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Kintaro Builds


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#41 tib3r

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Posted 01 October 2013 - 08:27 PM

View Postxengk, on 01 October 2013 - 03:06 AM, said:

Probably need more ammo, you only have about 16 shots of SRM18.
The high speed makes up for the lack of range though.

Unless escorting heavy or assault, I feel a mech that goes above 80kph can save 1.5t by removing AMS.


You know whats odd is that I was actually considering that before I saw that you posted that.

#42 xengk

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Posted 01 October 2013 - 08:46 PM

View Posttib3r, on 01 October 2013 - 08:27 PM, said:

You know whats odd is that I was actually considering that before I saw that you posted that.

Drop the AMS, and you can add 1t of SRM ammo and have max amour on your mech.

#43 Joey Tankblaster

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Posted 02 October 2013 - 12:36 AM

View PostNRP, on 27 September 2013 - 07:08 AM, said:

So what's the consensus on the Kintaro? I see a few of them on the battlefield. Is it a viable mech now? Early reports were not very positive.

I was looking at the Golden Boy in the mechlab, and it seems to have a ridiculous number of missile hard points. Like, enough to render the Cent 9A obsolete as an SRM striker troll mech.


The Kintaro is the best supporting medium IMHO. Not really a perfect brawler because of its size. For brawling I would probably go with a Cent.

Here are my loadouts:
Streaktaro - Light hunter and cockpit shaker.
KTO-18

Shaketaro - Cockpit shaker with LRM5 barrage
KTO-19

Brawltaro - CQB
KTO-20

Like them all.

#44 xengk

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Posted 02 October 2013 - 08:20 PM

Rebuild my K19 again.
The SRM hit detection is really bothering me, there seems to be a limit of 10~12 missile will be counted for damage when I alpha, while chain fire SRM dealing full damage.
In match that I only alpha my SRM, I end with sub 300 damage, but get higher total damage if I chain fire all my SRM. Simply too much work.

Until that is fixed, I will be running this light hunter/harasser build.
KTO-19
2x MLaz, 1x LLaz, 4x SSRM2 w 3t, ES, FF, BAP, XL350, 13 DHS.

#45 NRP

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Posted 04 October 2013 - 07:23 AM

I am so sick of machine gun toting Spiders that I've decided to build a Streaktaro for the sole purpose of killing every damn one of those annoying little a-holes.

The KTO-18 is what I need, correct?

#46 xengk

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Posted 04 October 2013 - 07:48 AM

View PostNRP, on 04 October 2013 - 07:23 AM, said:

I am so sick of machine gun toting Spiders that I've decided to build a Streaktaro for the sole purpose of killing every damn one of those annoying little a-holes.

The KTO-18 is what I need, correct?

The K18 give you 5 missile hardpoints for 5x SSRM2.
Being specialized lightkiller has its draw back, you will have trouble against anything isn't a light or lightkiller.
I use a K19 instead, so that I have an extra laser weapon.
4x SSRM2 on chain fire is enough to scare off lights, lasers for burning their backside as they run away.

#47 NRP

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Posted 04 October 2013 - 02:41 PM

OMG, first kill of my first match with the KTO-18 was an f'ing MG Spider!!! These Kintaros aren't bad at all. I guess I need to get 3 for eliting. I'm gonna get the 19 as my second.

What do you guys suggest as my 3rd: the 20 or the Golden Boy?

#48 NRP

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Posted 05 October 2013 - 07:38 AM

Okay, I picked up a Golden Boy. Wow, I have to say this mech is a hard one to figure out. It seems identical to the 18, except in top speed. However, the GB is much harder to make effective, unlike the 18 or 19. Hard to believe a little speed makes that much of a difference. I think I went 7 or 8 matches before I even got a kill. It will be an interesting challenge to see if I can figure out a play style that allows the GB to be effective. Right now, I'm far too aggressive in it.

I'm currently running an XL290, 3 MPLs, and 5 SRM4s.

Edit:
I switched my build to one someone posted earlier:

XL290
LL
2 MLs
5 streaks (Adv target decay, 360 target retention)
BAP

Much more reliable build, provided you don't Leroy Jenkins it too much. SRMs just flat out don't work on this mech, which is quite counterintuitive unfortunately. They're too hot and they require you to face your enemy too much. Streaks work so much better because you can fire without actually facing your enemy. Also, the LL gives you the ability to fight at range a bit, which is helpful for a slow mech like the GB.

Anyway, I'm really enjoying the Kintaros. They are supremely effective light killers, which quite frankly gives me wood because I really, really, really hate lights. I'm enjoying them so much more than my Blackjacks.

Edited by NRP, 05 October 2013 - 01:00 PM.


#49 S22

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Posted 07 October 2013 - 12:43 PM

I've been piloting the 18 and I've killed around 25 lights. Extremely satisfying.

BAP is a must have.

I tried 1 ER PPC, 1 LL with the 5 streaks, XL 280, 1 DHS. It's a decent build; I still get to kills lights while adding a bit more long range support. I consistently deal out 350-400 dmg.

I don't know what to get next, the 19 or the 20.

#50 Xeno Phalcon

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Posted 07 October 2013 - 12:57 PM

View PostS22, on 07 October 2013 - 12:43 PM, said:

I've been piloting the 18 and I've killed around 25 lights. Extremely satisfying.

BAP is a must have.

I tried 1 ER PPC, 1 LL with the 5 streaks, XL 280, 1 DHS. It's a decent build; I still get to kills lights while adding a bit more long range support. I consistently deal out 350-400 dmg.

I don't know what to get next, the 19 or the 20.


Pretty close to my own KTO-18 though the 340 isnt 'optimal' its something I had laying around.

19 is a pretty straight up sidegrade to the 18, the 20 is largely regarded as the ugly duckling of the kintaro lineup (beyond the golden boy) as its basically a watered down Quickdraw.

#51 NRP

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Posted 07 October 2013 - 01:50 PM

Finally got the speed tweak for the GB, and it's much better now. Went to a 3 MPL, 5 streak build. It's working much better. The GB is actually now my favorite KTO. Not sure if I'll keep the 18 and 19, probably one but not both.

#52 xengk

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Posted 07 October 2013 - 07:10 PM

Either player are getting better or Im moving up the ELO ladder.
The opportunity to troll unsuspecting pilot with 5x LRM5 is getting rare.

Rework the K18 again into this, although not as successful as the Spamtaro but it is more flexible and useful in most situation than the previous build.
3x SSRM2 w 1t
2x SRM6 w 3t (10~12 SRM seems to be the magic number to avoid bad hit detection?)
2x MLaz
XL 350
BAP
Artemis IV
Endo Steel
320 Amour
Module: Adv. Seismic, Adv. Info Gathering, Adv. UAV.

Work with lights to spot enemy at the start of the match, and help them chase off enemy light.
Once the main fighting have started, join the team in brawl.
If there are LRM carrier in the team and the brawl have at least 3 enemy, pop the UAV to provide LRM targets.

So far highest number of kill is only 3 but highest assist was 10.

#53 Facetious

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Posted 08 October 2013 - 11:49 AM

I bought a Golden Boy as one of my first mech's, to get the Hero mech bonus early, and I thoroughly enjoy him. I've got an XL280 engine that I've been hotswapping amongst my lights (because I'm cheap), and it seems to get the job done here as well.

Reading this thread raises some very interesting ideas about using a Streak build. I'd already swapped in two SSRMs in the CT, but never gone whole hog.

Here's my idea thus far:
http://mwo.smurfy-ne...bf2d27b0f22d5ef

I've thought about using the LL or ERPPC kind of thing for more sniping, but mediums are just more my wheelhouse on range and versatility.

Think I'm gonna give this guy a whirl when I get home, and go hunting wascally spiders.

#54 MungFuSensei

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Posted 08 October 2013 - 01:29 PM

GOLDEN BOY

I don't have a golden boy, but this has the right amount of hardpoints to make the idea work. Basically, i wanted to try and see if I could make SRM2s useful. With 5 of them chain firing, you can kind of pretend they're like a short range AC2. The cycle should allow a pretty continuous stream. There's almost no spread. Cheap, light, and easy.

Threw in the 3 Large Lasers just for some mid-long range kick. I suggest chain-firing them as well. You can change them for whatever you want. Obviously this build runs kinda hot. The SRMs shouldn't push your heat too high, though.

Anyone with a Golden Boy wanna give it a go and tell us if SRM2s are worth our time in your spam them?

#55 Shar Wolf

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Posted 08 October 2013 - 01:55 PM

View PostMungFuSensei, on 08 October 2013 - 01:29 PM, said:


Anyone with a Golden Boy wanna give it a go and tell us if SRM2s are worth our time in your spam them?


Kintaros with multiple SSRM builds make my light mechs turn around and run the other way like literally nothing else. :D

I would say YES they are effective... how effective they are at anything else I would not know as I am well on my way to the other side of the field the moment I see what they are mounting :D

#56 MungFuSensei

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Posted 08 October 2013 - 02:00 PM

View PostShar Wolf, on 08 October 2013 - 01:55 PM, said:


Kintaros with multiple SSRM builds make my light mechs turn around and run the other way like literally nothing else. :D

I would say YES they are effective... how effective they are at anything else I would not know as I am well on my way to the other side of the field the moment I see what they are mounting :D


Well, I'm not talking about streaks. Just normal SRM 2s. No tracking, so not as good against lights, but I can aim where I want and don't have to worry about ECM.

#57 Shar Wolf

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Posted 08 October 2013 - 02:06 PM

View PostMungFuSensei, on 08 October 2013 - 02:00 PM, said:


Well, I'm not talking about streaks. Just normal SRM 2s. No tracking, so not as good against lights, but I can aim where I want and don't have to worry about ECM.


Ah, sorry, thought I saw a second S there (even double checked :D)

As for SRM2.... you a get better rate of fire over the SRM4/6... but I am told the spread is pretty bad.

Haven't run an SRM2 since I took one off 'that one Commando' if you know what I mean :D
But I am thinking of putting him back stock or 'near-stock' so I will give you and update after I do that if you want.

Frankly I am not really sold on the hate for the SRM2 (unless the spread on the whole 2 missiles is as bad as they say)
But then, I wasn't sold on the hate for the flamer either so.... :D

Edit: smurphy puts the reloads at
2.50 for the 2
3.25 for the 4
4.00 for the 6
so...
almost half the reload/twice the rate of fire of the SRM6...

Edited by Shar Wolf, 08 October 2013 - 02:08 PM.


#58 NRP

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Posted 08 October 2013 - 02:13 PM

Streaks absolutely murder lights and also are surprisingly effective against larger mechs, especially if they are damaged. I've actually chased away a 3 pack of lights, which for anyone who has played this game for a while knows is an incredibly strange and awesome feeling. (Light packs used to be Murder Incorporated - certain death for anything they encountered). This is the thing I love most about the Kintaros. They've totally changed the game.

Against larger mechs, I chain fire the SSRMs (for the cockpit shake/visual obscurity) as I circle strafe while firing my MPLs until the heat goes critical. Then I disengage, cool off, and do it again. After a couple rounds of this, the enemy is either dead or very close to it. Lots of damage and component destruction points.

#59 Shar Wolf

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Posted 08 October 2013 - 02:23 PM

View PostNRP, on 08 October 2013 - 02:13 PM, said:

Streaks absolutely murder lights and also are surprisingly effective against larger mechs, especially if they are damaged.


Yeah but at half a ton more than SRM2s 5 of them cost you 2.5 tons over 5 SRM2....
How much more useful that 2.5 tons is is what we are debating (right?)

Edit: 4 tons difference, cause of the Beagle AP.

Edited by Shar Wolf, 08 October 2013 - 03:27 PM.


#60 NRP

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Posted 08 October 2013 - 02:39 PM

Way more useful, in my experience.

Lights will tear you a new one if you pack SRMs, and you'll need to face larger mechs for all the SRMs to hit reliably. Kintaros don't last long when facing enemy mechs. Streaks allow you to keep firing (and hitting) while you're torso twisting to protect your fragile CT.





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