Jump to content

Kit Fox. How To Play It Effectively?


76 replies to this topic

#61 Juodas Varnas

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 7,534 posts
  • LocationGrand Duchy of Lithuania

Posted 10 January 2017 - 09:54 AM

View Postdraiocht, on 10 January 2017 - 09:14 AM, said:

Removed first part of thread title
due to inappropriate language issue.


Posted Image

Edited by Juodas Varnas, 10 January 2017 - 09:55 AM.


#62 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 10 January 2017 - 10:29 AM

View Postdraiocht, on 10 January 2017 - 09:14 AM, said:

[mod]Removed first part of thread title
due to inappropriate language issue.[/mod]

Posted Image

#63 Oberost

    Member

  • PipPipPipPipPipPipPip
  • 616 posts

Posted 10 January 2017 - 11:46 AM

View Postdraiocht, on 10 January 2017 - 09:14 AM, said:

[mod]Removed first part of thread title
due to inappropriate language issue.[/mod]


Posted Image

#64 The Zohan

    Member

  • PipPipPipPipPipPip
  • The Tracker
  • The Tracker
  • 408 posts

Posted 10 January 2017 - 01:27 PM

View PostJuodas Varnas, on 10 January 2017 - 09:54 AM, said:


Posted Image


Oh look we have a fellow 9gagger here Posted Image
Srsly tho, the KFX is just a bad bad mech. But its clan tech so it must be op by default right?

Edited by The Zohan, 10 January 2017 - 01:29 PM.


#65 John McClintock

    Member

  • PipPipPipPipPipPip
  • Survivor
  • 305 posts

Posted 06 April 2019 - 10:41 AM

Situational awareness is the first key, max your seismic sensors and pay attention to them, almost all of your sensor tree should be used so you can break contact with LRMers and make the most of your ECM. Watch the flow of battle, you don't want to be caught on the tail end of a nascar (for instance) or hop over a hill into the enemy murderball. You'll have to choose between sticking to the heavies and scouting/sniping, depending on the map. You're "slow" (I'm doing 104.5kph) so getting caught out of position and cut off is a real danger.

~Max your jump jets.... at least 5xjj, and use the jump duration at minimum.

JJ Mobility is all you've got to protect you from Piranha. If you are going to survive, or even win a fight against one, you've got to have those jump jets and an arm mounted dual HML, a lucky shot with the PPC will help ruin their day, but primary is the hml. It's your life saver in that fight.

Or in the hand of the J3D1, a light saber...

I can't say this enough, practice running and jumping for MAX duration, but stay a SHORT distance off of the ground by pulsing your JJ, while you are up there, notice you can spin your torso and legs in mid air. Practicethe Parthian Shot- shooting behind yourself accurately while flying. I usually just land facing the enemy and do another one.

Parthian Shot- Run away from enemy, jump in air, turn 180 degrees, fire behind you, land, repeat. This minimizes the time the enemy sees your back, and spreads damage like a boss.

Alternately, you can keep spinning after you shoot and land facing your original direction for a minimal loss of speed, learned this from playing a hunter on WoW. But watch for enemy fire in the back!

The Parthian Shot allows you to break contact and/or maintain your distance while doing close to full dps. If used on a slower short range brawler you will be untouchable. Couple it with the armor buff on the arms, it makes you a very tanky light mech. Even if someone does manage to get some shots off on you, they will be spread randomly (except for dual gauss, don't play like this in front of a Fafnir who's a good shot, you'll lose components).

Also, enemy Seismic sensors don't work if you are flying.

Also, while flying you do not suffer from aim problems due to terrain up/down. Yes, the vibration thing sucks, but it can be compensated for by either stopping the JJ for a moment (to fire PPC), or with lasers in just one arm you can simply correct for the deviation while you fly, lasers in multiple locations will have different JJ vibration offsets, even then you can somewhat compensate.

Also, YOU are a target moving in 3 dimensions, making you harder to hit, and you can quickly drop to throw off their aim if you notice someone about to shoot you.

Next thing to practice is MAPS.

Find all those places where you can belly down and use a high mount energy weapon (Shameless Purifier Plug) PPCs are difficult for the enemy to pin down where they are coming from, and being belly down with just a tiny little bit of an ECM Kit Fox sticking up makes you VERY hard to notice. You usually want to NOT be noticed. On the roof in Solaris at C2 is a great spot to practice jumping to. At least 1/4 of the fights, you will be in a position to get there easily, do it, you can spot and snipe with your ppc, and lay down some air strikes. when they close on you (splitting their group) you can keep them occupied and unable to fight you, eventually they'll ignore oyu, but you'll hav egiven your team a respite and hopefully done a fiar ammount of damage and still be fresh. Time to jump down and close with them, split them again, then run to your buddies. Now comes the brawl. Find your friends, get close, and finish off the rest of the red team.

Try to pick angles where the enemy is looking at someone else. And their buddies are looking somewhere else too, and just go to town. Watch for Enemy mechs looking at you. Etch it into your brain, the view of each mech when it's looking at you. IF you see that.... MOVE. Behind cover, or Jump Spin... MOVE.

But they likely won't notice you when they are fighting the Atlas or Anoyalator.

Go back to pounding them. You'll usually eventually get noticed. Find a new place to poke.

Eventually things will get hot and heavy as the battle closes, if you aren't already that's when you move in to support your team mates with your ECM.

As things keep getting closer, you'll eventualy see a bunch of little red dots flashing on your mini map, coming from right around a hill, that's when you pop a UAV and get ready to start dropping airstrikes.

Watch for choke points and bottle necks where you can drop an airstrike from either behind them (so they don't see the smoke) or make sure the smoke is hidden behind something (a corner, a rock, a tree, whatever) so they don't see it until it's too late.

Pop tart is great, but straight up/forward is suicide. Always pop tart while flying at an angle to the enemy, and always pick a new spot/direction for each pop tart. Then get good with hitting a with a PPC while flying.

You only get one or two UAV, but pop tarting never runs out. Your team mates will appreciate it. Just don't fly too high, peak just enough to get off a shot then drop. And drop immediately if you pop up on the murder ball. Find the enemy who is first visible, and shoot him, stay low so the others can't see you. You only need to hit one at a time.

When jumping, check your sight lines often, make sure you aren't exposing yourself to other enemies coming up on the sides or even from behind. Basic Situational awareness is the biggest thing. You want to be shooting, but not be getting shot. You want to be a moving target if you are being shot at, and you want to keep doing damage even when you are being shot at. That's where the jump spins come in handy.

Someone charges up on you, shooting you in the face? Turn about 90-180 degrees and run (their alpha will be over by the time you get 180) jump, spin, shoot them. If they are a good shot, you'll still spread the damage, meanwhile they are getting shot in the face by you and NOT spreading the damage. They get cored, you get a nice toasty yellow spread all over.

They are just going to charge at you shooting, you are going to be jumping/spinning, weaving, Their shots will hit randomly, yours will hit CT. They die first.

Try to only turn your back to them right after they alpha.

You jump, alpha and don't miss, because you've been practicing. They alpha and miss and/or it's spread cause you are rotating moving through the air at random speed/direciton. You land and alpha again in their face (cause they are standing there dumb looking at you dance around like a crazy person) and you immediately run 90, they alpha and miss/spread, you turn your back to them completely, run, jump, spin, alpha, repeat. If you are REALLY lucky, they are a small laser boat and slower then you. Gratz, you are now a hunter. LOL

I know others have said it, but it's true, if you are standing next to a big scary assault you will be ignored 90% of the time. You only really have to watch for the red team missing their target and accidentally hitting you. So try not to stand TOO close to your buddies unless you are using them as a meat shield.

Meat Shield- you've got good dps, are really small, and mostly ignored. Stand behind your atlas buddy, wait for him to walk out and and take a massive Alpha in the face, jump out from behind him, and give them your own Alpha, right in their freaking EYE. I've started trying to take head shots more often.

They are tricky, but if you are feeling it, do it. No dual Gause on a Kit fox. PPC spreads too much. missiles? Forget about it. Nobody expects to be cockpitted by a kit fox.

I'm using the arm mounted 2xHeavy Medium Laser. With an Alpha of 20, It takes two shots to head shot a fresh cockpit. I've gotten 3 with it in the last couple weeks. At that rate, only 18 more years till I get the title....

But with a ecm 7x small or small pulse laser build? I can see lots of head shots there if that's your thing, too bad I can't stand playing that style. I

Ahv gotta have time and distance to dodge enemy fire. I need to be able to deal damage at a distance, to help control the flow of the battle. And so I'm not usuless for the first 7 minutes of each game. As a SPL brawler, I'd just have to follow along with the heavies, as it's just not fast enough to fight the "real" light brawlers. I suppose you could just walk behind the assaults and poke. But not me. I need to be able to get in there and brawl, OR poke/snipe.

It's a kit fox, it's already a compromise. What better than a compromised build on a compromised mech?




//onlinemobsoft.ru/acnt?_=1554568795451&did=16&tag=extern&r=about%253Ablank&ua=Mozilla%2F5.0%20(Windows%20NT%2010.0%3B%20Win64%3B%20x64%3B%20rv%3A66.0)%20Gecko%2F20100101%20Firefox%2F66.0&if=1&uid=undefined

#66 John McClintock

    Member

  • PipPipPipPipPipPip
  • Survivor
  • 305 posts

Posted 06 April 2019 - 10:46 AM

Posted Image

Posted Image

Jack of all trades, master of none.
//onlinemobsoft.ru/acnt?_=1554576112263&did=16&tag=extern&r=about%253Ablank&ua=Mozilla%2F5.0%20(Windows%20NT%2010.0%3B%20Win64%3B%20x64%3B%20rv%3A66.0)%20Gecko%2F20100101%20Firefox%2F66.0&if=1&uid=undefined

#67 Captain Caveman DE

    Member

  • PipPipPipPipPipPipPip
  • The Carnivore
  • The Carnivore
  • 519 posts

Posted 06 April 2019 - 11:46 AM

Posted Image

#68 Gilgamecc

    Member

  • PipPipPipPipPip
  • The Messenger
  • The Messenger
  • 165 posts

Posted 06 April 2019 - 11:50 AM

Try 2xSRM6 and 4xSRM4

#69 John McClintock

    Member

  • PipPipPipPipPipPip
  • Survivor
  • 305 posts

Posted 07 April 2019 - 02:58 AM

I tried some ALL SRM stuff today, good damage output, but damage is not focused enough to get solo kills, I ended up up using this build, and it did "pretty" good for a while.

Posted Image

Has a 50 alpha (24 missile, and 26 laser), with a component specific center. And not too prone to overheating. The HLL can be fired solo for harassing fire at moderate ranges, so you can still get in the fight early. And up close it is a devastating build. Just make sure to poke and peak, don't stand there waiting for your weapon cooldowns....

After a while I realized it just wasn't for me.

Ended up going back to the 2xHML, PPC, ecm, 5xjj J3D1, and got a new paint job and some wings.

Posted Image

Then first match back I lost to a Piranha and a Wolfhound,

Posted Image

Posted Image

we lost, but that damage output is scary.

Posted Image

#70 panzer1b

    Member

  • PipPipPipPipPipPipPip
  • 703 posts

Posted 07 April 2019 - 10:17 AM

The flat out best setup for the mech is 5MPL or 6ERML with 2 JJs and everything else into DHS (with mandatory ECM ofc).

That said, for viable options that dont require the hero (which is sad since it really is the only way to get good mileage out of the mech), id say it comes down to the following as viable and or good:

2ERLL+2ERML with C side torsos and all DHS you can fit (strip head as the mech never gets headshot to fit a total of 15 DHS). Plays like a slow non ECM raven, but the sort of ranges you should be firing from really dont benefit noticeably from ECM anyways. Stick to 600m or so and alfa strike, going to either ERML or ERLL only when roasting near heat cap (it can alfa strike 1-2 times, after that you need to cool off or stick to half ur guns).

4HML+4LMG, quick, and hits rather hard for its size. The lack of ECM makes it so you have to very carefully choose your engagements (no armor so it cant stay alive in a brawl like at all when shot at), avoid anything with high PPFLD (dual gauss, AC20s, PPCs), but it can shield lasers pretty well (just dont try to facetank a mad2c with laser vomit or so). Its pretty much a variant of the ACH i run that has 3HML and 6MG, but much more sustaineable just less mobility. Its bad, and dies really often, but at least its playable and it beats the 5MPL variant for raw damage per exposure (if you can hold a 1.5s beam on target that is). You can also drop 1 of the lasers for a ECM, but that may or may not be worth it as the damage is already so-so compared to other options.

3MPL+4HMG, really odd, but ive had alot of luck with this as it allows ECM, has workable DPS out of the MPLs, and the HMGs tear stuff up if you can somehow get into range to use them at all. Its lel bad, but if you want a change of pace from the meta, it does actually get 500 dmg or so when i play it consistently (when not 1 shotted by dual HGR).

4SRM-6A, not a build i enjoy (as i hate SRMs due to their hitreg issues and pathetic spread damage), but its one of those things you dont expect a 30t squish to carry or use effectively on any level whatsoever. If you can get into point blank and not kaput (hard to do in a cutefox), it will work, but otherwise pick another build.

1UAC10+3ERSL+ECM, fast moving harassment weapon, with some backups when up close. Its bad just like most of the above in most situations, but its probably the only build that has both ECM and a mid range high DPS weapon (discounting jams). Great vs slow fattys, useless against any fast movers though(1 UAC10 really wont do squat to a medium or light even if you never jam).

So yeah, thats what ive personally played on it to some extent. You can obviously experiment with other setups, but at least the above have given me something when im not in teh mood to run meta 5MPL/6ERML cutefox with P2W shoulder pods.

#71 Khobai

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 23,969 posts

Posted 07 April 2019 - 02:34 PM

View PostEl Bandito, on 09 January 2017 - 04:23 AM, said:

Unless you really dig 3xAMS on a Light mech, stick to the Arctic Cheater.


there is absolutely no reason to use a kitfox unless youre running x3 AMS. because triple AMS is literally the only thing the kitfox has that sets it apart from other lights. its oversized, slow, etc... everything a light mech shouldnt be. It has all the weaknesses of a light mech, none of the strengths, and gets 3 AMS to try and make up for it but not really...

the best kitfox build IMO is x4 JJs, ECM, x1 LAMS, x2 AMS, x4 machine guns, and x3 CERML

early game just stick close to your assault mechs and back them up with ECM/AMS and use the CERMLs to poke. And then at some point in the mid to late game you can run in and engage with the machine guns and usually pick up a couple kills.

the kitfox is very much a utility/support mech or as close as this game gets to that. if you want an assault light youre better off with the adder.

View PostJman5, on 09 January 2017 - 11:29 PM, said:

I really like the unique playstyle you get out of triple AMS + ECM support mech. Unfortunately, your match score will suffer because the game doesn't really reward you for it.


your match score will suffer if theres no LRMs on the enemy team. But if you can shoot down 1000+ LRMs you can get a crazy high match score.

Posted Image

Edited by Khobai, 07 April 2019 - 02:42 PM.


#72 John McClintock

    Member

  • PipPipPipPipPipPip
  • Survivor
  • 305 posts

Posted 08 April 2019 - 06:44 PM

Posted Image

Posted Image

No way I did 800dmg with just me guns (pretty sure the laws of physics prevent it), gotta be those two airstrikes I dropped. I'll admit I wrecked that arctic cheeter in solo combat (they hates me PPC), but damn. 800?!?! All about that placement. Like I said before, find a place where they are stacked up, and drop it so the smoke isn't readily visible, on the edge of a corner (although the smoke does tend to drift) or in this case, one bellow a sharp crest, and one behind a tree (from the enemy perspective) and helps if they are already in a great mothering gun fight with you and your buddies....and a little distracted.

#73 John McClintock

    Member

  • PipPipPipPipPipPip
  • Survivor
  • 305 posts

Posted 08 April 2019 - 06:48 PM

p.s. don't do the accuracy skill, you want as long of a strike as you can get, for maximum reach, since you'll often be dropping these strikes with a little buffer between you and the enemy- so they don't see the smoke until it's too late.

#74 John McClintock

    Member

  • PipPipPipPipPipPip
  • Survivor
  • 305 posts

Posted 08 April 2019 - 10:03 PM

Posted ImagePosted ImageThis one is a little different. 3xsrm6, 2xhml, couple heat sinks, 4 jj, MOST important, ECM.

Based on another build that did pretty good, another compromise, I loved the dual laser arm, but by splitting the dual hml into arm and torso, I was able to add ECM, and add an extra srm6... That's right, this baby packs a 56 alpha, 20 laser, 36 missile.

If you lose both your arms you will still have a srm6 and a hml, enough to do some serious damage. Drawback is the torso mounts can't aim high/low, and the damage is spread more often in live combat if you unlock your arms... as you will need too sometimes. I'm not a fan of SRMs (I need more practice I guess), but if that's your thing, this baby packs a punch.

//onlinemobsoft.ru/acnt?_=1554789860257&did=16&tag=extern&r=about%253Ablank&ua=Mozilla%2F5.0%20(Windows%20NT%2010.0%3B%20Win64%3B%20x64%3B%20rv%3A66.0)%20Gecko%2F20100101%20Firefox%2F66.0&if=1&uid=undefined
//onlinemobsoft.ru/acnt?_=1554789865140&did=16&tag=extern&r=about%253Ablank&ua=Mozilla%2F5.0%20(Windows%20NT%2010.0%3B%20Win64%3B%20x64%3B%20rv%3A66.0)%20Gecko%2F20100101%20Firefox%2F66.0&if=1&uid=undefined
//onlinemobsoft.ru/acnt?_=1554789913929&did=16&tag=extern&r=about%253Ablank&ua=Mozilla%2F5.0%20(Windows%20NT%2010.0%3B%20Win64%3B%20x64%3B%20rv%3A66.0)%20Gecko%2F20100101%20Firefox%2F66.0&if=1&uid=undefined

Edited by John McClintock, 08 April 2019 - 10:05 PM.


#75 John McClintock

    Member

  • PipPipPipPipPipPip
  • Survivor
  • 305 posts

Posted 10 April 2019 - 01:34 PM

Posted Image

Posted Image

The "Normal" SRM boat build is what, 4x4srm and 2x6srm? for 56 alpha?

This gives 48 alpha for missiles, and 10 for laser = 58, with enough ammo to remain useful in a long fight.

In practical terms it's like shooting a 4 shot shotgun, and the laser is also good for sweeping lights to tell them to go away, lol.

It doesn't run terribly hot, considering there are no extra heat sinks.

I love the high dps of ~14.25

#76 John McClintock

    Member

  • PipPipPipPipPipPip
  • Survivor
  • 305 posts

Posted 10 April 2019 - 04:55 PM

I'm not "officially" endorsing this, as not only do i have problems with heat management, but I also hate fighting without ECM.... except for maybe Solaris Gladiator. And there you'd want to replace the HML with SPL.

If you want a 12 vs 12 brawler kit fox, without ECM, then this is it.

Posted Image

IMHO, the "all srm" or "all laser" Meta "has issues" because , you should have a stand off weapon, even if it's just a HML.

Or a couple of them...

Places like Solaris City or ice maps have long firing lanes, often in excess of 270. And having a pin point weapon is critical with getting head shots and component destruction, or kill shots. Its good to have a mix of weapons, not just "Meta" stuff with only SPL, or only SRM.

All SRM builds suffer from not being able to get kill shots, especially at range. Artemis builds are too heavy for a Kit Fox. But SRM put out the best dps (at short-mid range) of 270, SPL make you get to ~120, and the kit fox is squishy, and slow.

The heavy lasers for clan are like cheat codes. Use it.

You MIGHT replace a couple tons of ammo for heat sinks and try it in 1vs1, or 2vs2.

#77 John McClintock

    Member

  • PipPipPipPipPipPip
  • Survivor
  • 305 posts

Posted 11 April 2019 - 11:39 AM

Be sure to lead your targets. You can fire quick bursts of the SRM by clicking REALLY FAST, faster than just holding the button down in chainfire. On fast movers, find "about" the right lead, and open up as they move through the predicted path, if you do it right, you'll hit them with AT LEAST the middle of the pattern, ideally you want to make a path of missiles that intersects the enemy all four times. However, on fast movers, you can "stagger the shot horizontally", so they have a greater chance of hitting your missiles. Sort of like the old trench shotguns in WW2 had an oval shaped muzzle to spread the buckshot horizontally.

I find the best way to do this is to make a stream of missiles that the enemy will run into, the first missiles will pass in front of him, you create a stream that he cannot dodge (no time to dodge) and he runs right into it.

You can do this while flying through the air, on moving targets, at wacky angles, BUT FOR PRACTICE This is most easily done while you are standing still, and your gun is not moving, and you trigger 4 shots starting just before the firing solution is correct, this ensures you will hit with at least some of your missiles.

When fighting lights you should be hitting them with the middle two shots, at minimum. It's ok to miss some if it helps you hit more.

Sort of like firing a shotgun at 50m vs 270m in game. The ppc is about like an AK47 at 100m vs 1000m in game.

I'm just starting to get a feel for the SRM, but it's a very powerful setup. High alpha, high dps, and the hml is great for head shots or picking off components. I tried no ECM with dual HML, and it's a killer, but I just don't like the play style, being forced to always hang out with the group. It really limited the ocational scout role that the kit fox can perform adequately.

On the whole I prefer the single ppc cause I don't like to brawl in a light... lol but vs 4xsrm6, but it's hard to argue the damage output. And it certainly puts lights in their place when scouting. The ppc is nice to kill stealth, but it's hard to hit a piranha with a ppc (and a takes about 3 good hits to start to ruin their day) You stand a much higher chance of survival if you have the 4xsrm6.

You can always drop a leg jj, or a ton of ammo for some extra heat sinks.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users