Kto-18 For Hunting Lights, Is This A Plausable Build?
#1
Posted 07 January 2014 - 10:20 AM
http://mwo.smurfy-ne...87ec3a06a5d238b
#2
Posted 07 January 2014 - 10:28 AM
Run target decay and sensor range modules if you have them. They help greatly in an ECM environment.
Also I applaud you for taking a stand against lights. Even with the release of the Griffin and Wolverine, streak use has been declining recently.
Edited by Spheroid, 07 January 2014 - 10:44 AM.
#3
Posted 07 January 2014 - 10:45 AM
Also, don't forget about Artemis. No weight with Streaks, but it still increases lock speed.
And I don't know if you are using the KTO for a specific reason, but look at the Shadow Hawk-2D2. It can use 4 Streaks, plus you have energy and ballistic points, and it can use jump jets as well. Jump jets are a huge help with Streaks, since your Streaks aren't affected by screen shake.
#4
Posted 07 January 2014 - 10:54 AM
Also, While the Kintaro 18 makes a great light hunter, it lacks the maneuverability of the Shadowhawk 2D2. The ability to pursue over obstacles instead of being ground bound is a massive plus.
#5
Posted 07 January 2014 - 11:25 AM
I loaded on
5 SSRMs with 8 tons of ammo
1 ER Lg Laser
Then added I TAG, BAP, and Artemis
Full armor and a top speed of 90.7kph with speed tweak.
This Mech is a flatly nasty infighter and scout hunter. I have successfully bushwhacked and killed heavy and assault Mechs that were wandering off by themselves. Chain firing those SSRMs has slow DPS, but helps keep the bad guys off balance helping your survivability. I have been told that I am a "Streak Bot Newb" and that I should "Die in a fire" but I take that with a smile since when that is said I am usually standing over the smoking wreckage of a downed Mech.
My KTO-18 is almost the same but it has one less SSRM and an AMS.
Edited by Katus, 07 January 2014 - 11:27 AM.
#6
Posted 07 January 2014 - 11:49 AM
http://mwo.smurfy-ne...81a0c4f2c182e10
http://mwo.smurfy-ne...d88fb3d77a671d7
The armor could use a little more tweaking.
#7
Posted 07 January 2014 - 11:56 AM
Exact armor layout is off, but it's the general idea. It's a brilliant all around mech - gauss (with adv. zoom) at long range, streaks vs light, and all in while brawling against the big guys. That single jump jet gives you enough maneuverability to help keep your streaks on target, which is fantastic against those lights that think they can jump around a corner and evade them.
If you don't like the gauss that's a lot of weight you can play around with, looking at other ballistics or lasers.
Edited by Buckminster, 07 January 2014 - 11:58 AM.
#8
Posted 07 January 2014 - 12:04 PM
#9
Posted 07 January 2014 - 12:13 PM
http://mwo.smurfy-ne...d1affdead3c63da
EDIT: No it isn't - looks like I tweaked the build but never updated it in Smurfy. This is how it ended up after some testing:
http://mwo.smurfy-ne...9379a4c95767413
Edited by Flyto, 07 January 2014 - 12:24 PM.
#10
Posted 07 January 2014 - 12:49 PM
Sure, I'll explain, why not.... people like to judge before seeing results, which I find hilarious because I always make everyone eat the words they say about my build after I show them what I can do with it.
First 1 MLas because hey, you always need at least 1 back up weapon.
BAP because you can't run streaks without one, I mean you could but then when you encounter ECM you just shot yourself in the foot.... or didn't, because they can't fire...
TAG! When you are boating streaks TAG is your best friend, not only does it decrease the time it takes to get a target lock, it will work through ECM, so even with two enemy ECM's going you can still fire streaks, seksi? I think so.
LRM 20 w/ Artemis, this is where most people have bad things to say about my build. But what do they know, nothing apparently XD The KTO-18 has 20 missile tubes so you can fire a full salvo, + TAG means that while you close into Streak Range you are still putting damage out on your target, when lights run away it allows you to keep hitting them. (LRM 20's W/Artemis + Tag = brutal damage to a light mechs back, considering most of them will run away from you in a straight line.) Also things tend to not stick their heads out when you are raining LRM's on them, meaning you'll be taking less damage as you close in to streak range, and if you can stay between 180 and 300 meters which is the sweet spot for this build, you'll be able to pump out stupid damage on a target. Two tons of ammo makes sure you have plenty of shots so you can afford to waste some while closing in on enemy mechs.
4 Streak Launchers because they are yummy, make sure you always chain fire. The cockpit shake this causes does disorientate people from time to time. 4 Tons of ammo will keep you well supplied.
Actually, if you run out of ammo with this build, congrats, because you just did a 900-1100 damage game.
And everything is powered by an XL 295 which keeps you moving at a cool 95.6 KPH with speed tweak. The only thing missing from this build is jump jets, which the KTO-18 cannot mount, sadly enough.
Anyway, there is my build, enjoy!
#11
Posted 07 January 2014 - 02:55 PM
Katus, on 07 January 2014 - 11:25 AM, said:
...
My KTO-18 is almost the same but it has one less SSRM and an AMS.
- The KTO-18 has the same number of missile hardpoints.
- The KTO-18 loses one energy hardpoint from the Golden Boy
- The KTO-18 gains room for a much larger engine on the KTO-18
- The KTO-18 has better arm range
- The KTO-18 has better accel/decel
- The KTO-18 has better torso range and twist time
- The KTO-18 costs cbills
#12
Posted 07 January 2014 - 03:03 PM
Orbit Rain, on 07 January 2014 - 11:49 AM, said:
http://mwo.smurfy-ne...81a0c4f2c182e10
http://mwo.smurfy-ne...d88fb3d77a671d7
The armor could use a little more tweaking.
Improved on these builds in the following ways:
- Massive upgrade to the engine. Streaktaro should always be running 350+.
- Artemis. Always bring Artemis. It gives a huge unlisted bonus to lock speed on Streaks.
- Actually cooler: The large engine opens up room for FF, and thus frees room for even more DHS.
- Jammed on Fero with Endo+XL+DHS to squeeze every last drop out of it.
- 1 free slot if you want to convert a DHS to another ton of Streak Ammo, preference depending.
- Likewise a DHS can be dropped to re-upgrade the Medium Laser to a second MPL.
Edited by Victor Morson, 07 January 2014 - 03:06 PM.
#13
Posted 08 January 2014 - 05:55 AM
stuffed with 2 ML, 5 SSRMs and XL355 provides max. speed of 115 kph (including speed tweak).
4 tons of SSRM ammo
Also BAP is mounted. As modules i choosed Adv. Sensor range + Adv. Target decay + Seismic sensors
The only thing missing is AMS (could be difficult if scouts work together with LRM boats)
Also KTO-19 is nice...
Just one SSRM less, but one ML more.
And this one works with XL360 (116,6 kph max speed)
If u select targets carefully, then overall damages per match above 750 are easily possible!
This recommends good tactical understanding
In some posts above the SHD was recommended, what is also a good choice, because
of it's additional hard point for ballistics and JJ.
but be aware...mounting ballistics will cost speed (due to slots/weight balance).
If you want to run a scouthunter then Max speed should be your first choice!
#14
Posted 08 January 2014 - 06:38 AM
Mystique, on 08 January 2014 - 05:55 AM, said:
Depends slightly on your exact objective. My light-killing KTO-19 (linked somewhere above) does only 106kph - I gave up some speed to mount a large laser - but I find it fine. If a light runs away from me, I can't always catch them, but I have enough speed that a light can't stick around and attack my team without being fired upon. If I can chase them away so that they can't do any good, well, that's nearly as good as killing them ;-)
#15
Posted 08 January 2014 - 07:13 AM
Mystique, on 08 January 2014 - 05:55 AM, said:
This recommends good tactical understanding
In some posts above the SHD was recommended, what is also a good choice, because
of it's additional hard point for ballistics and JJ.
but be aware...mounting ballistics will cost speed (due to slots/weight balance).
If you want to run a scouthunter then Max speed should be your first choice!
And my .02 on this...
My Shawk-2D2 mounts 4 SSRMs, and is brutal against lights, but isn't a light hunter per se. At 91kph and carrying a gauss, it is too slow to really chase lights, but those streaks mean that if one gets too close I can deal with them.
And another point on SSRM and damage - it's always good to carry some sort of pinpoint weapon, so you can take advantage of breaches in the armor of your target. If you strip a torso with streaks, it's nice to be able to put a laser in that hole and take them out, rather than filling the air with more missiles and hoping you hit the right spot. Streak heavy mechs tend to end up with impressive damage numbers, but that does not necessarily equate to kills and effectiveness.
Edited by Buckminster, 08 January 2014 - 07:14 AM.
#16
Posted 08 January 2014 - 07:24 AM
Buckminster, on 08 January 2014 - 07:13 AM, said:
My Shawk-2D2 mounts 4 SSRMs, and is brutal against lights, but isn't a light hunter per se. At 91kph and carrying a gauss, it is too slow to really chase lights, but those streaks mean that if one gets too close I can deal with them.
And another point on SSRM and damage - it's always good to carry some sort of pinpoint weapon, so you can take advantage of breaches in the armor of your target. If you strip a torso with streaks, it's nice to be able to put a laser in that hole and take them out, rather than filling the air with more missiles and hoping you hit the right spot. Streak heavy mechs tend to end up with impressive damage numbers, but that does not necessarily equate to kills and effectiveness.
exactly!
Flyto, on 08 January 2014 - 06:38 AM, said:
Depends slightly on your exact objective. My light-killing KTO-19 (linked somewhere above) does only 106kph - I gave up some speed to mount a large laser - but I find it fine. If a light runs away from me, I can't always catch them, but I have enough speed that a light can't stick around and attack my team without being fired upon. If I can chase them away so that they can't do any good, well, that's nearly as good as killing them ;-)
also possible setup. Especially, what you mentioned, if long range weapon is needed.
And 106 kph is still pretty good!
#17
Posted 08 January 2014 - 07:31 AM
Buckminster, on 08 January 2014 - 07:13 AM, said:
My Shawk-2D2 mounts 4 SSRMs, and is brutal against lights, but isn't a light hunter per se. At 91kph and carrying a gauss, it is too slow to really chase lights, but those streaks mean that if one gets too close I can deal with them.
And another point on SSRM and damage - it's always good to carry some sort of pinpoint weapon, so you can take advantage of breaches in the armor of your target. If you strip a torso with streaks, it's nice to be able to put a laser in that hole and take them out, rather than filling the air with more missiles and hoping you hit the right spot. Streak heavy mechs tend to end up with impressive damage numbers, but that does not necessarily equate to kills and effectiveness.
i think we spoke abt pure scouthunters at the beginning of this thread, or?
Thatswhy i recommended a high speed boat.
Btw...i also play SHD, it's a pretty good "allrounder"
Protecting bums from assaults against lights, longe range support, close infight, whatever
In comparison to a Kintaro, those SHD provides more tactical flexibility
Just my opinion
#18
Posted 08 January 2014 - 07:35 AM
Mystique, on 08 January 2014 - 05:55 AM, said:
Putting the biggest engine you could into a Streaktaro was much more effective before the speed cap on lights was lifted. Now, you can't hope to catch lights if they run unless you're in a light yourself (or a Cicada). No matter what speed you're traveling though, 5 Streaks and a BAP is a major deterrent to any light mechs (ECM or otherwise) that want to take pot-shots at the backsides of your teammates. If you take a guardian role and stay with the larger slower mechs, you can go with a much lighter engine, and pack on pair of ER LL, or a PPC and a TAG.
Guardian Streaktaro
Edited by Kaijin, 08 January 2014 - 07:38 AM.
#19
Posted 08 January 2014 - 08:16 AM
Victor Morson, on 07 January 2014 - 03:03 PM, said:
Improved on these builds in the following ways:
http://mwo.smurfy-ne...810569d3da28200
- An XL350, 2MPL, 5SSRM build with endo/ferro,...tradeoff is one ton of ammo and a bit of armor. I also neglected to check off Artemis, considering that it doesn't have anything to do with the weight or weapons on the mech.
The LPL build I'm not gonna change, as for the OP, I'm assuming he's asking about a KTO-18 he owns, not an SDH-2D2, or any other mech that would/may be better suited to killing lights. And left the LPL on that build, considering he probably wants to use a LPL.
Between the two, I'd run the MPL version for light hunting...But between all of the builds, it's a better LRM5 boat with an XL340... Plays like a *much* faster ground bound 6LRM5 CPLT-A1 with TAG, ML, minus one launcher...but that isn't what the OP asked for either.
Edited by Orbit Rain, 08 January 2014 - 08:23 AM.
#20
Posted 08 January 2014 - 08:37 AM
Mystique, on 08 January 2014 - 07:31 AM, said:
i think we spoke abt pure scouthunters at the beginning of this thread, or?
Thatswhy i recommended a high speed boat.
Btw...i also play SHD, it's a pretty good "allrounder"
Protecting bums from assaults against lights, longe range support, close infight, whatever
In comparison to a Kintaro, those SHD provides more tactical flexibility
Just my opinion
Touche. Looking at a dedicated light hunter, the 5th streak of a Kintaro coupled with more speed is certainly better than the Hawk I'm running. I've just never been a fan of such task-focused mechs, because they are usually garbage outside of that task. A 5 SSRM light hunter will get brutalized against a drop of heavies and assaults.
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