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Public Test - Clans - Kit Fox


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#21 dak irakoz

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Posted 12 June 2014 - 09:59 PM

This mech is tons of fun. Exactly what I was looking for.

#22 LordKnightFandragon

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Posted 12 June 2014 - 10:14 PM

A Poor Kitfox pilot shut down right at my feet with his back armor to me. That sure was a moment of fun......drilled him with like 6 PPC blast and down he went =D

#23 Pezzer

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Posted 12 June 2014 - 10:48 PM

The Kit Fox is great. Just wish I could've tried the ECM out before server went down...

#24 Koniving

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Posted 13 June 2014 - 12:38 AM

On the size complaint..

Here's Locust, various Clan and IS 35 tonners, 50 tonners, and 55 tonners mechs compared side by side from the side perspective.
Spoiler


Of course according to official BT scale, both the Adder/Puma and Kitfox/Uller are taller than the Nova. But in MWO they are smaller.
Be thankful. :)

#25 Carrioncrows

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Posted 13 June 2014 - 01:48 AM

Kit Fox feels very good.

I like it.

#26 DSA frozoon

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Posted 13 June 2014 - 02:40 AM

Haven't gotten on the server yet, something about an ECM arm? Heck yeah!

#27 Wolf Clearwater

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Posted 13 June 2014 - 03:55 AM

I really loved my Kit Fox, I felt but the model is a little too large. Being stuck with a slow speed makes survivability too low with the being easier to hit as well. The Kit Fox and Adder need to be in closer proportion with IS lights. The KF is about the same size as a cicada (wish I had seen a cicada to get a screenshot), too big. So complaint done - I love my KF, thank you very much for the "C" variant arm adding 3x AMS and ECM to the loadout. The adaptability of the KF is very nice.

P.S. I saw Koniving's post.....the KF still seems larger, perhaps it feels that way because there were no IS lights for comparisons in the games I played in. That said, and because of the slow speed - it still needs to be a little smaller model.

Edited by Wolf87535, 13 June 2014 - 04:13 AM.


#28 Aleski

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Posted 13 June 2014 - 03:57 AM

This mech is really great and fun :

The tactic with the slow speed : i was sticking and hiding behind big guys, and shooting the ennemies with UAC/5 and SSRM4... It's really a new experience on light mech piloting!

=)

#29 Wispsy

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Posted 13 June 2014 - 04:07 AM

Too slow, by far. Can get some good damage numbers if completely ignored and against people new to the game with no previous fps experience...will get 1/2shot by anybody who has the ability to reliably hit a hunchback anywhere on its body 3/4 times at 500m or less...

Will be unplayable at high Elo, completely...people are rarely missing light mechs running at 150kph right now...There is a reason that even ECM 800m+ sniper lights still do not risk running less then 130kph...



Thank you once again for ******* over my favourite class...lets hope you can force a load of people into it with your matchmaker rewrite...because I think I might as well just go back and relearn to poptart properly...

Edited by Wispsy, 13 June 2014 - 04:09 AM.


#30 SpiralFace

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Posted 13 June 2014 - 04:20 AM

View PostKoniving, on 13 June 2014 - 12:38 AM, said:

On the size complaint..

Here's Locust, various Clan and IS 35 tonners, 50 tonners, and 55 tonners mechs compared side by side from the side perspective.
Spoiler


Of course according to official BT scale, both the Adder/Puma and Kitfox/Uller are taller than the Nova. But in MWO they are smaller.
Be thankful. :D


Thanks for that, that definatly helps.

It doesn't look as bad here, but still, the Kit Fox is about as big as a fire starter but has a much wider side profile. (would love to see it in comparison to a spider as its the same weight.) The Adder also doesn't look too bad in side view compared to things like the raven (but is still much larger then the firestarter or the Jenner,) But the big thing with it is that is is very WIDE compared to the Raven, which makes it the largest scaled 35 tonner currently out there.

These aren't so bad that they are out of sync with everything else, but they are still tracking on the larger size for their weights, and that in combination to their locked slow speeds will do them in more than anything. Under normal circumstances, I would be fine with it, as the XL's REALLY add to their survivability from torso destruction, but that doesn't save them from getting their legs cut out from under them.

#31 Wolf Clearwater

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Posted 13 June 2014 - 04:29 AM

View PostSpiralFace, on 13 June 2014 - 04:20 AM, said:


Thanks for that, that definatly helps.

It doesn't look as bad here, but still, the Kit Fox is about as big as a fire starter but has a much wider side profile. (would love to see it in comparison to a spider as its the same weight.) The Adder also doesn't look too bad in side view compared to things like the raven (but is still much larger then the firestarter or the Jenner,) But the big thing with it is that is is very WIDE compared to the Raven, which makes it the largest scaled 35 tonner currently out there.

These aren't so bad that they are out of sync with everything else, but they are still tracking on the larger size for their weights, and that in combination to their locked slow speeds will do them in more than anything. Under normal circumstances, I would be fine with it, as the XL's REALLY add to their survivability from torso destruction, but that doesn't save them from getting their legs cut out from under them.


Kit Fox is 30 tons like the spider, so it should not be same size as jenner, raven and firestarter. The KF should be spider sized, or maybe a hair smaller.
"So in other words, the box I am in is tougher, tighter and lighter than what I am used too?" -Phellan Kell on the Kit Fox

Edited by Wolf87535, 13 June 2014 - 04:31 AM.


#32 Shiro Matsumoto

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Posted 13 June 2014 - 07:57 AM

Great little mech, i just fear the ECM/3AMS - arm will be mandatory.

#33 Roadkill

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Posted 13 June 2014 - 10:15 AM

I liked the way the cockpit looked - it feels somehow sleeker and classier than Inner Sphere Mechs. The new sounds pack is great, too.

One bug I found - I had my KFX-D selected but clicked on the Configure button for the KFX-S. Nothing happened, or so it seemed, other than selecting the KFX-S. At that point I couldn't click on any Mechs or configure buttons, so I tried the "Home" tab and that worked. Clicked back to the Mechlab and it showed the KFX-D selected again. Odd. I tried selecting the KFX-S but nothing happened. After clicking on a few other things to no avail, I tried launching and that worked. But despite the Mechlab constantly showing me back in the KFX-D, I actually launched in the KFX-S. After the mission everything seemed to be fine again.

KFX-Prime(I)
What's the (I) stand for? Invasion?

Prime omnipods all list a 2.5% bonus, but don't say what it is. 2.5% of what?

Why do we care if we have 7/8 or 8/8 of the same pod set? I didn't see anything telling me why I might want a complete set.

Prime's hardpoints are pretty good on their own, but it becomes a really nice sniper if you replace the right arm with the C omnipod. 3 energy with ECM is very nice even at only 97 kph.

KFX-D
I tried this variant with 4 x CLRM-10 and it was very meh. Clan LRMs feel like they do even less damage than IS LRMs if that's even possible. I have to admit that I thought than an LRM-40 light running around at 97 kph was going to be overpowered, but it was ultimately very underwhelming. And I don't think it was due to ripple fire as I didn't see that much AMS in my battles. The LRMs were hitting... they just weren't adding up.

So I tried it with 4 x CSSRM-6. 7 second cooldown is terribad. Stripped those off immediately and replaced them with 4 x CSRM-6. That build is much better, though on a 30-ton Mech it takes some effort to survive long enough to put it to good use.

Even better was 2 x CLRM-15 in the left arm and then swap out the right arm for the C Omnipod and carry ECM and TAG. Potentially a very nasty little Mech, but again I was underwhelmed by Clan LRMs. Again it wasn't that they weren't hitting (at least visually), but that they simply don't seem to be doing enough damage.

KFX-S
Those high-mounted shoulder Ballistics are going to be really nice. By the time I got to the KFX-S I only had a couple of missions left, so I didn't really get to experiement. Looks like it should be able to mount a pair of CUAC/5s above the head. In theory you should be able to shoot things that you can't see because the mounts are higher than the cockpit. Put on a C omnipod right arm for ECM and you should be able to snipe with your Mech virtually invisible. Really wish I'd had the chance to try that!

#34 Koniving

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Posted 13 June 2014 - 10:37 AM

View PostWolf87535, on 13 June 2014 - 04:29 AM, said:


Kit Fox is 30 tons like the spider, so it should not be same size as jenner, raven and firestarter. The KF should be spider sized, or maybe a hair smaller.
"So in other words, the box I am in is tougher, tighter and lighter than what I am used too?" -Phellan Kell on the Kit Fox


Spider is as tall as the Firestarter, but not as bulky.

If you read that scale though, the Kitfox is supposed to be significantly taller than the Nova (but not nearly as wide). Then go on to other scales they have then Spiders are taller than Commandos, and Commandos in some strange little sense are exactly as tall as Hunchbacks (which Hunchbacks are supposed to be very unusually short for a 50 ton humanoid mech with most of its weight in armor comparable to 55, 60, and 65 ton battlemechs.

------------

But back on topic.

I rather liked the Kitfox and had no major issues. What I liked most was the hidden extra arm. I think many of the mechs should have more configurations in body parts than the actual physical mechs.

Thinking back on it though, there were no physical jumpjet models. I had jumpjets, but they came out of random calves and back spaces with no point of emission. This was true of every mech I used that jumped, actually, in third person.

#35 Nicholas Carlyle

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Posted 13 June 2014 - 10:44 AM

View PostWispsy, on 13 June 2014 - 04:07 AM, said:

Too slow, by far. Can get some good damage numbers if completely ignored and against people new to the game with no previous fps experience...will get 1/2shot by anybody who has the ability to reliably hit a hunchback anywhere on its body 3/4 times at 500m or less...

Will be unplayable at high Elo, completely...people are rarely missing light mechs running at 150kph right now...There is a reason that even ECM 800m+ sniper lights still do not risk running less then 130kph...

Thank you once again for ******* over my favourite class...lets hope you can force a load of people into it with your matchmaker rewrite...because I think I might as well just go back and relearn to poptart properly...


I was honestly surprised by all the upbeat posts before yours, because this was my thought process as well.

It needs to move at minimum 120 before speed tweak.

You basically HAVE to equip the ECM OmniPod...and that only prolongs things.

#36 Sereglach

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Posted 13 June 2014 - 11:24 AM

For people complaining about size and speed, here's something else to consider: Clan mechs do NOT play like inner sphere counterparts.

Here are the two main ways the clans see light mechs:

1. The Dasher/Firemoth is one of the very, very few fast clan mechs . . . especially in this era. It is made for delivering infantry and elementals to the battlefield and garrison work. Otherwise it was given to what basically equated to "washouts" of mechwarriors to attempt to earn honor by charging aggressively into battle and acting as a first wave of shock-troops. Scouting was never in its assignment priorities. This leads into the next point . . .

2. Clans do NOT use IS scouting tactics. Period. You don't have a need to scout, you're supposed to know what your enemy is bringing through the whole bidding process and "Zellbrigen" Honorable Combat. Clanners do not scout, they use lights for "recon in force" tactics minimally ahead of main elements and to act as screening mechs for main bodies.

Keeping those two points in mind, Clan light mechs require a SIGNIFICANTLY different play style than inner sphere light mechs. Even then, in lore many of the IS light mechs traveled about the same speed as their Clan counterparts (Commando, Raven, Firestarter, Wasp, Wolfhound, etc.), and not much faster. Mechs that were exceptions to this (Flea, Mongoose, Locust, Spider, Cicada, Jenner, etc.) either committed much more to engines than firepower, or used MASC to close the speed gap for scouting runs.

However, the reason for IS light mechs to have the huge engines was the difference in tactics. IS lights scout, hit and run/strafe, use guerilla tactics, and mostly avoid direct combat. Clan mechs do not. Clan light mechs engage their targets head on through "honorable and fair" tactics, fight their enemies one on one, and are designed to hit far above their weight class to engage foes in such methods of combat.

----------------------------------------

Now, to the reason I make these points. I had no problem playing the Uller, and had no need to go 120+kph. I ran as a screening mech assisting the main body in close quarters combat and picking on the weakened targets of the enemy team. I also had significantly more firepower and armor than other comparable light mechs, so catching a Raven/Jenner/Firestarter in close quarters spelled its doom. Ripping into another light mech (which was heavier than me, no less) with any of the weapons combinations I ran yesterday, put out a barrage of fire that was nearly double (or more) the damage any of those mechs could put out in the same timeframe.

#37 Nicholas Carlyle

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Posted 13 June 2014 - 11:48 AM

View PostSereglach, on 13 June 2014 - 11:24 AM, said:

For people complaining about size and speed, here's something else to consider: Clan mechs do NOT play like inner sphere counterparts. Here are the two main ways the clans see light mechs: 1. The Dasher/Firemoth is one of the very, very few fast clan mechs . . . especially in this era. It is made for delivering infantry and elementals to the battlefield and garrison work. Otherwise it was given to what basically equated to "washouts" of mechwarriors to attempt to earn honor by charging aggressively into battle and acting as a first wave of shock-troops. Scouting was never in its assignment priorities. This leads into the next point . . . 2. Clans do NOT use IS scouting tactics. Period. You don't have a need to scout, you're supposed to know what your enemy is bringing through the whole bidding process and "Zellbrigen" Honorable Combat. Clanners do not scout, they use lights for "recon in force" tactics minimally ahead of main elements and to act as screening mechs for main bodies. Keeping those two points in mind, Clan light mechs require a SIGNIFICANTLY different play style than inner sphere light mechs. Even then, in lore many of the IS light mechs traveled about the same speed as their Clan counterparts (Commando, Raven, Firestarter, Wasp, Wolfhound, etc.), and not much faster. Mechs that were exceptions to this (Flea, Mongoose, Locust, Spider, Cicada, Jenner, etc.) either committed much more to engines than firepower, or used MASC to close the speed gap for scouting runs. However, the reason for IS light mechs to have the huge engines was the difference in tactics. IS lights scout, hit and run/strafe, use guerilla tactics, and mostly avoid direct combat. Clan mechs do not. Clan light mechs engage their targets head on through "honorable and fair" tactics, fight their enemies one on one, and are designed to hit far above their weight class to engage foes in such methods of combat. ---------------------------------------- Now, to the reason I make these points. I had no problem playing the Uller, and had no need to go 120+kph. I ran as a screening mech assisting the main body in close quarters combat and picking on the weakened targets of the enemy team. I also had significantly more firepower and armor than other comparable light mechs, so catching a Raven/Jenner/Firestarter in close quarters spelled its doom. Ripping into another light mech (which was heavier than me, no less) with any of the weapons combinations I ran yesterday, put out a barrage of fire that was nearly double (or more) the damage any of those mechs could put out in the same timeframe.


Yes, yes. But when you go up against Eglar or Proton and they are full on meta, you are going to get literally one shotted the moment you poke your head out.

All the firepower in the world doesn't fix that.

It's the reason the 2X and 4X have always been DOA.

#38 SpiralFace

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Posted 13 June 2014 - 11:57 AM

I get the aspect that they have to be used differently from IS lights, but given that they are already capped by speed by design, the only other thing they got is their physical size.

When they are both bigger then mechs of similar sizes AND as slow as a medium, they are going to get legged super quickly due to their low speed, low armor, and larger then average geometry size for their tonnage.

Has nothing to do with play style, (which is fine that they are different,) Has everything to do with how easy they are going to be to hit due to the things I just posted above, and there is nearly nothing you can do to stop it.

#39 Nicholas Carlyle

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Posted 13 June 2014 - 12:27 PM

About the only thing Kit Fox's do better than IS Lights is using dual UAC2's or CLRM's.

You can't wade in with SRMs or Lasers because you'll get smoked.

#40 GLIZZY GULPER

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Posted 13 June 2014 - 12:55 PM

I tried 2 MG 4 ERML last night to moderate success. 500+ damage against DWs and TWs and all that jazz. Not too bad. Triple AMS and ECM umbrella for support. It can even mount a UAC/20 and some ERSL, and then jump at the same time.

Edited by Tal Ravis, 13 June 2014 - 12:55 PM.






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