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The Kintaro


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#1 Roachbugg

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Posted 09 February 2014 - 06:29 AM

So i am very interested in this chassis a mixed energy and srm brawler mech appeals to me my only concern i have, is all of them i find myself building in smurfy feel like the same loadout copy pasted over and over ;)

http://mwo.smurfy-ne...5e1db5b61f803ad

but this is what i came up with for my starting Kintaro. Using the xl300 i have laying around from my jenners also i have an xl 275 laying around from my heavy metal back when i ran that with an xl.

#2 Koniving

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Posted 09 February 2014 - 06:34 AM

Only issue: Ghost heat.

But since you're at it you know what I don't really see much of at all in the designs of most people?

Variety. Since you can't fire it all without the ghost heat of using 4 SRM-6s, why not pack some LRMs along side the SRMs? Soften them up at range then come in for the kill.

This is just an example build I threw together using LRMs and Streaks (because Artemis made the SRMs + LRMs too heavy and streaks benefit from Artemis with a faster lock without a penalty because PGI isn't the most competent developer). Ignore the armor as I didn't bother with it or want to reveal my armor secrets. Though I do suggest plenty of front armor.

Edited by Koniving, 09 February 2014 - 06:39 AM.


#3 Roachbugg

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Posted 09 February 2014 - 06:42 AM

ghost heat won't really be a problem just set the 4s to a separate group from the sixes and make sure there is .5 second delay when i fire. I still run 9 mediums on a swayback by doing this i fire the six in the hunch then twist around for a bit then fire the other three.

#4 Xeno Phalcon

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Posted 09 February 2014 - 06:50 AM

I would convert the pulse lasers to standards, one of the SRM6's to a SRM4, drop the CT srm4 entirely and upgrade the rest to artemis, should have spare weight for another heat sink. lasers in one group, torso SRMS in another and a arm in a third group (to help get around derp heat).

Edited by Xeno Phalcon, 09 February 2014 - 06:51 AM.


#5 Roachbugg

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Posted 09 February 2014 - 07:04 AM

Doesn't artemis make the already abysmal hit detection for srms worse?

#6 Arnold J Rimmer

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Posted 09 February 2014 - 07:08 AM

View PostRoachbugg, on 09 February 2014 - 07:04 AM, said:

Doesn't artemis make the already abysmal hit detection for srms worse?

Not noticed an appreciable difference, myself. The tighter grouping would mean that more missiles impact something in a shorter time though, which IIRC is the reason their hit detection is so bad.

#7 Roachbugg

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Posted 09 February 2014 - 07:15 AM

http://mwo.smurfy-ne...67c55a9db93f941 revised with artemis

#8 mack sabbath

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Posted 09 February 2014 - 09:57 AM

This only runs hot if you spam the PPC:

http://mwo.smurfy-ne...fa33f5694e8916c

Chain fire the Streaks, same cockpit shake as an AC/2 x 5.

Edited by Die Primate Die, 09 February 2014 - 09:58 AM.


#9 Roosterfish

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Posted 09 February 2014 - 12:03 PM

Roach, one suggestion I have if you keep that build is to swap the two SRM6's out of the arm and put them into the CT/RT or both in the RT.

I play Kintaro's a good bit and they do lose arms often. No need to lose any firepower that you don't have to.

#10 Kjudoon

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Posted 09 February 2014 - 12:30 PM

Nice Splataro, but till SRM hit reg is fixed, this is a long time coming for being very useful. And the Shadowhawk still does it better right now. :P

Edited by Kjudoon, 09 February 2014 - 12:31 PM.


#11 Modo44

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Posted 09 February 2014 - 12:40 PM

Some ideas:
KTO-18 mixed short range
KTO-19 LRM boat or direct fire LRM trollboat
KTO-20 mixed range or long range sniper

#12 xengk

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Posted 10 February 2014 - 12:58 AM

SRMs in the arm have problem converging with torso SRMs, best to have them as 2 separate fire group.
Not only you get better missile converge, you also avoid heat penalty. The 1-2 punch also give enemy smaller window to retaliate as your missiles shake him.

KTO-18
Added Artemis to reduce missile spread
Remove CT SRM4 for weight
Swap the placement of SRM4 with SRM6, if you lost the missile arm your fire power does not diminish too much
Replace MPL with standard ML, extend your hitting range to 540m

#13 Bacon_Warrior88

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Posted 21 February 2014 - 12:32 PM

http://mwo.smurfy-ne...4f4ff0af9b58fb3





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