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Golden Boy - The Pros, Cons And Tips


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#1 The Duke of Dirty

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Posted 08 August 2013 - 06:19 PM

Guide redacted. This thing is trash.

Quote

Tips
[color=#959595]Don't buy it, never use it, pity those unfortunate souls who do.
[/color]
Spoiler

Edited by Pwnius, 09 August 2013 - 10:36 PM.


#2 Carrioncrows

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Posted 08 August 2013 - 07:07 PM

Quote

Cons:
- Large center torso for a medium.

For a medium? Try for any mech in the game. This bucket of rubbish is nothing but PURE center torso.

Posted Image


I get that you are trying to made lemonade from lemons, but this mech is seriously bad and needs to be sent back with a strong word about quality control.

I love MWO, I collect every hero mech that comes out, I pay money to get my premium time. I love it when a new mech comes out I get to master it and learn all it's quirks.

So here I am sitting with a 4125 MC mech that is unplayable garbage.

I want to play it!

But playing it is such an unbelievably frustrating experience that it is not even worth the time.

Worse in 2 weeks we have the rest of the KTO's to look forward to which are exactly in the same boat, a mech that is so badly designed that I won't even purchase it, and I am ROLLING in the C-bills and empty mech bays.

The only opponent this mech could come close to winning in a 1v1 straight up fight is another KTO because every bit of incoming fire hits that damn CT and you only have 72 points of armor which you have to split with the rear torso.

Another month of playing the same old mechs waiting till they fix this mech (if they ever do, doubtful) or just wait till next month.

The KTO makes me feel like I got the coolest video game for Christmas but it turns out it's busted and won't run, so all you can do is just sit there and stare at the box.

#3 The Duke of Dirty

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Posted 08 August 2013 - 10:36 PM

Ok so those hit boxes are not fair. I feel that the Jager is much smaller than average as well though so the comparison is not completely legitimate. We should be comparing to things this is related to, a catapult (similar firepower) and a centurion (thge best medium).

I feel like this may be a case of PGI balancing the weapons through the mechs instead of just balancing the weapons. (SRM = OP so lets make the SRM boats harder!).

However, I did cut the side torso armor down to 10 and it has not been penetrated yet in 5 matches. Got a few free tons there.

#4 VXJaeger

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Posted 08 August 2013 - 10:41 PM

Best tip so far is, that don't use GB. It will always die, no matter what you do.

#5 Deathlike

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Posted 08 August 2013 - 11:17 PM

The "size" picture used is terrible. You need to use flat ground, as size is distorted by the angle in which you are looking at them and they aren't even on the same level... which is the problem in the first place.

#6 Carrioncrows

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Posted 08 August 2013 - 11:46 PM

How about this:

Kintaro (55 tons) on the Left, and Awesome on the right (80 tons). If anything the KTO is on a slightly lower plane than the Awesome is. That more than anything should explain how badly the scale is messed up.

Posted Image

#7 Angel of Annihilation

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Posted 09 August 2013 - 01:55 AM

View PostCarrioncrows, on 08 August 2013 - 11:46 PM, said:

How about this:

Kintaro (55 tons) on the Left, and Awesome on the right (80 tons). If anything the KTO is on a slightly lower plane than the Awesome is. That more than anything should explain how badly the scale is messed up.

Posted Image


I have found looking out the cockpit up close is very deceptive. Unfortunately scale screen shots are hard to get unless you manage to get a couple mechs to pose for you right before a battle.

View PostPwnius, on 08 August 2013 - 06:19 PM, said:

I see a lot of whining about the golden boy. Let me lay out some of the things you may have missed!

Pros:
- Firepower that rivals assaults - enough to 2 shot an atlas from behind!
- Center Torso has Missile Bay Doors. This means it takes 10% less damage making it the highest CT armor medium.
- Missile doors allow you to "alpha" all of your SRMs without taking a heat penalty! (keep them closed!)
- It is smaller than a centurion. (Proof: http://imgur.com/9TeA8sA)
- Side profile is very narrow, and the arms cover the whole torso. (http://imgur.com/HnXrMSE)
- 5 Missile hard points - the most of any medium.
- Smaller side torsos make this a good candidate for XL engines, allowing you to fill out the *8* hardpoints.
- Many arm mounted weapons allow for good weapon elevation/depression. (Most exploitable against atlas D-DC, and good against jumpers)
-70 missile tubes, 65 that you can viably use. If you wanted to put a 110 engine in her you could rival the LRM alpha of a stalker or catapult. And carry your own tag.

Cons:
- Large center torso for a medium.
- Max 290 engine size limits you to ~90KPH with tweak. TBH if you are filling out all of your hard points you would have a hard time getting a larger engine in anyway.
- Torso X rotation 10 degress less than most mediums.
- 2 missile hard points in the CT mean you can not use artemis and all 5 hardpoints.


Tips:
- Aim for the center with your SRMs when farther than 50m. Target weak points with your lasers.
- The default engine is too small for an effective SRM build. You should remove the engine and add endo-steel to make weight with a larger engine. The larger engine will have more heat sinks built in, and slots that you can put the removed heat sinks into. This will cost about 6mil space bucks.
- You run very hot. Take your shots and get out when your heat level gets too high. You can shut down (press P) to cool down more quickly.
- This may be the ultimate backdoor medium. You can destroy an atlas in 2 alphas. Dont try to strafe in circles around them though, you are not fast enough. You will need to be crafty.
- Dont try to "man fight" heavier 'mechs. When people turn their attention to you show them your shoulder and run! Even if you lose an arm you still have as many guns as an average medium.
- SRM 26 makes short work of light legs.
- You are too slow to circle strafe around someone that is focused on you. If they have weak legs however, you can easily take those out THEN circle strafe them. The default armor on Jagermech legs gives them a total of 52 hp. You alpha for 70.
- Streak SRMs have been heavily nerfed recently. They are also very light, making them better with a much larger engine in other KTO variants. However, a LL or PPC build with some SRMs may be viable.
- Very good with Seismic Sensor and cool shots.

Current Build: GOLDEN BOY
Untewsted LRM 65 GOLDEN BOY



Oh and good post by the way. I think you have summed up the Golden Boy nicely.

#8 Axel Paine

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Posted 09 August 2013 - 04:07 AM

Totally agreed, I ve rode this mech for more then 30 rounds and my facit...the Centurion is better armored then the Golden Boy. And the Centurion just can carry 64 points at all, the Golden Boy 72 points. In Battle my Golden Boy always died after a few hits. The next problem is the heat problem. I haven´t found the best weapon config, yet. But at all this mech sucks anyway. Nice to have 5 SRMs when u can´t use them in one shot. Nice to have 3 energy slots, with the srms together no chance. So u ve to choose a smaller setup with 3 or 4 srms and 3 medium laser..at all 40 up to 50 dmg. 40 I also can get with Centurion..so my choice will be the Centurion....

#9 Shae Starfyre

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Posted 09 August 2013 - 04:20 AM

Attempting to play this GB and earn enough EXP to master it (once the other variants come), so I will be grinding.

All good points, however, I would suggest that you move your whole body and not your torso when you turn away.

The arms do not protect the entire center torso; if you just turn your upper body to avoid fire, they can still hit a good 30-40% exposed CT around your hip joint/swivel point.


Hit 'C' and then turn - or if you are already parallel when fighting, just hit C to center up, and then you presenting a complete side when you disengage (maybe around 10% exposure).

Because of this type of play, I have been equally distributing side torso armor as it becomes more exposed in this type of turn. Also, it is a good idea to carry a little extra in the rear CT.

Edited by Aphoticus, 09 August 2013 - 04:22 AM.


#10 Shadey99

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Posted 09 August 2013 - 04:37 AM

View PostPwnius, on 08 August 2013 - 06:19 PM, said:

- Firepower that rivals assaults - enough to 2 shot an atlas from behind!
- It is smaller than a centurion. (Proof: http://imgur.com/9TeA8sA)
- Side profile is very narrow, and the arms cover the whole torso. (http://imgur.com/HnXrMSE)
- Large center torso for a medium.
- This may be the ultimate backdoor medium. You can destroy an atlas in 2 alphas. Dont try to strafe in circles around them though, you are not fast enough. You will need to be crafty.


I'll only talk about these points. I've faced Kintaro GBs in my CIcadas several times the last few days. SO I have some comments.

My 2A with it's 2 LL + 4 ML build can 1 shot an Atlas from behind (figuring they are running standard loadout) if it isn't moving (So I can place the lasers on the same spot).

I've soloed an undamaged Kintaro GB in my X-5 (4 ML + 2 SRM6). I found it hard _not_ to hit the CT, either front of rear. Even from the side I never seemed to hit arms or side torso, just the CT.

The only Cicada that I run that has trouble with a Kintaro is my Ninja Sniper 2xER PPC build and for the same reason it has problems with all brawlers: It runs extremely hot and is meant to fight at range not up in someones face.

Even so I've never died to a Kintaro and I actually tend to think of them as some of the easiest kills I can get. The only mech I run that has an issue with them is my highlanders. They are just terribly slow and so cannot dodge the SRMs like all my other mechs. Even so unless I'm damaged from other mechs it tends to be the Kintaro that dies and not my highlander.

#11 blacklp

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Posted 09 August 2013 - 05:16 AM

Bought one last night. Immediately put endo and 290XL in it. Coming from mainly piloting Highlanders and Victors, the speed is ok, roughly the same as my Hunchies. 2x basic will help this mech alot. Loadout is 3 MLAS, 3 SRM6, and 2 SRM4. I find the CT bay doors sort of... stupid. I couldn't find the indicator light for one thing, and if I want to fire off ALL those SRMS, the delay is annoying.
Here is what I do like about this mech. I tore half a cicada off in one shot. I made a commando just disappear in one shot. I got behind mechs and ruined their rear armor Running with an heavy/assault allowed for fast removal of single targets. This mech is a great hit and run, late match sweeper, and light defender.
They need to do something about that CT though, it is a "little bit" to big.

#12 General Taskeen

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Posted 09 August 2013 - 11:44 AM

Tips:

Don't use it until further notice.

#13 Deathlike

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Posted 09 August 2013 - 05:19 PM

The Golden Boy's been eatin'... been eatin' alive.

Just imagine the lucky SOB that tries to put up a decent score in the upcoming medium tourney and try to win it all...

Edited by Deathlike, 09 August 2013 - 05:19 PM.


#14 Yudan

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Posted 09 August 2013 - 10:05 PM

The biggest pro is that it is a direct reference to one of the best manga of all time....
http://en.wikipedia....den_Boy_(manga)
Get it!

#15 80sGlamRockSensation David Bowie

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Posted 09 August 2013 - 10:28 PM

Pros
-First 55 ton medium mech
-A lot of firepower, mostly Missiles and Lasers
-Decent speed, most armor in the medium class due to being the heaviest in the class
-Hero mech bonus

Cons
-As big as a Highlander, with half the armor
-No Jump Jets
-SRM heat boating penalty
-LRMs are medicore
-No Ballistic hardpoints
-A center torso literally as big as the sun, considering the mech is already the 4th largest in the game...
-Costs MC
-Cannot elite out until full release of the mech
-Meant to be used with Narc, Narc is worthless.
-Slowest of all Kintaros, can only mount an XL290 (correct me if I am wrong with engine size)
-A medium mech

Tips
Don't buy it, never use it, pity those unfortunate souls who do.



.
.
.





For the record, since people seem to have no idea how missile bay doors work...

..The missile bay doors DO NOT reduce the damage received by that location. They work by reducing the missiles in that location from taking 10% less damage on a critical. For example...

I have missile bay doors closed on a catapult. The arm gets hit with an AC10. Assume the armor is gone.

The location takes the full 10 damage.

The AC10 crits, and hits the LRM15. The bay doors are closed so the damage received by the LRM is reduced by 10%. The LRM takes 9 damage to its internal HP, meaning it is not destroyed. That arm however still takes 10 damage from being shot by an AC10.



In another example...

The catapult has a damaged arm (assume it only has 10 internal HP value left, no armor). The arm contains an LRM15 again, and the arm is shot by an AC10. The missile bay doors are closed.

The location take 10 damage from the AC10.

The entire arm is now destroyed, including the LRM15, because the bay doors do not reduce the damage received by that location. Assuming the shot was a crit, is moot. The LRM again would have taken only 9 damage, but would still be gone because the arm is destroyed.





Posted Image

Edited by mwhighlander, 09 August 2013 - 10:41 PM.


#16 Karazyr

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Posted 10 August 2013 - 11:33 AM

I seriously think you guys have no idea how to used medium mechs, the huge CT is a issue yes, however its still a very good ambusher and flanking mech, use it like that.

#17 Zervziel

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Posted 10 August 2013 - 12:39 PM

View PostCarrioncrows, on 08 August 2013 - 07:07 PM, said:

For a medium? Try for any mech in the game. This bucket of rubbish is nothing but PURE center torso.

Posted Image



In the depths of MW:O, the Awesome strangely feels better about itself.

#18 Carrioncrows

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Posted 10 August 2013 - 12:42 PM

View PostDerrpy, on 10 August 2013 - 11:33 AM, said:

I seriously think you guys have no idea how to used medium mechs, the huge CT is a issue yes, however its still a very good ambusher and flanking mech, use it like that.


As long as you don't get shot the mech is ok.

But isn't every mech like that?

#19 AlexEss

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Posted 10 August 2013 - 12:42 PM

Just treat it as a 55 ton Cat and you will be good. It is actually a fairly good missile platform for a medium, the mistake people do is they stare them self blind on the SRM´s and try to brawl with it.. I would not recommend that.. It is hard enough to brawl with a HBK these days and it is A LOT more agile

The other Kintaros should be better at that role.

It is good at long range and can at least defend it self at medium range... Just keep out of short range for the love of all.

So to sum it up, the GB follows the curve of most hero mechs. It is decent but not really good enough to outshine the regular mechs aka working as intended.

#20 Kaeb Odellas

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Posted 10 August 2013 - 01:20 PM

View Postmwhighlander, on 09 August 2013 - 10:28 PM, said:

For the record, since people seem to have no idea how missile bay doors work...

..The missile bay doors DO NOT reduce the damage received by that location. They work by reducing the missiles in that location from taking 10% less damage on a critical. For example...

I have missile bay doors closed on a catapult. The arm gets hit with an AC10. Assume the armor is gone.

The location takes the full 10 damage.

The AC10 crits, and hits the LRM15. The bay doors are closed so the damage received by the LRM is reduced by 10%. The LRM takes 9 damage to its internal HP, meaning it is not destroyed. That arm however still takes 10 damage from being shot by an AC10.



In another example...

The catapult has a damaged arm (assume it only has 10 internal HP value left, no armor). The arm contains an LRM15 again, and the arm is shot by an AC10. The missile bay doors are closed.

The location take 10 damage from the AC10.

The entire arm is now destroyed, including the LRM15, because the bay doors do not reduce the damage received by that location. Assuming the shot was a crit, is moot. The LRM again would have taken only 9 damage, but would still be gone because the arm is destroyed.





Posted Image


This is incorrect.

The Catapult's arms max out at 40 armor, so if you're correct about the missile doors, it should take only take 4 AC10 rounds to completely strip the armor off, with no damage to internals, and another 2 to destroy the arm entirely.

However, if you test this on the Cat A1 on Training Grounds, you will find that 4 AC10 rounds (40 damage) will leave a small amount of armor remaining on the arm. Hit it again with an SRM2, for a total of 44 damage, and you'll still have a tiny sliver of armor remaining. 44 points of damage reduced by 10% is 39.6, which is consistent with a 10% damage reduction from closed doors.





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