

Trebuchet Or Kintaro?
#1
Posted 09 November 2015 - 03:07 PM
I thought about getting either so I mostly can have one or more of my Shadow Hawks to focus on something else than the missile Hardpoints they have. The SHawks are mostly Ballistic based anyway, so why not.
So yeah, I love my Shadow Hawks but feel they arent best at missiles (decent brawlers!). And as far as I understand, the Kintaro seems to be SRM focused while the Trebuchet are kinda LRM boat. I like both SRM, SSRM and LRM.
So I guess I can make some use of those on any of them. But overall, who got the best hitboxes and can brawl pretty well/ being a great fire support? They seems to be underdogs and thats a +, I like that challenge to make most out of them, turn them into something great, meta or not.
Advices?
#2
Posted 09 November 2015 - 03:32 PM
I used the trebuchet hero (Loup de Guerre) before, and it was rather okay due to the JJs and the missile quirking. The hitboxes leave something to be desired, but it's not as terrible as the kintaro. At least the arms are wide enough to easily shield-arm, and the STs aren't absolutely massive like the kintaro.
Ever considered running a centurion instead? The CN9-AH is pretty big on missiles too, and it's hardy as all heck.
#3
Posted 09 November 2015 - 03:37 PM
Im up for a challenge, if I pick one of those KIntaros and Trebs, but still.. gosh.
Edited by Tordin, 09 November 2015 - 03:40 PM.
#4
Posted 09 November 2015 - 03:41 PM
Tordin, on 09 November 2015 - 03:37 PM, said:
Rebalance, and rescaling. Soon .
Can't say for sure, but I wouldn't bet on rescaling to fix those two mechs.
#5
Posted 09 November 2015 - 03:57 PM


#6
Posted 09 November 2015 - 04:04 PM
#7
Posted 09 November 2015 - 04:06 PM

#8
Posted 09 November 2015 - 09:11 PM
The KTO-18 is a pure troll mech. So if you use one, you are a total noob and have no life.
The KTO-19 Focuses on SRM brawling. Good, but not the best. *Cough Cough* Griffin 2N *Cough Cough*
The KTO-20 Uses the cookie-cutter/meta build of 3 large lasers. Not the best at it either. Wolverine 6K and Enforcer 4R are better.
Trebuchets are very strange aswell. Most of them simply have very similar builds of a couple LRMs, with a Tag and maybe some Medium Lasers just in case. The only exception being the 7K, which is a medium-long range poptart.
If you do decide to take the Trebs, get the 7M, 7K and Loup De Gurre.
In the end, both mechs fall around the "meh-ish" category. They certainly aren't "bad" by Inner Sphere standards. But they certainly aren't good either.
Id recommend looking into the Shadowhawks and Griffins. Shadowhawks can do just about anything you want with them, while I know most Griffins have some LRM spread and fire rate quirks.
#9
Posted 09 November 2015 - 09:22 PM
If I was to recommend a medium missile platform(with current quirks) I would say Hunchback-4J.
Edited by Spheroid, 09 November 2015 - 09:35 PM.
#10
Posted 09 November 2015 - 11:31 PM
However, if you want an SRM based mech I would get griffins. Better hitboxes and hardpoints than the other two.
#11
Posted 10 November 2015 - 02:44 PM
the treb 7k - there will be treads before this about this mech just simply just great and so much you can do with it. ac20 gauss (great sniper) good shield arms and great torso twist side to side up and down.
Treb 5j look at them quirks! your meduim lasers have a range of 350 if i remember.
you can pack a art lrm15 with 5 med lasers full jump jets and a bap while at the same time running around at 106 or something.
Treb 7m currently using Lrm 15, 2 srms, 2 med plase and 1 l plase laser - support your team at all ranges that missile cd really helps them srm2s
Lights pissing you off try to treb 3c this thing can run along at 140 or something them light pilots will be in for a shock.
Treb 5n cant remember much just tighter missile spread.
And the hero huge amount of firepower your can do 4 srm 6s but because of the locations and how wide the treb is as a mech there is a huge amount of spread. Just stick with srm4s 2s. Or 4 lrm 5s but a kintaro can do 5..
Trying out 2 lpls and 2 lrm 5s and 2 srms which is working well.
Or 2 ppc 4 srms
Edited by Fanto, 14 November 2015 - 04:38 PM.
#12
Posted 10 December 2015 - 06:57 AM
XL300, 5 lrm5 1 erll, adv. zoom, radar dep, lrm5 cooldown and erll range.
Older vid but nothing has really changed post quirk nerf.
This mech can also boat 5 srm6s with plenty of ammo and 2 ml backup. Thats with an XL300 giving 95kph post skillz nerf. Run a seismic and hide behind corners and when you jump out alpha, toggle chainfire and then destroy them while the only thought on their mind is escape.
KTO 19 can do 2 LL and 4 lrm5 which still produce the chainfire rattle as there is only a slight pause. The 20 with 3LL and 3srm4 is a nasty piece of work as well.
Trebs are another favorite, the LG with 4 srm6s 2ml and JJ is a terrifying close range poptart only out done by the Griff 2N and maybe csrm Nova, then only marginally.
Edited by Tractor Joe, 10 December 2015 - 09:12 AM.
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