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Kit Fox Mech Feedback - 1.3.299


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#1 Kyle Polulak

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Posted 17 June 2014 - 11:29 AM

Greetings MechWarriors!

Please provide us with your likes, dislikes, and feedback on these Mechs:
  • KFX-Prime
  • KFX-D
  • KFX-S
  • KFX-C (Arm Omnipod only)


#2 Platinum Spider

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Posted 17 June 2014 - 08:25 PM

Too slow for a light mech. PLEASE let us change engines.

#3 Zerberoff

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Posted 17 June 2014 - 10:44 PM

Speed isnt everything, especialy when the light is compareable to a IS Medium and for that is has a propper speed.

I havent tryed him yet, but realy looking forward to it, its slow speed doesnt bug me in advance.

Edited by Zerberoff, 17 June 2014 - 10:45 PM.


#4 Mathium

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Posted 17 June 2014 - 10:49 PM

Kit Fox S right arm doesn't have the option to add Lower arm and hand actuators. Intended or overlooked?

#5 Kageru Ikazuchi

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Posted 17 June 2014 - 10:55 PM

While the servers were down, and I couldn't log in, I pored through all the Clan 'Mech Specifications, and found this:

Quote

KIT FOX D:
Omni Pod Quirks
- Left Torso: +5 degrees Torso Turn Rate (Yaw)
- Right Torso: +5% Torso Turn Angle (Yaw)

I may be mistaken, but it looks like you got a couple of things transposed ... all other Turn Rate quirks are measured in percentage, and all other Turn Angle quirks are measured in degrees.

#6 Vellyn

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Posted 17 June 2014 - 11:40 PM

Seem unable to increase armour on any location. I can reduce it but I can't even increase it back to stock levels.

#7 MonkeyCheese

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Posted 18 June 2014 - 12:39 AM

The AMS platform and each of the AMS pods still look way too big, compared to any other light they are just huge.

Other than that I will just await more omnipods to be added.

#8 Platinum Spider

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Posted 18 June 2014 - 12:44 AM

When you equip all 3 AMS the pad rack doesn't fit, and sticks out the side a bit. On another note aren't Clan AMS supposed to be lasers?

#9 topgun505

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Posted 18 June 2014 - 06:26 AM

Will get into more detail later tonight, but for right now I can say that the KF is not as bad as I thought it was going to be. You just can't play it like a IS light. It isn't meant to be a fast strike platform. It has neither the armor or speed to do so effectively. I swapped pods out and put on JJs, ECM, 2× ERLL, 2x MG. Hang back with the heavier snipers in the main body and throw in your damage along with them and provide them with ECM coverage and bring the MGs into play for units that are cored or to help shoo away lights that come in to try and harass.

Got 3 kills with it in my last game last night (one of which was a Dire Wolf). Will it win a 1 on 1 fight vs a Jenner? Probably not. But that's not what it's meant for.

Edited by topgun505, 18 June 2014 - 06:28 AM.


#10 Miles McQuiston

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Posted 18 June 2014 - 07:30 AM

Although the chassis is workable the fact that a 30 ton maxes out at 106 with speed tweak is ridiculous. It is essentially a light that cannot function as a light, you can't scout very well when most mediums can run you down and finish you in a couple of streak volleys. What is the Kit Fox.....A poorly armed and under armored medium mech. Why would I pilot a 30 ton mech at 106 when I can jump into a 55 ton that runs the same speed and packs a lot more punch? Exactly I wouldn't, but alas it is what it is.

As far as workable, all mechs are workable, play style and weapon load out can make anything work. If you aren't going to change the engine lock rule at least get working on releasing a proper light for the clans, so we can buy the damn thing.

#11 Conreg

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Posted 18 June 2014 - 08:58 AM

I will probably have to paint one of these things bright green and name it Kermit or Kit-Frog or something.

#12 Felio

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Posted 18 June 2014 - 10:08 AM

Something needs to be done about the right arms. Even with the different bonuses, hard points and penalties, the KFX-C and its ECM + 3 AMS are unbeatable, even if you only use the ECM. You had to have suspicions about that. Are you just waiting until you can code more tech for the quirk system? You have something special in store?

On the subject of quirks, I really do not like the penalty to turn speed that come with the KFX-S legs. It's already very sluggish for a light -- I understand that it is more of a light-medium hybrid. Perhaps increase the extra health for the legs without JJ instead? No that this mech really gets legged. It's slow enough that people just focus on my torsi.

Maybe it's exacerbated because you didn't really give fans of light mechs anything in this package.

But on the whole, I think you need to pull back on the penalties (preferably eliminate them) and focus more on the bonuses.

#13 Scrad

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Posted 18 June 2014 - 07:10 PM

it kind of feels wrong that any other light mech and even some Medium mechs from the IS range can outrun this guy.

The allowance of engine switch outs for IS mechs used to be cool when all lights could do it but with all omni mechs being engine locked it now feels like the IS mechs have that huge advantage of speed over the clanners which in a battle means the clans basically getting surrounded and outflanked at high speed.

Having said that mostly it's a new playstyle for light pilots to learn as the Dasher didn't make it into the mix as a 200kph mech kinda breaks the engine (remembering the commando's doing it in beta)

#14 Jonny Taco

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Posted 19 June 2014 - 03:38 AM

People are expecting things from the kfx that it's not designed to do... Currently there is no "Fast" clan mech in the game, both of the lights are high firepower/utility glass cannon medium speed mechs... Just have some patience, there will be plenty of extremely fast clan light and medium mechs within due time.

#15 Ryvucz

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Posted 19 June 2014 - 03:49 AM

The legs seem easily destroyed.

Hitbox maybe?

#16 RustyBolts

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Posted 19 June 2014 - 04:26 AM

Really SLOW. Cant take punishment. It appears that all clan light and assault mechs are just support for the mediums and heavies.

#17 Miles McQuiston

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Posted 19 June 2014 - 06:49 AM

The engine limitation makes it such that this mech can only fulfill a limited role in the game. Everyone keeps calling this mech a "light medium". People will reference lore that supports the fact that this mech is fulfilling its role according to lore. I am a huge Battletech fan, but at the same time it does not make sense in a Mechwarrior game to adhere strictly to lore. It hasn't been done with a myriad of things in MWO, so why now? Why adhere to lore sometimes and not others?

I await a proper light mech for the clans......

#18 Felio

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Posted 20 June 2014 - 02:54 PM

The KFX-S right arm omnipod (2 energy, no quirks) has no lower arm or hand actuators. Are you kidding me? I would never, ever use this.

The KFX-Prime left arm omnipod (2 energy, no quirks) does have those actuators.

#19 Fuggles

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Posted 27 June 2014 - 07:15 AM

after getting all 3 variants to elite level with the x2 bonus, i can say that the kitfox needs a increase in turn rate. it actually feels clumsy to me because of the low turn radius. this is especially true on the S with the turn rate penalties (due to having JJs i guess).

what it would appear is that it gets the turn rate based off the engine speed and having such a small engine for a light makes it low in comparison to the 150kph lights of the IS.

its ok if its slow, its still a versatile fun mech, but it should at least be alot more nimble.

#20 Xavier

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Posted 27 June 2014 - 07:56 AM

I actually like the kitfox I have found it very useful when tag teaming with LRM boats equiping narc and TAG as well as being an anti-missile support for the same LRM boats benefitng from my loadout. It will never carry the battle by itself but in a support role it does exceptionally well.





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