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Kit Fox. How To Play It Effectively?


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#41 Revis Volek

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Posted 09 January 2017 - 04:05 PM

View PostSnazzy Dragon, on 09 January 2017 - 03:51 AM, said:

I don't have the power creep torsos for the 4E high mounts so don't suggest that. I'm not throwing $10 at a light mech.

But how do you make this mech do work? Adder I can do because it's got a lot more punch, but kit fox is a rough experience for me so far. Any advice?



Aside from the PR which is worth the money and p2not suck in that chassis but that is beside the point...

I also run this quite well, just use the buddy system...preferably a big one or two.


Posted Image

#42 The6thMessenger

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Posted 09 January 2017 - 06:19 PM

LRM-FOX - NARC (12) 2x LRM10 Artemis (720) + ML
****-Fox - NARC (12) + 2x LRM15 (720) + ML


*evil laugh

Edited by The6thMessenger, 09 January 2017 - 06:21 PM.


#43 Dee Eight

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Posted 09 January 2017 - 07:23 PM

I own five, the hero, two primes, a C and a S. The C variant is setup close to lore with the AMS/ECM support protection for fatties with 3 spl and 2mg and an active probe to provide longer range missile locks to folks probably too lazy to equip their own probes. Running the full set of 8 pods so you pickup extra range and cooldown for the pulse lasers. If you merely want a sniper, you can take advantage of those extra bonus quirks and run just the ECM and a couple ER-PPCs for 891m range (or 962 with a module). My S variant has C legs and left arm and a D right arm combining for 2 ERSL, 4MGs and 2 A-SRM6s with 1.5 tons of MG ammo, 3 tons of SRMs, maxed armor and 2 extra DHS. It still retains 2 jump jets also. If you want a long range ballistic shooter you want to mix S right torso with a prime right arm. You can then fit up to a 4 crit space autocannon in the RT or 8 crit in the arm. +10% ballistic cooldown, velocity and range and -5% LB-X spread. One of the lore variants than PGI didn't give us was in fact the A variant which is a gauss, 2 ERML, 2 tons of ammo. The D can naturally be the starting point for a good splatfox build but if you manage your firing a bit you can dispense with its bonus 5% missile cooldown and heat generation set-of-8 quirks and switch to the S side torsos to add some two jump jets and two MGs. You can also reduce yourself to 3 missile hardpoints with either a Prime right arm or S left arm. You get either the ballistic velocity & range bonuses and another ballistic hardpoint good for the MGs or an energy hardpoint.

#44 Saint Scarlett Johan

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Posted 09 January 2017 - 07:46 PM

Sell it and buy a Cheeto.

Edited by Saint Scarlett Johan, 09 January 2017 - 07:46 PM.


#45 FuhNuGi

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Posted 09 January 2017 - 08:27 PM

Snazz, is this your answer to being lurmed upon?

Well, aside from the Nova, good choice....

But, unfortunately, if you are looking to be an AMS "iron dome" rig, get used to low damage. You become an ecm and AMS umbrella for your team. You are not real fast, not well armored and do not pack the punch of other mechs in the same weight class.
The Kit Fox is useful in a "denial" role, especially if you can see when a stream of LRMs is coming from and position yourself to prevent massive damage on your teams targeted mechs.
Use the 3AMS with an overload and range module and make 3 to 4 boats feel useless until your guns go dry.

Otherwise, I ran a PPC pop tart with an workload of srms in case I got caught short to round out my KFX mastery.

I run a missile boat. Running a Kit Fox made me run a boat better and understand another aspect of a layered defense that can apply to team tactics (more in pugs really, but...). It is not the light you use to pack hunt the slow assaults, but you can keep your assaults safer (and if you are with the assaults, odds are you are not such a prime target as the dire wolf you are standing under).

#46 Dee Eight

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Posted 09 January 2017 - 08:58 PM

In 2 matches tonight with my purifier (2MG/4SPL/TC1 and a LOT of DHS) I bagged a night gyr, a mauler and a firestarter.

#47 Clownwarlord

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Posted 09 January 2017 - 09:04 PM

How to play Kit Fox? Play it as a light that runs in between its own group's death ball. That way a light mech comes in you chase it out. Your team benefits from your ECM and 3 AMS also because you are in the death ball. Lastly when your death ball meets the enemy team shoot weak points on the enemy mechs that are pre-occupied with your bigger allies.

#48 Jman5

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Posted 09 January 2017 - 11:29 PM

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.

#49 Oberost

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Posted 09 January 2017 - 11:40 PM

View PostCathy, on 09 January 2017 - 03:01 PM, said:


He's been known to carry teams in it, this usually happens when he's on the other side.

He's also been known to have bad games in it also, this only ever happened when he was on my side.

but yeah he's one of the few people I've dropped with can play them well consistantly


QFT...

#50 Stelio Kontos

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Posted 09 January 2017 - 11:42 PM

I've been able to rack up some surprisingly decent damage by throwing on an LBX-10 and two medium lasers. The way to play that build is as a "wingman" mech where you shadow and back up a heavy or assault teammate. Your job is to stay in their shadow and take shots they can't, move up with them to strike when they strike, and kill any other lights that try to harass them.

#51 Zergling

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Posted 10 January 2017 - 12:11 AM

If you're gonna Kit Fox, the Purifier is worth it. Otherwise, run Splatfox builds with the D, or medium/long range energy builds with the S or C.

ECM isn't absolutely necessary if you have radar deprivation and know how to use cover to break LOS.

#52 Snazzy Dragon

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Posted 10 January 2017 - 01:06 AM

View PostThatNumbGuy, on 09 January 2017 - 01:23 PM, said:

More than doesn't have one, he doesn't want one. Agreed. Too bad. He's missing out. Similar to having all other Jenners and no Oxide, the playstyles are quite different and enjoyable with the options unlocked.


I'll put money behind light mechs when they have a role as something other than troll builds (ac/20 raven, ac2 lolcust, etc) and little annoyances for assaults and heavies to one shot.

#53 Fox With A Shotgun

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Posted 10 January 2017 - 02:53 AM

View PostSnazzy Dragon, on 10 January 2017 - 01:06 AM, said:


I'll put money behind light mechs when they have a role as something other than troll builds (ac/20 raven, ac2 lolcust, etc) and little annoyances for assaults and heavies to one shot.


Think of lights like that, and you'll never get them to be more than little annoyances for heavies and assaults to oneshot. It takes a specific mindset to play lights; and I'll be brutally honest here - a defeatist light is something that I'd rather not see on ANY light on my team. You need to believe that you can work your magic on the enemy team, and that you can find a way, no matter how bloody difficult it is to get there, and murder the living daylights out of the enemy fatmechs.

I'll throw this endgame screenshot as a motivator. This is on Escort Offense, a mode that absolutely murders lights with autoturrets and impossible-to-disable ground-level wallhacking UAVs. I am in a Kit Fox with nothing more than ERSLs, without ECM, on a map that heavily favours long-range sniping and LRM tossing. And yet, I came to the map, I saw the enemy team, I laughed in their faces, and I conquered their rear CTs. A very short ranged build, on a very fragile mech, on a map that favours long-range exchanges of fire, and I still destroyed the enemy.

Posted Image

I am now become Cutefox, the purifier of worlds.

They have a very high skill floor at this stage, owing to the vast amounts of agility quirks being thrown onto fatmechs that make them into 100-ton ballerinas with BFGs. Yes, it's more difficult to play than mediums or heavies. Yes, you don't have the big alpha potential of assaults. So what do you have going for you?

Small sizes, and legwork agility. All other things being equal, the ability to flit from cover to cover on a whim is going to make your sucky little light into the most brutal killing machine possible. Kit Foxes are also extremely, extremely short. Most cover that would barely cover the crotches of other mechs are full cover for you. If they were just a touch shorter, they could probably fit under the ramps in HPG. On uneven terrain you are nearly impossible to get a proper bead on with any laser or burst-fire clan AC, because even the slightest vertical movement on your short mech would completely throw off their aim.

And as for the Kit Fox not having enough firepower, I highly doubt that. The SRM6x4 build has obscene amounts of firepower; quirks in consideration, it can dish out nearly 7.2 DPS sustained, with an absolute maximum of ~13 DPS. The 8 SPL build of the Purifier can dish out about 8.4 DPS sustained, with a maximum of 17.2 DPS. All of it pinpoint, and nearly front-loaded thanks to the short duration of the lasers. Leave the Kit Fox alone behind an assault or a heavy, and I can tell you that fatmech won't know what hit him before he bites the dust.

#54 The6thMessenger

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Posted 10 January 2017 - 03:00 AM

View PostFox With A Shotgun, on 10 January 2017 - 02:53 AM, said:

Think of lights like that, and you'll never get them to be more than little annoyances for heavies and assaults to oneshot. It takes a specific mindset to play lights; and I'll be brutally honest here - a defeatist light is something that I'd rather not see on ANY light on my team. You need to believe that you can work your magic on the enemy team, and that you can find a way, no matter how bloody difficult it is to get there, and murder the living daylights out of the enemy fatmechs.


To be fair, others are sometimes spotters, and it's in their role. Kit Fox can undertake many roles, although i agree, not every lights should be suicidal.

I play Urbie to also win.

View PostThe6thMessenger, on 01 January 2017 - 01:24 AM, said:

Posted ImagePosted ImagePosted Image

Top. Damage.


#55 Davegt27

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Posted 10 January 2017 - 04:38 AM

the comment at the beginning of the match still makes me laugh



#56 Dee Eight

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Posted 10 January 2017 - 08:24 AM

Remember with kit foxes...you've got 16 tons of pod space available on a 30 ton chassis thats as fast as a adder or crow or linebacker. The purifier with the 4 energy mounts in the side torsos now offers up 8 SPL or ERSL/2MG builds as an option backed up with a lot of DHS. That'll make a mess of enemies at close range. You're shorter than the hips of many assault mechs. Take advantage of that. Even without the purifier's pods... a hybrid of 2 SPL, 4MG and 2 ASRM6 or SSRM6 is possible. Maximize your damage to heat ratio weapons and you'll do well with the chassis.

#57 Natural Predator

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Posted 10 January 2017 - 08:38 AM

Been having a great time with this Kit fox

#58 draiocht

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Posted 10 January 2017 - 09:14 AM

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

#59 Mole

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Posted 10 January 2017 - 09:18 AM

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

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

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#60 Snazzy Dragon

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Posted 10 January 2017 - 09:25 AM

Thread over! We lost the title!

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