KBurn85, on 23 May 2016 - 07:51 PM, said:
I'd rank
1) KDK3 - No need to explain
2) KDK4 - Double gauss, LPL for a fast speed
3) KDK2 - JJs. Has just enough hardpoints for lasers + gauss/UAC20
4) KDK1 - Ranked below the 2, as it doesn't have JJs. Too many laser hardpoints. the 2xmissile points can't be used for anything (too few for SRMs, LRMs are not supposed to be on assaults, too few hardpoint either way)
5) KDK5 - Ranked below the 1, as you have to spend $$ to get hardpoints you don't need. Too many laser hardpoints to be useful
6) SB - My favourite KDK actually. Unfortunately, it has only 1 build (4xSRM6, UAC/LBX20, 2xERSL/flamers). MASC makes it the most survivable, and arguably the best brawler. It can't win against an atlas, but unlike the atlas, it can extract from a bad position very easily, making it very survivable. Also, easy for it to close in to anything. Unfortunately, mid-range is the game today, and brawlers are not the most viable. Its my most played and favoruite mech of all though.
But yeah, the KDK3 is a beast.
2xaSRM6 or SRM6 actually work rather well if you have it linked to a C-UAC20 or LB-20X. Treat them as part of th epackage.
My "torso" pack is a UAC20, 2xSRM6 and a single MPL, which overall work pretty well together. each arm packs 3x SPL and a Flamer.
As for the 2, still just can't find JJs sufficient justification, but to each their own, and their own playstyle.