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This one does not have any quirks, obviously...so it is a bit squishier, and peaks less effectively vertically. Having said that, it can make a formidable shoulder peeker with the right setup. That build is what I settled on, and seems to do well for now...
KDK-2:
This mech can do a couple of things. With the hover jets^TM, it can get into a few (read: not many) places you otherwise could not, but only if you bother to bring 4. This is the long range poking setup I came up with, and it seems to do well enough when you can sit back at range. If you are not averse to dropping to the XL375, then this build becomes viable. It excels at mid range, though not as great for long range obviously.
KDK-3:
Obviously...there will be many versions of Dakka builds for this one, but, quad UAC10s seems to be hammer, and everything else looks like a nail. This will probably be the best cbill variant so far.
KDK-4:
This build has been the most productive so far. You could bump the speed up and run something like MPLs, or ERMLs instead, and pick up quite a bit more heat efficiency like this. This is a more brawl oriented option, but the SRM convergence is a bit wonky.
KDK-5:
This one is interesting, I came up with this brawler, and it works well...you can drop the engine to XL375 and run SPLs instead. That will probably be more of a whether or not you want speed over a bit more damage. I also worked up this gem which seems to be a great sword and board build, if you like a mid-range poking mech.
KDK-SB:
What can I say...a big brawl mech with nasty closing speed. This monster, is an absolute amazing mech to drive.
I think the quirks are mostly spot on. I do think they could stand to give the KDK-1 and KDK-5 the same quirks, but, if you play those a bit further out, you can make them work if you are smart about it. They do not feel as tanky as the Atlas, but with better mobility, it is a *very* reasonable trade off to make.
My personal ranking from best to worst at this point would be:
* KDK-SB
* KDK-3
* KDK-2
* KDK-5
* KDK-4
* KDK-1
The good news, out of all this, is that the base pack really gives you 2 of the top 3 mechs, and if you drop another $15 for the SB hero, you really get all the top 3 mechs available. If you want the reinforcements, the 5 is really the only reason to get them. That is mostly if you want a sword/board gauss vomit build, or something with a load of small lasers and a ballistic. These builds are all of the cuff, and initial thoughts, I am sure more builds will emerge as time wears on, but these seem be quite viable for now.
Good hunting mechwarriors.
-G
Edited by Gyrok, 17 May 2016 - 07:17 PM.