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Kdk-4 Builds


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#1 EvGaS

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Posted 21 September 2016 - 07:11 AM

Maded by me just for fun, but usurprisingly effective.

From beginning there was 4x SPL no Artemis and +1 ton of each ammo (5+6 total)

But "it works".
So after amstering I do some minor changes.
The unexpected extra fun stuff is in effective rocketing of lights. Pulces and Artemis =)
Also you can place 2 flamers in right hand for burntrolling)))


KDK-4 (All Around Shredder)

1 2x MPL
2 2x ALRM 15 (main)
3 2x ERSL (for extra firepower)
4 2x AC10 (main)

2 UAC 10 and 2 ALRM 15 works not so bad together with good heatbalance (2 MPL for heating))))

#2 Rayden Wolf

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Posted 21 September 2016 - 08:36 AM

Bah, lurms and no maxengine...
Buuhh Wendy Testerburger! Buuhh!

#3 EvGaS

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Posted 21 September 2016 - 08:46 AM

View PostRayden Wolf, on 21 September 2016 - 08:36 AM, said:

Bah, lurms and no maxengine...
Buuhh Wendy Testerburger! Buuhh!

But it works. =)
750 DMG on Terra Therma - not so bad for combined mech with lurms.

Beside - max engine gives only 1,8 km/h for 3,5 additional tons in compare. Where is logic? Booo))

#4 justcallme A S H

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Posted 21 September 2016 - 09:32 AM

TRY ME


It is lots of fun, not overly hot. Just time a cLPL firing with Gauss and use the other cLPL shot if the target is still dumb enough to be looking at you.

#5 EvGaS

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Posted 21 September 2016 - 09:58 AM

View Postjustcallme A S H, on 21 September 2016 - 09:32 AM, said:

TRY ME


It is lots of fun, not overly hot. Just time a cLPL firing with Gauss and use the other cLPL shot if the target is still dumb enough to be looking at you.

Yes, if that me playing on yellow-blue LRM Orion-VA with 3060 ammo (an old FP boat, still good in random games, can do many bad things before fast death). I like that running snipers, who discover that they can die faster otherwise )))





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