I did a search with "Black Knight CT" and it shows that some tweeks have been performed on the Black Knight. Even with that modification, I am still seeing the CT go cherry red before other components while aggressively rolling my armor.
For a 75 ton mech, this thing feels as if the armor is paper thin.
Also - The quirks on the BLK-6-KNT® seem very odd for mech with low mounted weapons. the +20% energy range seems to be a natural fit for ER-Large yet the low slung weapons constantly put your shots in the dirt.
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Ct Feedback
Started by HamAndRye, Jan 12 2016 03:06 PM
3 replies to this topic
#1
Posted 12 January 2016 - 03:06 PM
#2
Posted 17 January 2016 - 03:51 PM
I looked at the black knight as a beefed up thunderbolt. I run 2 builds across all the variant and slay many mechs.
For the knights with 9 laser hardpoints, the xl360 and 9 medium pulse fills the tonnage perfectly. Almost like it was designed as a close range brawler. No I don't alpha unless I know it's a kill strike. Two weapon groups of 4 and 5 lasers. This is enough dps to make most mechs torso twist away, which let's you keep up firing.
For the long range game I use 4 erl's with the xl360, some of my best games ever have been with this build. The hardpoints dont make it a pokey mech. Expose yourself completely and absorb damage that might otherwise be made for the frontline push. (2500 damage on one mech in CW= yes please... granted it was the vault)
I know the meta is large pulse and medium pulse but I personally say meh to that build. Getting up in a Twolfs face and shredding its torso quickly will give you a great maneuverability advantage for the close range brawl. Just don't be the first one out, wait for the battle to initiate then come around your front line with a flurry of wubs. Protect your xl by twisting and utilizing the speed of the xl360 to cycle back to the rear when you are taking to much damage.
I love this mech, probably my favorite.
Edit: As for your CT issues, I get this a lot too when you face people that focus fire. There's nothing you can do about enemies with great targeting abilities. It happens to us all. One trick is to fake the torso twist back to the front. Many people will save their shot to hit the damaged component again. In this case the CT. Feint a turn back to the front until they fire and absorb the damage in your arm/torso then turn full front and unload.
For the knights with 9 laser hardpoints, the xl360 and 9 medium pulse fills the tonnage perfectly. Almost like it was designed as a close range brawler. No I don't alpha unless I know it's a kill strike. Two weapon groups of 4 and 5 lasers. This is enough dps to make most mechs torso twist away, which let's you keep up firing.
For the long range game I use 4 erl's with the xl360, some of my best games ever have been with this build. The hardpoints dont make it a pokey mech. Expose yourself completely and absorb damage that might otherwise be made for the frontline push. (2500 damage on one mech in CW= yes please... granted it was the vault)
I know the meta is large pulse and medium pulse but I personally say meh to that build. Getting up in a Twolfs face and shredding its torso quickly will give you a great maneuverability advantage for the close range brawl. Just don't be the first one out, wait for the battle to initiate then come around your front line with a flurry of wubs. Protect your xl by twisting and utilizing the speed of the xl360 to cycle back to the rear when you are taking to much damage.
I love this mech, probably my favorite.
Edit: As for your CT issues, I get this a lot too when you face people that focus fire. There's nothing you can do about enemies with great targeting abilities. It happens to us all. One trick is to fake the torso twist back to the front. Many people will save their shot to hit the damaged component again. In this case the CT. Feint a turn back to the front until they fire and absorb the damage in your arm/torso then turn full front and unload.
Edited by Bang Bang Dead, 17 January 2016 - 04:05 PM.
#3
Posted 17 January 2016 - 04:17 PM
It used to be super bad before they fixed the backpack issue. Leveling them at release was a huge pain. Isn't as bad now, but that may be b/c I'm torso twisted all the time in them by habit.
#4
Posted 07 February 2016 - 12:52 PM
LRM hits seem to focus to much on CT even when twisting. It feels like the hotbox takes up 90% of the mechs torso.
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