Black Knight Builds And Vids
#41
Posted 19 December 2015 - 03:31 PM
#42
Posted 19 December 2015 - 05:09 PM
Dulahan, on 19 December 2015 - 03:31 PM, said:
I honestly don't pay much attention to quirks unless its in line with what I want to do. I can't tell any difference, but I haven't played much CW since then and that's what i have them set up for. Pretty well the only time I play them and I always take 2-3 of them in my deck. They are great for pushing clanners into overheat, couple of my builds are decently cool running so can handle the hotter cw maps but still give incredible dps.
#43
Posted 19 December 2015 - 05:42 PM
This is the build I've been using on my BL-6-KNT. It's got a 320 engine stolen out of one of my Zeuses right now, but I've been having good enough results that I think I might actually buy my Knight a shiny new 325 of its very own to keep installed. I tried XL, but that was no bueno.
#44
Posted 19 December 2015 - 07:54 PM
PS WrathOfDeadguy, on 19 December 2015 - 05:42 PM, said:
This is the build I've been using on my BL-6-KNT. It's got a 320 engine stolen out of one of my Zeuses right now, but I've been having good enough results that I think I might actually buy my Knight a shiny new 325 of its very own to keep installed. I tried XL, but that was no bueno.
The 7 has 3 mounts in the right torso, the highest 1 is right under the chin, making it the variant with the highest 2+slot mount.
and this is how you stack it to get the big one in the right spot.
This is my favorite variant and usually my 1st drop, it barely nudges out the 7L, speed is life even in a heavy. If it looks like we are going in fast and hard I'll run the 7L 1st.
Those are the 2 most often in my deck, depending on the map I'll swap it out for this.
It has a generous 20% energy range quirk + 10% from the erll range mod, I can outrange almost every clanner. Man they really hate that. Heat rating is 1.31 which is pretty good for a BK. Fire in pairs .5 sec apart and no ghost heat. The optimal range is 878m, not sure how the max is figured but just adding 30% gets it out to 1755m. I love it when they stand still at 1300-1400m thinking they're safe, hit em with an alpha and watch them Jam the throttle open looking for a rock to hide behind. Figure Im still doing half damage at that range.
Not sure if Sensor range and ccons stack together but I get locks at 960m. The zoom boost means I can target components at over 1km with ease.
Edited by Tractor Joe, 19 December 2015 - 07:56 PM.
#45
Posted 22 December 2015 - 07:31 AM
I run my 6B nearly the same as your R variant: EDIT: screen shots not showing...so a description:
XL350, CCOM, Beagle, 4 ERL, 4 SML, near full armor, AMS.
I wanted 2 of the ER lasers in the arms for better flexibility. I use 4 SMLs as filler to get the ERs in the highest positions. I also run a beagle for even better sensor performance.
I saved the R for my SPL boat...I wanted to maximize the 20% range bonus for a weapon that really needs it. 8SPL with a std 350 is great even on Vitric. No significant heat concerns and with range boost you can fire all day on most maps. Occasionally I switch out the SPL and boat ML instead and just split them up between arms and body firing groups. Runs hotter but better range.
The 7 is probably my best all around std engine BK build. I like the higher mounts for PPCs and all the rest SPL for when the brawl starts. STD 300, AMS, Beagle, 2PPC, 7SPL, near full armor.
My last BK is the 7L which I run with the max XL 385 and 8 MPL.
As to Dulahan's question above, I think they perform a lot better now...not so much because of weapons quirks but because I believe the changed the hit boxes on the torsos. BKs feel much more tanky now and so I don't feel too bad running XLs. Great mech.
Edited by Bud Crue, 22 December 2015 - 07:35 AM.
#46
Posted 24 December 2015 - 10:11 AM
BL-6-KNT
This is more or less the same for all of my BKs now, substituting the twin AMS (double or nothing imo) for either extra SLs/DHSs or a bigger engine depending on the variant. Not to mention, moving from LLs to PPCs decreases the amount of time needed to poke and even further increases survivability.
#47
Posted 29 December 2015 - 07:13 PM
@Bud Solid builds, I just have a thing for max XL, it really pays off on the 7L, nothing like chasing down mediums that just want to be somewhere else.
@Emporer I've ran 2 erppc in the 7 with a ml padding the bottom, just don't have great luck with them. Can't bring myself to run the ppc because of the min range.
#48
Posted 30 December 2015 - 09:39 AM
I find the slower projectile speed to be the biggest draw-back for the standard PPC. 90 meters is a lot closer than you might expect in practice. With the lower heat per shot, you can more freely open up with your secondary weapons should someone keep inside your minimum range - you'll be running cooler by the time they close distance. I've always found having one to two more shots from my standard PPCs pays off more often than the extra range and no deadzone of the ER. Again, though, slower projectiles (without quirks) can sometimes exacerbate PPC hitreg problems.
#49
Posted 01 January 2016 - 06:00 PM
As I am a BattleTech-fan I have to ask this: do you use the BAP? In the lore, the BK does, at least two of our versions. But I am not sure if a Mech based on direct fire energy weapons really benefits from it...
#50
Posted 04 January 2016 - 11:42 AM
#51
Posted 07 January 2016 - 04:10 PM
#52
Posted 11 January 2016 - 06:10 AM
Also, while I don't do this with other chassis, preferring to focus on either long or short range weapons, I seemed to be most successful when I mixed weapons sets. So dual ERPPCs with 4SMPLs or dual PPCs and 4 MPLs for example. I started with some MPL boat builds and found I was getting chewed up really quickly and that was with a STD 300 engine so swapped in some long range weapons - I would stay on the periphery with the long range weapons and then later in the round move closer to bring the pulse lasers to bear.
Does the knight brawl really well now to do you still need to play it like a medium - strike then get the hell out of there?
Similar to others have had success with a 4 Large laser build - shyed away from the ERLL because of concerns over heat - is it manageable?
Cheers
#53
Posted 19 January 2016 - 01:43 PM
Have to be mindful of heat. Always bring coolshot.
#54
Posted 19 January 2016 - 01:50 PM
Grayson Sortek, on 24 September 2015 - 08:54 AM, said:
The build i found best so far was 8 x ML's on the BL-6-KNT, with a 350 std engine in and 2 x AMS and the rest as DHS. Fast, tough and packs a lot of firepower with decent range if you count the quirks + ML range mod. Runs cool enough too, especially if you alternate between arm and torso lasers.
With AMS overload mod as the 2nd weapon mod, it also denies most missile strikes.
Edited by Fade Akira, 19 January 2016 - 01:51 PM.
#55
Posted 15 March 2016 - 12:48 PM
Colonel Clunge, on 11 January 2016 - 06:10 AM, said:
Also, while I don't do this with other chassis, preferring to focus on either long or short range weapons, I seemed to be most successful when I mixed weapons sets. So dual ERPPCs with 4SMPLs or dual PPCs and 4 MPLs for example. I started with some MPL boat builds and found I was getting chewed up really quickly and that was with a STD 300 engine so swapped in some long range weapons - I would stay on the periphery with the long range weapons and then later in the round move closer to bring the pulse lasers to bear.
Does the knight brawl really well now to do you still need to play it like a medium - strike then get the hell out of there?
Similar to others have had success with a 4 Large laser build - shyed away from the ERLL because of concerns over heat - is it manageable?
Cheers
I ran the R and 7L this morning to finish out the event. The R packs an xl360, 3 LPL and 3 ML. The LPLs are in the arms and the ML in the torsos.
The 7L packs an xl385 2 LPL and 4 ML. LPL in torsos and the ml spread.
Both are more what I would call Hunter/Killers. Use the speed and run with smaller mechs and work the flank.
Here is 1 from this morning on bog
Big fast mech with a nasty punch in tight cover is about as brawly as it gets.
Here is another I had to cap because of what map it was on, also from this morning
Alpine freakin Peaks in a mid range mech. We corralled them off one at a time and it was over so fast for each they had no time to cry for help.
Why I keep mentioning these are from today is they are from the same sitting, not best of. This mech is a consistent performer in this role. Chase down loners and murder them.
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