My First Mech - My First Kit Fox
#1
Posted 07 February 2015 - 04:02 AM
I haven't played a real Battletech game since the original Mechwarrior I think. But when I did I did like the light mechs, and in that game taking a Locust to people's legs was a pretty viable strategy. It's obviously a bit harder here, but based on what I have done in playing, even though I am new and all, I think a light mech is for me if nothing else but for the ability to run when I get into trouble. Ditto for Jump Jets.
I read a bunch of stuff about the Kit Fox and I thought it would be a fun mech to do. I also thought it would be a good idea to have ECM and be a sniper since that would remind me to duck and cover more and focus my damage on that first shot/volley/alpha strike before running. I haven't learned how to use lasers lasers effectively and I kind of like the ballistics, so I was thinking a build around the UAC. LRMs seemed a logical choice as well for sniping. They both seem to produce less heat and allow a quicker bang.
This is what I have so far for my build
Two things I am not figuring out for sure:
1) how to factor heat dissipation into builds. Like figuring out the heat and ghost heat generated by weapons and how much is dissipated by heat sinks, etc.
2) quirks in the case of a mech like the Kit Fox where you can mix and match pieces and obtain therefore some of the quirks/advantages (yaw speed/angle, etc). That's one of the things this guy (beware his salty language!) was trying to work on - putting in different arm/torso/leg pieces to get the benefits. I have seen places that tell the quirks of various mechs, but not what parts give what benefits other than hardpoints. I'd like, obviously, to do what I can there. I think that I could swap the torso and legs on this build but I don't know to what. He also uses two jump jets instead of four, and taking the non-jumpjet legs gave me extra tonnage for things like ECM, AMS, and ammo.
I am sure there will be plenty of people who will disagree with the very premise of this mech, and I am certain there are tweaks that need to be done to make it more effective even if I go this route. Any advice is appreciated but I would like to try and keep to my goals here if I can.
Being new and not very good yet, I do have enough money to do this build according to smurfy's site, but it will be awhile before I can build anything else. I'm somewhat concerned about repair costs, since I have read elsewhere you should budget 150% of the cost of a mech so you have that 50% for repairs. Since I am not making a lot in matches now that I am done with the newbie rewards, I don't want to dig myself too deep in a hole. I have been practicing with the training mechs, obviously, so that is an option, but the fact remains that a properly built mech will probably lead to more success and therefore greater gains.
Thank you for your time and patience. I know this post is pretty long but skimming you should get the gist. It's also my first post here.
#2
Posted 07 February 2015 - 04:16 AM
Repair (and rearm) does not currently exist, so you don't need to worry about that. It may eventually return, but no sign of that being soon. You will need cash for weapons and (to a lesser extent with Clan 'mechs like the Kit Fox) upgrades, but those are a one-time purchase (per 'mech).
Personally, I would hesitate to recommend starting with not only a light, but a Clan light. Clan 'mechs are pretty much universally more expensive to buy and upgrade. Clan lights are slower (easier to kill) than IS lights. Finally, lights typically aren't the best place to start period. That said, you seem to have previous experience with MW, so you may be fine there. My only real recommendation would be an IS light before Clan.
#3
Posted 07 February 2015 - 06:45 AM
Also: The armor of all mechs in this game has been doubled compared to the TableTop and IIRC Mechwarrior 1-3, so your ammo might not be worth as much, as you might think.
#4
Posted 07 February 2015 - 07:03 AM
I'd recommend you go with some energy weapons instead of that UAC5.
But first, what role are you trying to perfrom in this mech / how do you plan on using it?
#5
Posted 07 February 2015 - 07:06 AM
i know you said you don't like lasers, but they are a light's main weapon because of weight.
if you wanna snipe try throwing a erll on that rt arm, maybe get the 2 energy left arm and put 2 erml there...
Edited by ZenIdiot, 07 February 2015 - 07:06 AM.
#6
Posted 07 February 2015 - 07:30 AM
#7
Posted 07 February 2015 - 08:06 AM
The one problem I do see is that it is slow like you guys said. That does make it hard to run and snipe. I was thinking of "poptarting," but I do wonder if two JJs really is sufficient. Then again adding more would seem to require taking the lesser legs. I don't know how much JJ the trial mechs I have done had - the Kit Fox trial has none - but I do want to be able to fly high enough to do what I am trying to do, pop up from behind cover.
As far as lasers go the two problems I had were not being good enough at holding them in place yet, and heat. Pulse lasers at least are more of a burst damage kind of thing. With that in mind, I fiddled and built something that has a pulse and a medium. I wanted to do two pulses, but the smaller pulse laser has too short a range.
I took down an AMS, upped the ammo, and upped the armor. It may be more viable now. I am not sure about my ammo placement though. It's a tradeoff between the danger of ammo exploding and destroying something and the fact that arms and legs blow off easier.
This is what I have now
I need to figure out how to embed smurfy stuff in the forum so you don't have to follow the link to see it. But this should be a productive dialogue. Thanks for the help.
#8
Posted 07 February 2015 - 09:15 AM
First and most obvious problem is that it doesn't have ECM or AMS which was kind of the point anyway. Second problem is heat. I shaved some armor and came up with this.
It would also be a one hit wonder in that it would, by my rudimentary calculations, close to max heat in one shot and would have a long time before it could fire anything again. Still no AMS, too. But it does have heat sinks in the legs, which are supposed to cool faster if you walk in the water.
Not to derail from the original poppin' fresh ballistic sniper, though. Just a funny thought.
Incidentally this was kind of one of the reasons I was thinking Kit Fox for this. Well ok one of the top three - that you can cram so much into a little mech like this. The other two, obviously, were the jump jets and ECM.
In the end, it probably turns out that all these builds lack enough armor or something. So I will probably need to sacrifice something else.
#9
Posted 07 February 2015 - 09:17 AM
My favorite loudout uses 1 ERPPC, 2MLAS, 2MGs and ECM. I prefer the PPC over the LLAS or LPLAS since it allows for shorter exposure and thus less time beeing shot at. The Clan medium lasers are just to good to pass up; good range, damage and tonnage, well worth the time! MGs are nice when presented with targets of oppurtunity and the weight is minimal.
Like previous writers has said, I would definately try and up the armor, as much as possible.
Link to build: http://mwo.smurfy-ne...48d6b9b1b266664
General tactics I use with Kit Fox is stay with the main group, provide ECM and firesupport, engage targets of oppurtunity, but don't stray to far since you lack the speed of other lights.
Edited by Lord Reinhold, 07 February 2015 - 09:23 AM.
#10
Posted 07 February 2015 - 09:31 AM
Here she is.
Are we getting somewhere now?
#11
Posted 07 February 2015 - 09:32 AM
3 AMS with 3 tons of ammo
3 ER medium lasers
ECM
It's not that 'killy' but it can perform a vital role in the team. I've maxed the armour to improve survivability and gone for some double heat sinks to keep up a decent rate of fire with the lasers.
#12
Posted 07 February 2015 - 09:34 AM
Lord Reinhold, on 07 February 2015 - 09:17 AM, said:
My favorite loudout uses 1 ERPPC, 2MLAS, 2MGs and ECM. I prefer the PPC over the LLAS or LPLAS since it allows for shorter exposure and thus less time beeing shot at. The Clan medium lasers are just to good to pass up; good range, damage and tonnage, well worth the time! MGs are nice when presented with targets of oppurtunity and the weight is minimal.
Like previous writers has said, I would definately try and up the armor, as much as possible.
Link to build: http://mwo.smurfy-ne...48d6b9b1b266664
General tactics I use with Kit Fox is stay with the main group, provide ECM and firesupport, engage targets of oppurtunity, but don't stray to far since you lack the speed of other lights.
All of that sounds like sound advice as well. I'll probably consider that build, too, for an energy loadout. Incidentally, how tough is it to swap things out once you've bought something? How much of this would be easy enough to change by just buying the stuff I'm missing and put it in? What can be upgraded (armor, torso, etc)?
#13
Posted 07 February 2015 - 09:51 AM
#14
Posted 09 February 2015 - 04:50 PM
Swapping stuff around is easy, you dont need to upgrade anything on the clans, everythings there from the start.
If you still want to go for a UAC build, try it with a UAC2. I ran a build with it a while back but ultimately left it because it lacked the punch.. Still, it was okay for supression and harassment, plus UACs are fun
#15
Posted 10 February 2015 - 02:18 PM
An amazing piece of kit.
To help you in your build choices
My 'Standard' Builds are:
Pulse-ECM
KFX-PRIME
My default build.
The Large Pulse Laser has the range to reach out and poke people from 1200M out if you need to.
The Medium Pulse Lasers are fine out to 600M, which is the optimal range of the LPL meaning at a reasonable distance you can happily plink with both.
Then in close, you can use the MPLs and Machine Guns for brawling, occasionally hitting the LPL for some extra kick when your heat is ok.
The ECM provides cover for you and your team, and the Targetting Computer gives you that little extra effective range and output.
SRM Knife Fighter:
KFX-PRIME
This thing is comedy gold.
You have the option of an alpha, but really you want to be chainfiring to keep the heat down, and the DPS up.
Just walk up to something and end it.
Risks involve that you're a 30T light going 100kph that pratically needs to get within 200M to do the deed.
But once you make it enjoy it.
I cycle between a few other builds, LRMs, ACs, LBX's.
I miss my 2xCUAC2 build. That was just fun.
Never found success with AMS on it myself, but I know others have.
Might try another TripAMS Kitfox soon with overload for a giggle.
#16
Posted 10 February 2015 - 02:36 PM
KFX-S
3T ammo is more than enough for most large ballistics.
You get an extra Medium Laser too.
All at the low, low cost of armour you don't need and AMS.
Alt version with an LBX5 instead: KFX-S
Alt AMS build: KFX-S
Alt PPC build: KFX-S
(Dunno what to do with PPCs, I suck with them, prefer LPLs)
Also, I'm looking forward to these builds once the C becomes public:
KFX-PRIME
4MGs hahahaha.
KFX-PRIME
TwinUAC2 back.
KFX-PRIME
Twin LBX2!
#17
Posted 10 February 2015 - 03:11 PM
The Clan lights are very slow and easy to hit, so hit and run tactics are advised.
I've been successful with a mix of SRM and energy builds.
KFX-S
Stick close to the heavies and use the SSRMs and MGs to scare lights away. ERLLAS gives you some range to reach out and touch someone before they enter SSRM range.
KFX-D
Another anti-light 'Mech. No ECM which also means that should you run into an ECM light you only have MGs to attack with. You can also replace the SSRM4s with SRM4/6 with Artemis and be a mini splat kitty.
KFX-PRIME
A mix of the above 2. ERLLAS for some ranged damage, ECM, 2 SRM6As for additional damage. Stick with the heavies and sneak behind their targets.
Edited by Havyek, 24 February 2015 - 11:09 AM.
#18
Posted 10 February 2015 - 04:10 PM
Without full elites, your mech will be slower, clumsier, hotter and generally greatly inferior to everyone else's mechs, even if they use the same exact build. Thus, you will need about 20 million C-Bills (not counting any modifications) to get 3 Kit Foxes, and only after that you can start playing them without extra handicaps giving everyone else an edge over you.
Kit Fox also honestly is a pretty bad mech, current clan lights play pretty much like medium mechs do, except that they have barely any armor and have very restricted loadout options. It's also very expensive mech to start with, especially since after 25 matches your cadet bonus is over, and your income will plummet to a fraction of what you got from the first matches, even if you have premium time purchased. Kit fox being an omnimech also means that the other variants aren't going to bring anything new to the table, you have to basically buy the same mech 3 times, and level them up using loadouts you could've had on the first mech you bought.
I honestly think that you would've had a much better time if you would've bought 3 Hunchbacks for a little over 4,5 mil each (including the mandatory DHS upgrade), have 3 truly different mechs to play, get them leveled up, play on an even playing field against other players and earn money much quicker to buy additional mechs, than you will likely do with the KF.
You can always just make a new account to get a fresh cadet bonus (about 10 million extra during the first 25 matches) and not lose much, if and when you think that the grind on your KF is getting impossible. Selling mechs isn't worth it, you lose most of your money spent in that deal.
The only thing Kit Fox truly excels in is being an ultra-long range harrasser, which requires pretty good knowledge of the maps and typical routes that enemies will take, and plain doesn't work on all maps. I took this build from metamechs, but the build I used to level mine was something very similiar, and had easily the most success: http://mwo.smurfy-ne...2228fec7c790970 Even for that role, I'd personally prefer an IS ECM light, because they can get out of sticky situations with their speed, if you position yourself poorly. With the KF, if you make the stupid, you just die.
I'm not trying to make you feel bad about the mech of your choice, but choosing a good mech for your first one will make your game much more enjoyable, and you'll be more likely to stick with the game. Playing with friends will work too, even in subpar mechs.
GL and HF.
#19
Posted 10 February 2015 - 04:24 PM
You get to keep the omnipods, and get a reasonable amount back if you do choose to sell 1-2 CTs off.
I actually have a list of what's worth keeping Clan wise.
I should really add it, and how leveling works to my handy guides thread...
#20
Posted 11 February 2015 - 12:49 PM
1) Triple AMS & ECM - Support for CW matches
2) 24 SRM & 2 CMG - Incredibly fun on Pug drops. It catches everyone off guard when they are getting slapped by constant SRM6 fire.
I tried a sniper kit fox...not my cup of tea
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