with this chassis as I want to master all mediums. The Kintaro quickly becomes a frustrating mech to pilot with it being insanely easy to core, I even see enemy mechs instantly change to target me when I come into to assist lance mates due to the ease at coring these. I never see this when in any other chassis making it very un fun to play at times. and WTF is with the front CT being able to be hit from behind??Posted Image





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