

Kit Fox Missile Boat
#1
Posted 17 April 2016 - 12:30 PM
http://mwo.smurfy-ne...ef671c759923353
#2
Posted 17 April 2016 - 12:47 PM


#3
Posted 17 April 2016 - 12:48 PM
http://mwo.smurfy-ne...0898eb0036b4876
over the one you have. I cut out one LRM10, added ECM, improved armor, and added 2 extra tons of ammo. LRMs miss a lot, you'd be better off if you have at least 2.5 tons of ammo per launcher. The ECM helps out a bit against return fire and lets you block allies from LRM rain if you are close by. It shouldn't be too bad I hope.
#4
Posted 17 April 2016 - 12:49 PM
Bahktosh, on 17 April 2016 - 12:30 PM, said:
http://mwo.smurfy-ne...ef671c759923353
First of all, welcome to the game!

#5
Posted 17 April 2016 - 12:52 PM
If you had to go with that route for fun you would have to fit more ammo . You need at least 2 tons per LRM15 so at 3 you really going to run out fast .Maybe remove LRM10 for 2-3 tons . If you can I would dump 1-2 medium or small lasers in there .
I have seen actually Kit do well with LRMs but its only on very specific maps and in specific situations . Like you could climb mountain on crimson and you have free LRM reign if you have no enemy lights ( I am not sure if its considered abuse )
Edited by MadCat02, 17 April 2016 - 12:57 PM.
#6
Posted 17 April 2016 - 01:02 PM
MadCat02, on 17 April 2016 - 12:52 PM, said:
If you had to go with that route for fun you would have to fit more ammo . You need at least 2 tons per LRM15 so at 3 you really going to run out fast .Maybe remove LRM10 and 1 DHS for 2-3 tons . If you can I would dump 1-2 medium or small lasers in there .
I have seen actually Kit do well with LRMs but its only on very specific maps and in specific situations . Like you could climb mountain on crimson and you have free LRM reign if you have no enemy lights ( I am not sure if its considered abuse )
I will agree lights have never been great lrm platforms as that is usually not their role on the battlefield. The Kitt fox excels being a support mech being able to carry ecm, ams and not too bad of weaponry. I have always played the Kitt fox and adder more like medium mechs as they lack the speed to make effective scouts with the exception to the arctic cheetah and jenner IIC.
#7
Posted 17 April 2016 - 01:04 PM
The real issue with most lights is you just cant cary enough launchers AND ammo.
#8
Posted 17 April 2016 - 01:50 PM
Bahktosh, on 17 April 2016 - 12:30 PM, said:
http://mwo.smurfy-ne...ef671c759923353
My big problem with the build in the OP is the lack of ammo, you have 3 tons for 40 tubes, if LRMs are the main weapon system you will want enough ammo to last most of the match, usualy I would recomend a ton for every 5 tubes, so 8 tons for 40 tubes.
I would suggest something like this:
http://mwo.smurfy-ne...9374bc284f6a521
less tubes, more ammo and a TAG, the ammo will last most of the match, and you can use the TAG to rack up TAG assists, cancel ECM, and speed missile locks and it means you are not completely useless when the ammo runs dry (and it will any time you last past mid match), my other idea would be reduce the launchers to a pair of LRM10s and add a pair of MPLs or a single ERLL so you do have backup weapons for late game, like this:
http://mwo.smurfy-ne...da9473cd5d5c321
Edited by Rogue Jedi, 18 April 2016 - 12:02 AM.
#9
Posted 17 April 2016 - 02:11 PM
#10
Posted 17 April 2016 - 02:46 PM
Koniving, on 17 April 2016 - 02:11 PM, said:
I tried it back when Clans were new, 2 LRM15 can be done but you cannot fit adiquate ammo and backup weapons without stripping a lot of armor
#11
Posted 17 April 2016 - 04:50 PM
Edited by Bahktosh, 17 April 2016 - 04:51 PM.
#12
Posted 17 April 2016 - 05:10 PM
#13
Posted 17 April 2016 - 05:28 PM
If you really want to go this way, you need to remember that the KFX is ultimately a support mech. Lobbing LRMs over walls is wasteful. You might as well carry a narc+tag to make your missiles (and your team's missiles by extension) extremely accurate.
CAP is not as necessary if you're in a LRM boat, as much as in a SSRM boat. If they get in range of your CAP, your LRMs aren't going to do squat against them anyway at <180m. Might as well narc the guy and torso twist till help gets to you. The extended sensor range is nice, but at >750m, most of your missiles ARE going to slam into the ground because the other guy gets a warning for almost 4-5 seconds.
Find a heavy or assault. Stick to said heavy or assault. Be a sentry gun to said heavy or assault. Spot for them. Mark their targets.
They'll love you for it.
Edited by Fox With A Shotgun, 17 April 2016 - 05:29 PM.
#15
Posted 17 April 2016 - 06:17 PM
here is my current build:
http://mwo.smurfy-ne...5aab53f96db23b0
Edited by Bahktosh, 17 April 2016 - 06:18 PM.
#16
Posted 17 April 2016 - 09:19 PM
Bahktosh, on 17 April 2016 - 06:17 PM, said:
here is my current build:
http://mwo.smurfy-ne...5aab53f96db23b0
Close combat with this mech is indeed possible. A-SRM4x4 and A-SRM6x4 are two of the most powerful builds you can have for the Kit Fox.
You've already noticed how just being in a Kit Fox makes you practically invisible to enemies. This is THE best part of being a Kit Fox; NOBODY takes you seriously! Abuse this fact and smash their faces in before they can blink twice.
IMO that build has WAY too much ammo. You shouldn't be melting so fast that you need LRM40 on a KFX.
Edited by Fox With A Shotgun, 17 April 2016 - 09:20 PM.
#17
Posted 17 April 2016 - 09:50 PM
Koniving, on 17 April 2016 - 02:11 PM, said:
A KFX missile boat (should we call it a "dinghy"?) has long been on my list of things to try. But I don't fire up my clan account often enough. So challenge accepted on my behalf too.
Based on my experience with light-end missile boats with IS (35-50 tons), I'm of the school of thought that with the light clan-tech, a KFX might not only work, but could actually be near-optimal for LRM duties. In general, relatively light missile boats work well, as they can make up for their lighter launchers by having the mobility to maintain optimal firing angles. Smaller hits, but more often. Better yet, you don't waste your team's precious tonnage and armour in a role where -- if played correctly -- you shouldn't need them anyway.
The build I intend to try is KFX-D. Two LRM 15's with adequate ammo, cAP for targetting, ERML for backup, zooming about at 105 km/h is no joke build IMO.
#18
Posted 17 April 2016 - 10:10 PM
Finally add every hand and arm actuator possible since they do make a differences in tracking speed and range of movement. Very useful for locking missiles.
Edited by Spheroid, 17 April 2016 - 10:21 PM.
#19
Posted 18 April 2016 - 12:18 AM
Bahktosh, on 17 April 2016 - 06:17 PM, said:
here is my current build:
http://mwo.smurfy-ne...5aab53f96db23b0
first up, I have a question, if you are having trouble surviving why are you only taking a bit more than half armour, and why 0 armor on rear CT, I strongly recomend against taking no rear armor, other pilots will see that and something like a Spider or Locust will get behind you to kill you very quickly
for your build here are my sugestions, ether drop the LRM10 for more ammo
http://mwo.smurfy-ne...30a689199f63e09
or change the Right Arm omnipod to the Prime, put 2 LRM10 in the RA and 2 lasers in the Left
http://mwo.smurfy-ne...4c14034d862764a
alternatively slightly less armor but keep the tag and add an ERLL
http://mwo.smurfy-ne...793dede41d71410
do not put a Targeting computer on a missile boat, TCs provide significant bonuses for Lasers, PPCs and Autocannons but add little for missiles, on a laser or balistic boat a TC1 is usualy worth its weight, the heavier versions are more a case of "I have the weapons I want, adiquate ammo, adiquate heat, what do I do with those last few tons", not to say the heavier TCs are bad they are are a significant tonage investment.
Edited by Rogue Jedi, 18 April 2016 - 12:19 AM.
#20
Posted 18 April 2016 - 02:00 AM
"first up, I have a question, if you are having trouble surviving why are you only taking a bit more than half armour, and why 0 armor on rear CT, I strongly recomend against taking no rear armor, other pilots will see that and something like a Spider or Locust will get behind you to kill you very quickly"
I Actually said the opposite im getting better at surviving which i mentioned in the previous reply made, i was trying to explain that this build simply shouldn't need the armor..it's not built into its purpose, i rely on my parent mech to take alot of the damage i don't tend to stray..its a support fire missile boat.Maybe im wrong here but i don't know that other pilots will see in game that i have no armor..if thats the case how do you tell? again im new so maybe that is a thing..but in general i dont want the weight being spent on armor that in most cases will be impractical....i mean lets face it ..its a kitfox....if i wanted to really mix it up in short raqnge battle royale this is not the build for that. Further more your suggested builds dont even fire more than 25 missiles per volley..which according to what i've found so far for missile boats is bad because anyone with an AMS will shut you down as their AMS system can stop 25 missiles per volley..so the idea is that even fighting a mech with AMS i'm not completely useless. In addition ive also found it to be smarter to spread the missile launchers out among 2 different arms as an extra redundancy against long range fire....i will and do occasionally get shot at from afar which is why I do have armor in the front, and just in case a ppc,or large laser hit home i don't want all my eggs in one basket so to speak. But thanks for the feedback on TCs i was very curious about that.
Edited by Bahktosh, 18 April 2016 - 02:06 AM.
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