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Kit Fox Ideas.


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#1 Shadewolfe

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Posted 19 July 2014 - 01:17 PM

Whelp. Another one of those threads. So. I have not had a chance to play with any of the clan mechs because my computer can't run MW:O so based off of what I've seen on youtube, what I have heard from friends, and my general knowledge at what I am decent at in MW:O, I came up with these builds for a KFX

KFX-Prime : http://mwo.smurfy-ne...fd6ccefd515c46a

KFX-D : http://mwo.smurfy-ne...674306194f31878

KFX-S : http://mwo.smurfy-ne...bd29e83fce88350

Can I get some opinions on these builds please?

#2 MonkeyCheese

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Posted 19 July 2014 - 03:36 PM

View PostDarkwolfe, on 19 July 2014 - 01:17 PM, said:

Whelp. Another one of those threads.


Then why not just join one of the other threads?


Anyway that lb5x fires way too fast for only 1.5 tons of ammo I would say at least 2-3 tons of ammo for an entire match.

The D is fine just keep in mind how slow the ssrm6 reloads, also I wouldnt split ammo across opposite sides of the torso if you dont have to, you have plenty of slots to keep the ammo near the weapon like this http://mwo.smurfy-ne...e058aa23157f5c2 if you lost the right torso in your build then there goes two thirds of your streak ammo.

The S is fine for a stupid fun build that has plenty of dakka to get other snipers off their hills but honestly it is fairly pointless and that ammo will run out really quick.(I run the exact same build on a nova minus the ecm just with more ammo)

If you want dakka without changing the basic idea of the mech why not an UAC5 http://mwo.smurfy-ne...455ea3a46fc3b42 63 shots with an extra erML

Edited by MonkeyCheese, 19 July 2014 - 03:37 PM.


#3 Shadewolfe

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Posted 19 July 2014 - 03:55 PM

View PostMonkeyCheese, on 19 July 2014 - 03:36 PM, said:


Then why not just join one of the other threads?


Anyway that lb5x fires way too fast for only 1.5 tons of ammo I would say at least 2-3 tons of ammo for an entire match.

The D is fine just keep in mind how slow the ssrm6 reloads, also I wouldnt split ammo across opposite sides of the torso if you dont have to, you have plenty of slots to keep the ammo near the weapon like this http://mwo.smurfy-ne...e058aa23157f5c2 if you lost the right torso in your build then there goes two thirds of your streak ammo.

The S is fine for a stupid fun build that has plenty of dakka to get other snipers off their hills but honestly it is fairly pointless and that ammo will run out really quick.(I run the exact same build on a nova minus the ecm just with more ammo)

If you want dakka without changing the basic idea of the mech why not an UAC5 http://mwo.smurfy-ne...455ea3a46fc3b42 63 shots with an extra erML

I did not know where to look and was afraid if I did it would get buried under everything else.

Prime : How fast exactly does the LBX-5 burn through ammo? I am not really sure how to change that build to make it any more viable. I am not super set on the LBX-5 by the way, so that can be changed if you think there is a better build for a Prime

KFX-D : I will be sure to keep my ammo loaded like that then. The slow reload on the SSRM6 does not really bother me that much. If it gets to me too badly I could just swap out the arm for the KFX-D arm and put 2x SSRM2 or 2x SSRM4 's on there. Either way I will get more DPS, with a faster cycle time. But I would lose a MLas.

KFX-S : And this is where the hard decisions come into play. I really really like the idea of a dual dakka setup like that. When i run AC's I usually want to be able to run dual AC's. If I am slightly set on that, what would you recommend I do? (I will save that UAC/5 setup too, just in case)

Edited by Darkwolfe, 19 July 2014 - 03:59 PM.


#4 MonkeyCheese

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Posted 19 July 2014 - 04:25 PM

Well dont worry you came to the right forum section for help anyway

For the AC5s well it depends on which firing mechanic you like better, the ultra and the ac5 shoot a succession of bullets like a machine gun the ac5 cooldown is 1.8 sec while the ultra has a cooldown of 1.66 sec. Then the LB5x also has a cooldown of 1.66 sec and the Inner Sphere ac5 on for the non clan mechs also has a cooldown of 1.66.

For the ammo I would recommend at least 3 for a single ac5 type weapon, that seems to be plenty for my ac5 spider along with it's backup medium laser

As for the dual autocannons well it will always come down to the fact that even with lighter clan weapons it is still only a 30 ton mech and you will constantly have ammo problems, and as it is a kitfox you are too slow to be moving to safety after taking shots compared to a 30ton spider so generally you need be returning fire more often.

The dual ultra AC2 is fun, so go for it if you want to.

Other ideas for ballistic kitfoxes are

#5 Shadewolfe

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Posted 19 July 2014 - 10:46 PM

View PostMonkeyCheese, on 19 July 2014 - 04:25 PM, said:

Well dont worry you came to the right forum section for help anyway

For the AC5s well it depends on which firing mechanic you like better, the ultra and the ac5 shoot a succession of bullets like a machine gun the ac5 cooldown is 1.8 sec while the ultra has a cooldown of 1.66 sec. Then the LB5x also has a cooldown of 1.66 sec and the Inner Sphere ac5 on for the non clan mechs also has a cooldown of 1.66.

For the ammo I would recommend at least 3 for a single ac5 type weapon, that seems to be plenty for my ac5 spider along with it's backup medium laser

As for the dual autocannons well it will always come down to the fact that even with lighter clan weapons it is still only a 30 ton mech and you will constantly have ammo problems, and as it is a kitfox you are too slow to be moving to safety after taking shots compared to a 30ton spider so generally you need be returning fire more often.

The dual ultra AC2 is fun, so go for it if you want to.

Other ideas for ballistic kitfoxes are


I'll give some of those a shot. The Gauss one might give me a reason to finally try the Gauss in MWO

Question on a slightly unrelated note. Is it possible to buy two of the same mech? Like when the Kit Fox comes out for C-Bills, could I have two KFX-S's?

#6 MonkeyCheese

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Posted 20 July 2014 - 05:15 AM

View PostDarkwolfe, on 19 July 2014 - 10:46 PM, said:


I'll give some of those a shot. The Gauss one might give me a reason to finally try the Gauss in MWO

Question on a slightly unrelated note. Is it possible to buy two of the same mech? Like when the Kit Fox comes out for C-Bills, could I have two KFX-S's?


If you really wanted a 4th kitfox then yes you could buy one and its experience level and unlocked skills would be identical. I have 2 locust 1Es just to keep 2 different builds.

But it sounds awful expensive, kitfoxes because of their xl engines and clan tech will be like 6-7 million each.

#7 Shadewolfe

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Posted 20 July 2014 - 08:57 AM

View PostMonkeyCheese, on 20 July 2014 - 05:15 AM, said:

If you really wanted a 4th kitfox then yes you could buy one and its experience level and unlocked skills would be identical. I have 2 locust 1Es just to keep 2 different builds.

But it sounds awful expensive, kitfoxes because of their xl engines and clan tech will be like 6-7 million each.

And that's where all of the special Prime(I) variants come in :mellow:

#8 Shadewolfe

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Posted 22 July 2014 - 10:29 PM

Bringing this thread back for the moment, I was looking at the KFX-Prime and I just like the way the mech LOOKS with the stock loadout, so I changed it a bit and hopefully came up with something a bit more viable.
http://mwo.smurfy-ne...8dfc596cc683b86

#9 MonkeyCheese

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Posted 23 July 2014 - 02:24 AM

View PostDarkwolfe, on 22 July 2014 - 10:29 PM, said:

Bringing this thread back for the moment, I was looking at the KFX-Prime and I just like the way the mech LOOKS with the stock loadout, so I changed it a bit and hopefully came up with something a bit more viable.
http://mwo.smurfy-ne...8dfc596cc683b86

And I shall reply again.

Good luck to ya with that build but I still think ballistics on a kitfox is a hard thing to pull off if they are not machine guns as it is only a 30 tonner ammo is gonna go fast.

#10 Ovion

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Posted 30 August 2014 - 05:53 AM

NEVER take Clan ACs.
They're a stop-gap measure because they couldn't get ammo switching on the CLBXs to work.
They're CLBXs with CUAC stats, so weigh more and take up more space.

As for Kit Fox buils, I'll just quote myself from another thread:

Quote

The Kit Fox, in my opinion, plays more like a Medium mech.
It's not (especially) fast, and can take 15 tons of gear/weapons.
This gives you a reasonable amount to play around with.

I've had success with all of the following:
(Of course you can build this with any 'core' Kitfox, because, Omnipods)
KFX - CECM, CERML, 2xCUAC2
Solid all round suppression and fire support mech.

KFX - CECM, CLPL, 2x CMPL, 2x CMG, Targeting Comp
My current go-to ECM build. Good range, good damage, stick with the team to provide ECM cover and focus fire anything that's hurting.

KFX - 4x CSRM6, 2x CMG
This thing, is hilarious. SRM Knife Fighter, get in close and just wreck whatever gets in your way regardless of its size.
I only ever use the SRMs in Chainfire to avoid Ghost heat, but it doesn't matter.
Rip them open with the SRMs and end it with the MGs.
Needs no fear / mildly suicidal streak when piloting. You can't be timid in it.

KFX - CECM, CERML, CLRM15, CCLRM5, 2xCMG
LRM15 +5 is a 20 for less weight.
Stick with the missile boats, supplying accurate LRM20 fire and ECM cover and you'll do fine.
Added bonus of dissuading enemy lights from hassling your boats because you're quick enough to mess with them.

KFX - 2x CLRM15
Walking LRM30, no ECM, not all that much armour, but lots of missiles.
Run around just avoiding trouble and sandblasting the enemy.
Though I'm ultimately finding the Adder with the above + 2CERML and more ammo/armour a better missile boat.


#11 Ovion

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Posted 30 August 2014 - 06:02 AM

As to this

View PostDarkwolfe, on 22 July 2014 - 10:29 PM, said:

Bringing this thread back for the moment, I was looking at the KFX-Prime and I just like the way the mech LOOKS with the stock loadout, so I changed it a bit and hopefully came up with something a bit more viable.
http://mwo.smurfy-ne...8dfc596cc683b86
Honestly... the lonely Streak2 is pointless.
A standard SRM4, or 6 is better and synergises with the LBX better.
Also, as much as I love Pulse Lasers, they're just too heavy with a cannon based build, switching down to ERMLs means you can fit in that extra ammo.

Try this build for a 'straight prime' KFX-PRIME

#12 CrimsonEye

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Posted 23 December 2014 - 08:40 PM

For my kitfox build , i've make my kitfox D with maximum dmg i can have on it without over heating easily, 2 SRM 6 & 2 SRM4 , with 700 ammo and heatsinks which allow to spam for few times , the reason why i don't make all srm6, it's because it will over heat too quick and mostly u'll get your self shutdown before u can take out the enemy mech, especially heavy n assault class.
Also, due to the CD of the different weapon which allows u keep continue firing non-stop after your 1st shot.
[smurfy]http://mwo.smurfy-ne...ffdd5cd53f68117
As my kitfox prime, 2AMS + ECM, with 3 Medium pulse lasers. plus a TC 3 for better ranges
[smurfy]http://mwo.smurfy-ne...4e8b5ddf573ec46

Edited by CrimsonEye, 23 December 2014 - 08:41 PM.


#13 CrimsonEye

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Posted 23 December 2014 - 10:36 PM

My other options:
My Kitfox -D
[smurfy]http://mwo.smurfy-ne...33e231ba0c47e2f[/smurfy]

Kitfox- Prime
[smurfy]http://mwo.smurfy-ne...3d148807e0b70ba[/smurfy]

Kitfox - Prime (long range support with tag + ECM)
[smurfy]http://mwo.smurfy-ne...b69a1a533e7e74d[/smurfy]

Kitfox - S
[smurfy]http://mwo.smurfy-ne...048b97e975e9037[/smurfy]

Edited by CrimsonEye, 23 December 2014 - 10:38 PM.


#14 Tor Jorgensson

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Posted 01 January 2015 - 10:10 PM

View PostOvion, on 30 August 2014 - 05:53 AM, said:

NEVER take Clan ACs.
They're a stop-gap measure because they couldn't get ammo switching on the CLBXs to work.
They're CLBXs with CUAC stats, so weigh more and take up more space.

As for Kit Fox buils, I'll just quote myself from another thread:


Has the viability of any of those builds changed at all Ovion?

I am playing a Free account, and as a big fan of Battletech lore, who was trying to get enough mechs with my cadet bonus c-bills to level past the basics, opted to honor my Jade Falcon heritage with 3 Kit Foxes.

Now I find myself with 3 Kit Foxes, and many millions of c-bills away from being able to add anything larger/more effective to my mechbay.

I am intrigued by the SSRM/MG build for example, as a potential way to up my c-bill earnings per game. Leaning toward stripping all the parts and pods off of everything and keeping the Prime CT to build off of, while selling the D and S CTs.

#15 Lagster

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Posted 01 January 2015 - 10:42 PM

I personally do well in the UAC/5 + 3 ERML build, the torso AC is very high mounted which makes it good for hill humping.

#16 Tor Jorgensson

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Posted 01 January 2015 - 10:50 PM

Is there any reason to keep all 3 Kit Fox cores once they're leveled up?

It seems, as Ovion mentioned, that I can build any possible Kit Fox loadout on any of the 3 Kit Fox cores, and I could definitely use the c-bills from selling two of them. Also, is there any reason to keep one of the cores over the other, beyond, say, personal preference?

#17 Ovion

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Posted 03 January 2015 - 03:46 AM

View PostDamon Mattlov, on 01 January 2015 - 10:10 PM, said:

Has the viability of any of those builds changed at all Ovion?

I am playing a Free account, and as a big fan of Battletech lore, who was trying to get enough mechs with my cadet bonus c-bills to level past the basics, opted to honor my Jade Falcon heritage with 3 Kit Foxes.

Now I find myself with 3 Kit Foxes, and many millions of c-bills away from being able to add anything larger/more effective to my mechbay.

I am intrigued by the SSRM/MG build for example, as a potential way to up my c-bill earnings per game. Leaning toward stripping all the parts and pods off of everything and keeping the Prime CT to build off of, while selling the D and S CTs.
Yes.
Some have changed, most radically my old favourite, the 2xCUAC2 build, which you cannot physically make anymore due to the recent fixed JJ change.

The rest of them just need slight adjustments to account for the placement of the JJs, but are otherwise still perfectly usable.

I reccomend the LPL, 2MPL ECM mech as a solid core Kit Fox.

View PostDamon Mattlov, on 01 January 2015 - 10:50 PM, said:

Is there any reason to keep all 3 Kit Fox cores once they're leveled up?

It seems, as Ovion mentioned, that I can build any possible Kit Fox loadout on any of the 3 Kit Fox cores, and I could definitely use the c-bills from selling two of them. Also, is there any reason to keep one of the cores over the other, beyond, say, personal preference?
No there is not currently.
After you Elite / Master the chasis, feel free.

There will be a Quirk pass soonish for Clans, so it may change as to which CT you want to keep, but make sure you strip the Omnipods off before you sell the mech regardless, and you'll get to keep them too.

That said, I'd reccomend playing some CW at some point for the free bays, and if you like the game, even if you don't get anything else, definately grab the 3000MC bundle once you're out of bays, as it'll neatly get you 10 mech bays for much more freedom in your mech choices.

As to chasis in general, I do have a list of the Clan and IS mechs that are worth keeping, and the ones you can just get rid of, if you want I'll dig it out and post it.

#18 Tor Jorgensson

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Posted 04 January 2015 - 01:36 AM

That would be awesome, thanks!

#19 Ovion

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Posted 04 January 2015 - 03:52 AM

No Problem, here you go -

Quote

Is it worth selling your mech(s)?:
Clans:
For Clans, it's a little more clear.
If there's no Unique CT omnipod 'Core', it's only worth keeping one, once the chasis has been elited/mastered, as you'll be able to retain the omnipods, and effectively keep all versions of the mech.
Generally this will be the Prime if an (I) variant, otherwise just down to preference.
Only keep more if there's any other 'standing builds' you want to keep ready to go, or multiples you want for Community Warfare.
Though remember, Clans are due a Quirk Pass soon, which may affect your choices.
25t - MIST LYNX (with 3 variants) - no unique CT.
30t - KIT FOX (with 3 variants) - no unique CT.
35t - ADDER (with 3 variants) - no unique CT.

45t - ICE FERRET (with 3 variants) - A+C variants have 1E in CT. Worth keeping at least A or C +Prime (if (I)).
50t - NOVA (with 3 variants) - S has AMS in CT. Potentially worth keeping S variant + Prime (if (I)).
55t - STORMCROW (with 3 variants) - no unique CT.

60t - MAD DOG (with 3 variants) - no unique CT (B CT has Artemis stock)
65t - HELLBRINGER (with 3 variants) - no unique CT.
70t - SUMMONER (with 3 variants) - no unique CT.
75t - TIMBER WOLF (with 3 variants) - Prime has 1B in CT, C has 1E in CT, S has +1 fixed JJ in CT. Potentially worth keeping all 3, though S is expendable.

80t - GARGOYLE (with 3 variants) - Prime has 1E in CT, D has 2E in CT. Worth keeping D +Prime.
85t - WARHAWK (with 3 variants) - B has 1M in CT. Worth keeping B +Prime (if (I)).
100t - DIRE WOLF (with 3 variants) - B has 1E in CT. Worth keeping B +Prime (if (I))
Inner Sphere:
For the Inner Sphere, it only really comes down to how similar any 2 particular variants are, if multiples are wanted for CW and personal preference, as to which you'll buy in the first place, and which are worth keeping afterwards.
The ones that are basically identical are:
20T - Locust - 1E, 3M (little difference, 1E objectively better, though now 3M has the SPL quirks, still mostly preference)
1M, 3S (1M does the same thing and is just flat better)
25T - Commando - 1D, 3A (same mech, just one has a shield arm, one has spread hardpoints, Post quirks the 1D encourages MPL use, the 3A SRM6 use)
35T - Firestarter - A, K, S (A+K are the same. Post Quirks, A is now brutal, the S is nice, but is the other 2 with +1 AMS, -1E)
35T - Jenner - D, K (The K is jsut the D with one less missile hardpoint, with only MPL quirks to help it)

40T - Cicada - 2A, 2B (The B has 1 less E point, otherwise effectively the same. B has slightly bigger MPL quirks, this helps)
45T - Vindicator - 1AA, 1R (I'm sure last time I looked at these too they were *identical*. Now one has more JJ, a second AMS and 1 less E point. Quirks are decidedly meh on both)
50T - Trebuchet - 3C, 5N (Same, just the 3C is better. Even the quirks are basically the same)

60T - Quickdraw - 4G, 4H (pretty similar, no particular reason to have both)

85T - Stalker - 3F, 5S (If you have one, no particular need for the other, though one has SRM6 bonuses, and the other LRM10)
100T - Atlas - RS, S (with the release of the S, the RS will just be the S-Lite. The S has better quirks too)


For clan mechs, I want to wait for the Quirks, but I see my Summoners going away at the very least.

#20 Tor Jorgensson

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Posted 12 January 2015 - 08:37 PM

Thanks very much. :)





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