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Qkd-5K


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#1 rockspider

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Posted 07 April 2016 - 09:43 AM

Hello all.... I am looking for some advice on this mech. This is the first mech I havnt instantly "clicked" with.

I am using the meta mechs build of 4 LLs and Xl 300 engine with jjs. I just cant seem to get it to work for me. I feel like I run too hot. I was using all 4 weapons in one group and then swapped it to 2 groups of 2. Seems a bit better now.

My main (I think) problem is positioning in game.

So far I have played cataphracts, marauders and Maulers. Predominantly with ballistics and a smattering of lasers for backup. I tend to be a very aggressive player and usually land up brawling even if I have the range not to.

So with the 5k.... should I restrain myself more and hang back? Snipe, retreat, snipe, retreat? That isn't my style though... I can do that like twice and then lose patience and brawl.

Maybe a different build on the 5k would suit me more? Mplas?

Thoughts and suggestions welcome.​

Rock

#2 sycocys

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Posted 07 April 2016 - 11:31 AM

5K - only way I've ever run it.

#3 rockspider

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Posted 07 April 2016 - 11:37 AM

View Postsycocys, on 07 April 2016 - 11:31 AM, said:

5K - only way I've ever run it.


That does seem more my style however that engine is going to set me back a pretty penny :P

Thanks will try that build out.

#4 Bud Crue

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Posted 07 April 2016 - 12:11 PM

5K can do a lot. I don't much like the 4 LL build do to the need to alternate firing (3/1 or 2/2, etc.) to avoid ghost heat so I dumb it down to 3LL and 2MPL (xl300 3JJ, and 17 DHS), where the MPLs (in the arms) are reserved for lights pestering me or those occasions where a little more umph on close range alpha is needed.

With similar engine but with 1JJ most common builds that I see folks run with the XL300 is the 3LL and 3ML build, the 2LPL and 4ML build.

My personal favorite is my "scout hunter": XL360, 14 DHS, 5JJ, 6MPL and a beagle (or AMS). You can drop jets and the beagle to cram in an SRM4 but it is already a hot build so I went with more jets. A mech this big moving at 104 kph provides a great game play sensation.

Another 5K is a standard build that is nearly identical to the scout hunter above but with the xl360 swapped for a std 300. I keep it for nostalgia and occasional fun (used to run a deck of em in CW when the weight limit was 240). I think of them as light thunderbolt 5ss-es.

Last one is a stupid but fun 6ml build with a std 330. Another nostalgia mech. It was my first heavy that I cobbled together from parts I had...I so desperately wanted to use that std 330. For whatever reason despite the low armament, it has always been a solid performer for me. I know it is a waste of a chassis but I just can't part with it and it still seems to work ok.

Another one a lot of folks run (I do it on the 4g) is the 3LPL build. Works just fine here, I just like the 4G better.

The point being, you can try just about anything with a QD and the 5k gives you lots of laser spam options. My only real suggestions are that no matter what build, utilize those high hard points for your big weapons; and no matter how you play, learn to twist and use those gorilla arms to shield.

#5 Rear Admiral Tier 6

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Posted 07 April 2016 - 12:28 PM

2LPL 4 ML 4JJs XL300,endo steel

400 armor frontloaded,agile enough for all situations and range is decent,i used to drop with 4 of these in cw when the tonnage limit was 240

#6 sycocys

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Posted 07 April 2016 - 01:53 PM

View Postrockspider, on 07 April 2016 - 11:37 AM, said:


That does seem more my style however that engine is going to set me back a pretty penny Posted Image

Thanks will try that build out.

If you are newish - xl340 fits quite a few mechs, and still gets you in the speed/stat ballpark.

#7 MadHornet

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Posted 09 April 2016 - 07:40 PM

Definitely take advantage of the side torso high mounted weapons to put the majority of your firepower. This makes for a decent ridge peeker, and is agile enough to be a very mobile energy boat, rivaling that of something 5 - 10 tons heavier because of that factor. I play them myself and I have no complaints except for their hitboxes due to inaccurate scaling (QKD's are WAY TOO BIG).





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