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What's The Best Build For A Kodiak 1?


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#21 Xetelian

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Posted 25 June 2016 - 08:28 PM

Posted Image






KDK-1 400XL cSPL

KDK-1 400XL cERML

KDK-1 400XL cERSML

Gauss
2LPL
4 backup lasers or 5 or 6

Use the left side of the mech as a shield for the right, put most of your weapons in the right side.


KDK-1 400XL UAC20 Small lasers



Metamechs build
http://metamechs.com...meta-tier-list/

Edited by Xetelian, 25 June 2016 - 08:35 PM.


#22 Snowbluff

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Posted 25 June 2016 - 09:25 PM

View PostDavegt27, on 25 June 2016 - 08:21 PM, said:

Snowbluf way to think out side of the box

how did it work?

I don't know yet. I theorycrafted it during work when thinking of how to get the KDK1 and KDK2 to work for me, and I remember fantastictuesday's banshee...

EDIT: It runs alright. Lots of hurt delivered. Might be good to drop a few heatsinks to slot in a cannon.

Edited by Snowbluff, 25 June 2016 - 09:41 PM.


#23 deathlord

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Posted 25 June 2016 - 10:02 PM

The answer is clearly 9 ERML and 47 standard heat sinks.

#24 Random Carnage

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Posted 25 June 2016 - 10:31 PM

2 LPL, 4ERML, 2LRM10. Reasonable punch across all ranges. The lurms are just to keep peoples heads down more than anything.

#25 Appogee

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Posted 28 June 2016 - 02:30 AM

I think I've settled on Gauss+PPC+8SPL. Can poke at range, can kill up close.

#26 The Flying Gecko

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Posted 28 June 2016 - 05:44 AM

I went with 2 large pulse and 6 medium pulse (and a boat load of heat sinks) to level up the Kodiak 1 for mastery. I had the same issue with not wanting to spend millions on a slightly smaller nieche engine.

#27 April Showers

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Posted 28 June 2016 - 07:39 AM

i run KDK-1 and 5 with the same (warhawk/masakari)-meta:
5 ER-L Lasers
Active Probe (Head)
Targeting 2 (CT)
Advanced Zoom+Target info Gathering+LL-Range
MAX Heatsinks (20+10)
Lasers grouped 2+2+1
Got me to #15 KDK-5 on the leaderboard event.

(it is basically a run hot or die Meta Masakari with +3 Heat Sinks)

Oh, nice part: can oneshot a standing sniperraven CT at 800m with no shutdown in most cases (some maps dont work heatwise, obviously, some raven pilots are batshit insane doped quick torsotwitchers).

Just dont stand too far back, you get light mech aggro quickly.

4ER-LL+Targeting may be an option for some - i lik 5 better

Edited by April Showers, 28 June 2016 - 07:42 AM.


#28 Snowbluff

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Posted 28 June 2016 - 08:05 AM

View Postdeathlord, on 25 June 2016 - 10:02 PM, said:

The answer is clearly 9 ERML and 47 standard heat sinks.

Hey, that was the build I posted. D':

#29 cazidin

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Posted 28 June 2016 - 08:33 AM

Such incredible heat capacity AND cooling!

#30 process

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Posted 28 June 2016 - 08:35 AM

I would say a brawling build. KDKs are, in my opinion, too large to trade lasers with smaller and more nimble builds that can field the same loadouts.

KDK-1

#31 Lehmund

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Posted 29 June 2016 - 09:16 PM

I've had fun with:
- uac 10
- 2x streak 6
- 6x Er sl
- 1 Er ll.

Use the erll + uac at longer ranges and the ersl + streaks close in.

Works well vs mechs of any speed and size.

Good for QP variety. Low Alpha but you can sustain damage for a long time when faced with multiple targets. Most of all I think it's fun.



#32 EvGaS

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Posted 21 September 2016 - 06:15 AM

KDK-1 is funmachine with good alphastrike and field of variations.

I'm good in mech builds but not so good sniper-aiming, but still useful:

KDK-1 (Sniper-Brawler-Alphastriker)

+no ghost heat
+beastful alpha (even without doubletaps)
+good cooling (but still very hot)
+good in long range poking
+good in brawl
+good weaponry sidebalance
+maximized surviability (many components with HP in CT +20(+70?)/RT +50/LT +60)
+AMS protection (it helps survive longer than 1,5 tons of armor or 285XL engine)
+TC bonuces
+BAP bonuces
-weak in mid ranges
-no LRM's for firing out of line of sight
-lesser armor in not viable spots (and rarely hitted)))
-weaker engine
-very C-bills expensive
-hard to piloting effectivelly, need 4-5 weapons groups (most of popular builds based on 1-3 groups/buttons)
-gaming in overrided mode and manual shutdown (in not overrided mode you usually sleeps too many time in not so good places))))

Groups:
1 6x SPL (brawl, hitting lights, finishing cored enemies or components, firing in another altitude target)
2 2x SRM6 (sustained brawl with UAC10 in >80-90% overheat)
3 2x ERLL 1x ERPPC 1x UAC10 (snipering at max ranges, killing UAV's, bad for brawl but good for alpfa's and hide)
41x UAC10 (just fire in any case then think))))
Additional specific groups (more than 4 buttons mouse))):
5 2x ERLL 6 SPL (hands, minor change, ERPPC in CT Tcomp - in LT/RT)
6 2x ERLL
7 ERPPC

1,2,4 - brawl
3 - snipering (2 alpha's pokes 43-53 DMG before overheat, or chaotic long range fire)
all 1-4 - alpha and hide for cooling

Modules:
seismic
ERLL range
UAC10 range
AMS overload

you also can do some minor replacing changes with some of that (reducing from 11 to 10-9 extra DHS or adding extha armor):
TAG (-1 SPL)
T-comp 2-3 (like TC2+BAP, but TC2 quite laggish for me when I fast zooming)
throwing BAP
2x SRM 4 (more accuracy)
Gauss
UAC20 (-2 DH's -BAP, 3 tons of ammo)
XL275 (1 ton of weight)
ERSL's (5-6, also can replace UAC10 range for ERSL's range module, +3 tons of free weight)
changing to 2xERPPC + 1x-2x ERLL (in left hand, a bit hot for me)

Edited by EvGaS, 21 September 2016 - 10:11 PM.


#33 AphexTwin11

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Posted 21 September 2016 - 06:35 AM

http://mwo.smurfy-ne...b6ee7d2a7118114

This is my go-to. Some people with think it's stupid, but I average a good 700dmg per QP match (depending on the team)

Edited by AphexTwin11, 21 September 2016 - 06:36 AM.


#34 EvGaS

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Posted 21 September 2016 - 06:49 AM

View PostAphexTwin11, on 21 September 2016 - 06:35 AM, said:

http://mwo.smurfy-ne...b6ee7d2a7118114

This is my go-to. Some people with think it's stupid, but I average a good 700dmg per QP match (depending on the team)

Not so bad. Quite cheaper ans simplier than mine. (also 21 DHS and UAC10)))

Just try place ammo not in RT - better RA, legs or head. Cause RT is the second component after CT for coring by mine statistics observations on KDK. (ammo exploded and ripped cored side torso with hand faster with lesser obtained DMG)
And maybe change sides of LPL's and MPL's - with what you will fire at long range after ripping out your RT?

Edited by EvGaS, 21 September 2016 - 06:50 AM.


#35 AphexTwin11

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Posted 21 September 2016 - 07:03 AM

View PostEvGaS, on 21 September 2016 - 06:49 AM, said:

Not so bad. Quite cheaper ans simplier than mine. (also 21 DHS and UAC10)))

Just try place ammo not in RT - better RA, legs or head. Cause RT is the second component after CT for coring by mine statistics observations on KDK. (ammo exploded and ripped cored side torso with hand faster with lesser obtained DMG)
And maybe change sides of LPL's and MPL's - with what you will fire at long range after ripping out your RT?


I actually prefer the AC-10 (not the UAC) for this build. Reason being, the lasers are the primary damage producing components. The AC-10 is just in there as a low-heat placeholder while the mech/lasers cool down - I have found that the UAC-10 runs a tad bit too hot to serve that purpose. Also, the projectile decay seems to be lesser than that of the UAC - i.e. when firing at long range, the projectiles don't "arch" as much. It's worth noting that I rarely alpha-strike while piloting this mech unless I'm absolutely desperate (i.e. red-core mid fight). It is not necessarily geared to be long range or short range, its more of a true medium-range build. The reason I don't put the ammo in the arms, is because I shield with my arms - if an arm gets taken off, not only do I lose the lasers but also the ammo.

Edited by AphexTwin11, 21 September 2016 - 07:09 AM.


#36 Ghogiel

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Posted 21 September 2016 - 08:04 AM

I think I was running 375 or something with 4 lpl + gauss and corner peeking at one point, tad hot but 21 DHS innit.

#37 Sable

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Posted 21 September 2016 - 08:11 AM

Drop the large laser and add more heatsinks or ammo of your liking to the stock build. This works great for me. Just gotta manager your heat well.

#38 EvGaS

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Posted 21 September 2016 - 09:10 AM

Quote

The AC-10 is just in there as a low-heat placeholder while the mech/lasers cool down - I have found that the UAC-10 runs a tad bit too hot to serve that purpose. Also, the projectile decay seems to be lesser than that of the UAC - i.e. when firing at long range, the projectiles don't "arch" as much.

Yes, it generates 2 heat instead 3 (6 / 20 DMG in ultra mode)
Speed of projectile is the same, so ballistic trajectory must be also same. About speed of fire - dont know.

Quote

The reason I don't put the ammo in the arms, is because I shield with my arms - if an arm gets taken off, not only do I lose the lasers but also the ammo.

place only first ton in the head/arm, the rest 2 - in right leg (left leg is the last place for depleating ammo, so preferable for fire, but I newer was legged on KDK, so both legs is good protected ammo storage)

Quote

I think I was running 375 or something with 4 lpl + gauss and corner peeking at one point, tad hot but 21 DHS innit.

Full LPL is too hot, but maybe it will work. Still - 21 DHS... maybe around 24-28 will be good for melting 4 LPL. Cause mine Warhawk is quite hot from 2LPL + ERPPC fire (24 DHS)
http://mwomercs.com/...ost__p__5362088

Edited by EvGaS, 21 September 2016 - 09:11 AM.


#39 Remains Intact

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Posted 21 September 2016 - 09:12 AM

KD-1 Is nice as an all comers mech.

395 xl
4 ERLL
4 ERSL
2 srm6 + artemis.

44 dmg hitscan long ranged
66 dmg no ghostheat burst close range
88 alpha.

Edited by Remains Intact, 21 September 2016 - 09:18 AM.


#40 Kirkland Langue

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Posted 21 September 2016 - 09:22 AM

I run cUAC10+2cLPL on Right side and 4xcML on the left.





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