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Black Knight Builds And Vids


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#1 Johny Rocket

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Posted 23 September 2015 - 06:48 PM

This was the mech in the pack Ive always been meh about, so as far as disappointment goes Im not. Actually quite the opposite. I didn't mess around I dropped max XL in all 3 I have done anything with. No shock and awe builds but with the speed of your average Medium I can live with it. It handles really well and quick.

If they buff the CT i hope its not at the expense of the sides, really don't think its that bad if you use it in the role that's obvious for it. Great side peek range fighter and can carry enough short range vomit to be great Assault support. The low slung mounts mean you can swat lights with everything at hugging distance.

Here's my build for the BL-7-KNT-L

My 1st run in the BK,


Dual Gauss happens.

Sniper build on the R variant, not settled with this one, its got the cbill bonus so I need to get a grind build for it though I had some long range poking fun on Alpine with it.
BL-6-KNT®

Edited by Tractor Joe, 23 September 2015 - 06:50 PM.


#2 Kaptain

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Posted 23 September 2015 - 06:58 PM

Cool build though I must say I would never chain fire lasers like that.... too much face time. Hit, turn/take cover, repeat. JMO, YMMV.

#3 Johny Rocket

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Posted 23 September 2015 - 07:09 PM

View PostKaptain, on 23 September 2015 - 06:58 PM, said:

Cool build though I must say I would never chain fire lasers like that.... too much face time. Hit, turn/take cover, repeat. JMO, YMMV.

Heats up to fast, but it does that anyway, so i'll give that a try. Only issue I have with it so far is Heat.

#4 Sargefan19

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Posted 24 September 2015 - 02:07 AM

i wonder how the erppc build would do on the 6b?

#5 Grayson Sortek

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Posted 24 September 2015 - 08:54 AM

I think I'll be watching this thread closely. Trying to figure out the role of this thing and how to make the different variants truly unique.

#6 Victorion

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Posted 24 September 2015 - 10:32 AM

View PostGrayson Sortek, on 24 September 2015 - 08:54 AM, said:

I think I'll be watching this thread closely. Trying to figure out the role of this thing and how to make the different variants truly unique.


The role I feel is a fast striker that moves out ahead of an assault lance (preferably working in pairs) and applying first round damage.

I use mine like that with an XL350 and I'm starting to average 500~ dmg a game.

#7 N a p e s

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Posted 24 September 2015 - 11:30 AM

Here's how I've got mine setup for the moment:

BL-6-KNT

BL-6B-KNT

BL-7-KNT

The 6B was the biggest surprise and I can imagine having even more success once it's Elited.

My overall impression is that they're fun mechs, but they could use a little bit of help in the heat department since they're not really good at peeking and brawling means longer engagements where you're often riding the shutdown limit.

#8 Johny Rocket

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Posted 24 September 2015 - 02:58 PM

View PostGrayson Sortek, on 24 September 2015 - 08:54 AM, said:

I think I'll be watching this thread closely. Trying to figure out the role of this thing and how to make the different variants truly unique.

I'll
try to remember to hit record, though Honestly I see this mech falling by the way side when the Crab comes out.

Other than side peeking at range, I say Assault support, whether you are Striking ahead or covering flanks, I see this Mech murdering lights all day everyday. It plays to the hardpoints. Though I have had a couple of good matches Wolf Packing with some Clanners in Mediums and Heavies.

Edited by Tractor Joe, 24 September 2015 - 02:59 PM.


#9 Kaptain

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Posted 24 September 2015 - 06:58 PM

View PostTractor Joe, on 23 September 2015 - 07:09 PM, said:

Heats up to fast, but it does that anyway, so i'll give that a try. Only issue I have with it so far is Heat.


Being heat limited it would be better to put that damage all into one location and wait to fire again, instead of spreading it around chain firing. jmo.

#10 Victorion

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Posted 24 September 2015 - 07:49 PM

View PostPowerOfNapes, on 24 September 2015 - 11:30 AM, said:


My overall impression is that they're fun mechs, but they could use a little bit of help in the heat department since they're not really good at peeking and brawling means longer engagements where you're often riding the shutdown limit.


Actually, difficult heat management was the Black Knight's only real negative, lore wise.

If it had good heat quirks, it would kind of completely fly in the face of some stablishes canon regarding this mech to a degree I wouldn't really be comfortable with.

A heat efficient Black Knight isn't really a Black Knight.

It would be a completely different mech wearing the cosmetics of a Black Knight.

Edited by Victorion, 24 September 2015 - 07:50 PM.


#11 N a p e s

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Posted 25 September 2015 - 06:12 AM

View PostVictorion, on 24 September 2015 - 07:49 PM, said:


Actually, difficult heat management was the Black Knight's only real negative, lore wise.

If it had good heat quirks, it would kind of completely fly in the face of some stablishes canon regarding this mech to a degree I wouldn't really be comfortable with.

A heat efficient Black Knight isn't really a Black Knight.

It would be a completely different mech wearing the cosmetics of a Black Knight.


Well if you fill up all the hardpoints you'll end up with a toasty mech no matter what and that's OK because its a trade-off for the potential damage. I'll wait to get these elited before final judgement but, since its hardpoints are pretty low it'd be nice for it to have a bit more sustainability in brawl. I wouldn't wanna see mega quirks to make this thing run extra cool, just a slight adjustment.

#12 Bud Crue

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Posted 25 September 2015 - 06:54 AM

Still trying to get a feel for the Black Knight as well. Was really looking forward to it (TT and lore nerd) but I just am not feeling it...

Most of the builds I have seen thus far, and those described above (particularly the arrangements of 4 large lasers (+/-er), or 2-3 ll or LPL with mediums for back up), just remind me of my various Quickdraw 5k builds. With the XL versions of the BK you get similar speeds to a QKD with a standard 280-300 with similar throw of weapons. If you put an XL in a QKD the similarities are even greater. I think an even closer comparison can be made to Thunderbolts of similar loadouts. Not a complaint...more of a wistful: what can I do in the BK that I can't already do in another build, sort of thing.

Will keep working on mastering them and hope to find a niche that encourages me to play them regularly as I really, really want to love playing this mech.

#13 Christof Romulus

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Posted 25 September 2015 - 01:22 PM

BL-6B-KNT - Everything an aspiring Mechwarrior needs! ER large lasers mounted on the arms for taking out those pesky UAVs, Opposite-torso mounted Large Lasers for Mid range support (and prevention of losing a torso taking out both long range and high powered weapons), Right torso and head for Brawling support damage, with left arm set up for anti-light wetwork. Appropriate crit-padding, near max armor (redistribute as you see fit), and non XL engine to boot.

BL-6-KNT - A support version of the the above - ER large laser in the left arm for UAV control, with Small Pulse lasers in the right arm to dissuade lights. RT brings LPL and Mlas re-fire synergy and range profiles, left torso and head bring the Mpulse brawling. Appropriate crit padding, near max armor, non XL engine, and dual AMS for added team coverage.

BL-7-KNT - Pulling out all the stops and nearly riding the ghost train, triple large pulse lasers backed up by a singular medium laser mounted in the head with dual medium pulse laser support in the left torso, max armor, and max engine size. Take care, as it is XL, and UAVs may get the drop on it.

Edited by Christof Romulus, 25 September 2015 - 02:00 PM.


#14 Diss

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Posted 25 September 2015 - 08:04 PM

Im having the best luck with 350xl, 2 LPL, 1 LL, and 2 med lasers for backup.

May add more mediums or switch the LL to an LPL once elited, but current setup makes heat manageable.

Playing extremely carefully to protect the CT, been able to consistently get over 500 dmg and 2+ kills.

REALLY had to adjust my aggresive playstyle for this one and become more of an assault supporter. Maybe with a little CT loving will be a bit easier.

#15 Bud Crue

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Posted 28 September 2015 - 09:09 AM

Probably a bit late to ask as I see BKs already fading from games already but I will ask anyway...

So I finally saved up enough for a 385XL. Configured the 7-L version with the aforementioned engine, 2 ERLLs, 6 MLs, endo and dbl heat sinks to max out the crit slots. I know that filing out the crit space is an irrational obsession on my part, but nonetheless this build seems like a good all-rounder. Can snipe and poke at distance, and come closing time 6 mediums are plenty of punch. Speed lets me change between roles of sniper, skirmisher, assault support, etc. Here's the thing though, I can't help but think a better load out for MOST game play (murder ball and smack the enemy) would be to just run with all 8 MPLs. Heat management (on paper) is better. Better DPS as well. Can still flank and support, just can't snipe.

Thoughts regarding the two builds or other suggestions? Giving up speed is not negotiable.

Edited by Bud Crue, 28 September 2015 - 09:10 AM.


#16 Bloody

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Posted 28 September 2015 - 01:08 PM

waiting for the so called hitbox fixes before committing to the BK, atm it is a below average mech with low weapon mounts and average quirks

#17 Eggs Mayhem

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Posted 28 September 2015 - 01:50 PM

View PostBud Crue, on 28 September 2015 - 09:09 AM, said:

Probably a bit late to ask as I see BKs already fading from games already but I will ask anyway...

So I finally saved up enough for a 385XL. Configured the 7-L version with the aforementioned engine, 2 ERLLs, 6 MLs, endo and dbl heat sinks to max out the crit slots. I know that filing out the crit space is an irrational obsession on my part, but nonetheless this build seems like a good all-rounder. Can snipe and poke at distance, and come closing time 6 mediums are plenty of punch. Speed lets me change between roles of sniper, skirmisher, assault support, etc. Here's the thing though, I can't help but think a better load out for MOST game play (murder ball and smack the enemy) would be to just run with all 8 MPLs. Heat management (on paper) is better. Better DPS as well. Can still flank and support, just can't snipe.

Thoughts regarding the two builds or other suggestions? Giving up speed is not negotiable.


I would say that with the hardpoint locations being so low and centered (torso HPs anyways) that ER weapons are off the table. You're going to be toasty already being an energy only mech and there's not enough opportunities in the BK to reach beyond 450m (+5% quirk) and make bringing ERLLs a better idea with its heat, imo. Downgrading to LLs gives you a very mild improvement to heat efficiency (they run cooler but fire more often) and an improvement to DPS. Just make sure you're putting your LLs in the same side torso, I've been preferring the left since the right arm usually has more goodies and I'd rather expose it less while poking.

#18 Bud Crue

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Posted 28 September 2015 - 04:47 PM

EmperorMyrf, thanks for the response. I hear what you are saying (read what you have typed), in re the low hardpoint locations and the heat management issues of the ERLLs. My thought however, was that on many maps (certainly not all) there are sufficient opportunities, even for a mech on the move, to hide and only side or limb expose while sniping mostly from cover. In my proposed build, I have both ERLLs in the right arm for specifically such a function. If I use discipline in my firing (and stay mobile!!) I don't think the heat dif with the ERLLs vs LLs will be significant (using either type WITH the mediums will end in shut down after the second alpha...so I won't alpha...either the long range weapons or the short, but never both would be my plan). I want to have a long range component, but two larges (er or otherwise) just seems so, so...weenie for a mech this size. Which brings me back to if I should even bother and just go full bore flanker and with a medium pulse build for better heat managment. I really want to fill those hard points (irrational I know).

#19 Johny Rocket

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Posted 28 September 2015 - 05:26 PM

View PostBud Crue, on 28 September 2015 - 04:47 PM, said:

EmperorMyrf, thanks for the response. I hear what you are saying (read what you have typed), in re the low hardpoint locations and the heat management issues of the ERLLs. My thought however, was that on many maps (certainly not all) there are sufficient opportunities, even for a mech on the move, to hide and only side or limb expose while sniping mostly from cover. In my proposed build, I have both ERLLs in the right arm for specifically such a function. If I use discipline in my firing (and stay mobile!!) I don't think the heat dif with the ERLLs vs LLs will be significant (using either type WITH the mediums will end in shut down after the second alpha...so I won't alpha...either the long range weapons or the short, but never both would be my plan). I want to have a long range component, but two larges (er or otherwise) just seems so, so...weenie for a mech this size. Which brings me back to if I should even bother and just go full bore flanker and with a medium pulse build for better heat managment. I really want to fill those hard points (irrational I know).

Yeah I got to say drop a few of the mediums, the 7L with the xl85 is very fast and agile. I still run it with the 2LL and 4 MPL and predominantly use my speed to flank or work the edge of the murder ball.

#20 Eggs Mayhem

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Posted 28 September 2015 - 07:46 PM

View PostBud Crue, on 28 September 2015 - 04:47 PM, said:

EmperorMyrf, thanks for the response. I hear what you are saying (read what you have typed), in re the low hardpoint locations and the heat management issues of the ERLLs. My thought however, was that on many maps (certainly not all) there are sufficient opportunities, even for a mech on the move, to hide and only side or limb expose while sniping mostly from cover. In my proposed build, I have both ERLLs in the right arm for specifically such a function. If I use discipline in my firing (and stay mobile!!) I don't think the heat dif with the ERLLs vs LLs will be significant (using either type WITH the mediums will end in shut down after the second alpha...so I won't alpha...either the long range weapons or the short, but never both would be my plan). I want to have a long range component, but two larges (er or otherwise) just seems so, so...weenie for a mech this size. Which brings me back to if I should even bother and just go full bore flanker and with a medium pulse build for better heat managment. I really want to fill those hard points (irrational I know).


That's fair.

With you having the mobility to dictate the range you engage at, it'd probably be better to go full MPL if you're PUG murderballing. Alpha damage is the same either way, you may as well choose the loadout with one common weapon range and longer staying power. Both loadouts are certainly viable and you seem to make use of the longer ranges so it's down to preference.





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