Kintaro Builds
#1
Posted 07 September 2013 - 01:51 PM
This is my new Kintaro KTO-18. I have built it as LRM supporter.
4x LRM5 + ARTEMIS and Medium Lasers for defence.
http://mwo.smurfy-ne...7309f6d6932729d
#2
Posted 07 September 2013 - 01:56 PM
Fast streak boat. Guaranteed to give any light a nasty day:
http://mwo.smurfy-ne...4aa28800d32d47f
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Fast SRM boat. Recently I have dropped the SRM 2 in the CT for another sink:
http://mwo.smurfy-ne...6b3d650b4457c0c - Normal variant
http://mwo.smurfy-ne...20d3ea39694d950 - Cool variant
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Had lots of fun with these, plus the XL360 while expensive can go in to a number of other chassis'.
Edited by Jabilo, 09 September 2013 - 05:45 AM.
#4
Posted 08 September 2013 - 02:17 AM
KTO-18: http://mwo.smurfy-ne...53de714bb0ca9fd
KTO-19: http://mwo.smurfy-ne...66b4c78a983857b
KTO-20: http://mwo.smurfy-ne...f89873efc3333ec
With the Kintaro-20 you can remove a ton of armour on the legs for an extra heat sink, but I kept getting legged, so I upped the armour.
#6
Posted 08 September 2013 - 04:26 AM
Scarface1978, on 07 September 2013 - 04:11 PM, said:
KTO-18
i have to say its pretty nice one and i did it myself it can definitely hurt ppl.
You should try out that one then, in my opinion. It runs a lot cooler without changing the amount of SRMs. Only downside is +0.75s cooldown, but you don't have that 0.5s baydoor delay for CT mounted missiles. Maybe switching the SRMs into arms and SSRMs into side torso is another option, depends on your playstyle.
i run those:
KTO-18 SSRM10 XL360
Golden Boy SSRM10 XL280
Golden Boy SSRM6 SRM12+AIV XL280
Maybe 4t ammo for those streaks are enough, but sometimes i ran out of them so i decided to put 1t more in. Usually i chainfire my streaks to harass the enemy and use lasers only to about 50-60% heat, until there's a cored mechpart of my enemy. Runs pretty heat efficient with that tactic. In the last days, i achieved many matches with matchscore >70 and damage >600 (even >1000) while still doing great support for my teammates.
Edited by Tjalf, 08 September 2013 - 04:28 AM.
#7
Posted 08 September 2013 - 08:40 AM
Having the two SRMs in the arms helps for aiming them and you still get a target lock with the SSRMs based on where your arms are aimed.
http://mwo.smurfy-ne...82fa38a7d116b66
Edited by ShawnR, 08 September 2013 - 08:57 AM.
#8
Posted 08 September 2013 - 09:03 AM
Scarface1978, on 07 September 2013 - 04:11 PM, said:
KTO-18
i have to say its pretty nice one and i did it myself it can definitely hurt ppl.
Edited by OriginalTibs, 08 September 2013 - 09:03 AM.
#9
Posted 08 September 2013 - 10:43 PM
KTO-18
Stick with the group and shake up any target the team brawler is fighting using LRM5 stream or Alpha all 25 tubes when there is AMS cover. ERPPC to tag the enemy DDC.
4x Streaker, 2x MPLaz K19
KTO-19
Function as a light hunter or fast harasser.
and a fast brawler/harasser 4x MLaz, 2x SRM6 K20
KTO-20
Run with the light wolf pack or follow that Centurion or Hunchback.
If none is available, then shadow the team heavy/assault and only engage a target after the big boy got his attention.
Sometime I run my K20 like a Centurion AL mix range fighter
KTO-20
So far, my K18 is the most successful of my KT.
Edited by xengk, 08 September 2013 - 11:09 PM.
#10
Posted 08 September 2013 - 11:18 PM
This thing is fun as hell, I murder light mechs, medium mechs, and assault mechs with it. The long range capabilites lets me deal damage while closing in, and often times as not sends my targets into hiding so they don't shoot me while I close in to Streak range. I feel that when running streaks as your main weapon system having BAP + TAG is a must.
Edited by Scav3ng3r, 08 September 2013 - 11:34 PM.
#11
Posted 09 September 2013 - 08:39 AM
first mech i actually go out of my way to find lights with. usually by the time they are dealt with the remaining bigger mechs are beat up enough that even scattered ssrm hits are going to have an effect. only somewhat annoying part is that with the CT missile spot i can't fit the BAP in the CT soif i lose the wrong side i'm pretty much useless vs ecm. decided to throw it in the leg since if i'm legged i won;t be around much longer anyway.
runs into trouble against mostly intact assaults though. had a match in frozen the other day where an ecm atlas at 85% ish was fighting me and a stalker (stalker very beat up and i lost an arm so only 3 srrms and a ML left). last three left in the match. he was at 70% or so when he killed us though i we took an arm with us. but couldn;t really do enough damage to really take it out.
#12
Posted 13 September 2013 - 09:15 AM
This is my KT-20 early build, comments and suggestions welcome. I chose the 20 over the others because they don't seem to get much love, and I seem to enjoy making life difficult for myself. Probably the hardest change is knowing where to be on the battlefield, compared to the more simplistic playstyle of the heavier classes.
#13
Posted 14 September 2013 - 12:57 PM
2x ASRM6
1x ASRM4
1x ASRM2
5t ammo
2x MLaz
XL 320
13 DHS
336 Armour
Endo Steel
The mixed SRM loadout lets me alpha without suffering heat penalty, which is the default firing mode for my SRM group.
Edited by xengk, 14 September 2013 - 01:02 PM.
#14
Posted 16 September 2013 - 07:06 PM
http://mwo.smurfy-ne...b6629aefdbcc9a1
http://mwo.smurfy-ne...e42cfd87f37e7d5
both I find very effective.
#15
Posted 16 September 2013 - 07:52 PM
Absolutely shreds things you have a clear shot at. My one regret with this build is that I missed the chance to name it the ITANO-18.
Edited by Royalewithcheese, 16 September 2013 - 08:50 PM.
#16
Posted 18 September 2013 - 05:38 PM
#17
Posted 19 September 2013 - 12:14 PM
http://mwo.smurfy-ne...ece55fe4a58e2a8
#18
Posted 21 September 2013 - 01:31 AM
#19
Posted 21 September 2013 - 02:27 AM
Staying in the middle of your assault/push group won't give you enough time to unfold the potential of SSRMs, because the enemy will die too fast (or you, when facing a lot of enemys). On the other side, fighting 1 on1 with an assault is pretty hard too, you have to maneuver pretty good and react fast enough. But if you do it right, you can fire hell of alot SSRMs at him ( remember that 1 missile does 2,5 damage, so firing 100 already does 250 damage at least, and 100 missiles are gone so fast).
Actual kills are less often with that build, most of the time you get them from killing lights. But i think that's not the intuition of this build. It's more like ripping components apart, shaking the enemy to harass him, rip his armor apart and kill those anoying lights (and because of beagle, lock on LRM targets!).
Edited by Tjalf, 21 September 2013 - 02:32 AM.
#20
Posted 21 September 2013 - 11:48 PM
Sowaka, on 21 September 2013 - 01:31 AM, said:
Your damage is low. What engine are you using? I run a 350XL. With BAP and 360 target retention you should lock on a single target and fire until it is dead or you disengage.
Edited by Spheroid, 21 September 2013 - 11:49 PM.
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