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Kodiak Champion Build


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#41 Dee Eight

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Posted 13 January 2017 - 05:56 PM

Bart- KDK-3

1800 damage of ammo, 350XL, 14DHS, Quad LB10s and Quad ERSL. No weapon jamming for new players to deal with and one heck of a good sustained DPS at 7.98.

#42 Dee Eight

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Posted 13 January 2017 - 05:59 PM

Ben - KDK-3

Anyone who knows their movie bear history knows that Bart the bear played Ben as a young cub as grizzly adams companion on the late 1970s TV series. The sustained DPS of 4 LB2X's alone is 9.00 and there's 12 tons of ammo to support them. That's 900 individual shots or 225 quadruple volleys. 900 meter optimal range gives the ability to REALLY reach out and touch the enemy, the two ERLL as the backup reach pretty far themselves, and the spread to the LB2s is minor and will help actual new players in hitting the enemy. It even has an AMS unit to help keep the new player safe from LRMs until they can hopefully get under cover.

Edited by Dee Eight, 13 January 2017 - 07:24 PM.


#43 Dee Eight

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Posted 13 January 2017 - 06:06 PM

View PostKasumi Sumika, on 13 January 2017 - 05:04 PM, said:

KDK-3

4 UAC5, 4 ML, TC1, XL400


I almost voted for it except...not enough ammo for 4 UAC/5s and also you have ghost heat scale to worry about.

#44 SlippnGriff

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Posted 13 January 2017 - 06:26 PM

build for noobs! http://mwo.smurfy-ne...0f29fd7065513f2 anyone can use it. Except I don't use it cuz there's builds for not-noobs like not-noob me! :D (kdk-3 isn't noob already in general)

#45 omnomtom

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Posted 13 January 2017 - 06:52 PM

I don't think we need metabear champions running around, but good new player experience is very important, and decent trial builds are a key part of the new player experience in this game. Voting up one of those troll builds with no ammo or breaking ghost heat is not going to make this game better.

I'd suggest a decent build on a chassis other than the -3.

Here's my suggestion - Gauss + 2PPC + 2ERML KDK-2 with XL400 and 4 jumpjets. http://mwo.smurfy-ne...d6fc16a57d8e559

Decent 'mech that will help players learn, not cripple them with LRM Kodiaks or other trollbuilds, without flooding our games with dakka bears

#46 Dee Eight

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Posted 13 January 2017 - 07:03 PM

I'm not sure if gauss should be used at all as long as the charge mechanic is still going to be in place. Not when if you think about damage per ton of ammo, gauss is 150 which is the same as 2 and 5 class autocannons (which don't have that charge mechanic to deal with), and you can get higher DPS from the autocannon option.

#47 Dee Eight

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Posted 13 January 2017 - 07:11 PM

View Postnaterist, on 13 January 2017 - 02:57 PM, said:

oh sweet jesus. here we go.

how about.......

http://mwo.smurfy-ne...7c329cffa15851f

....this?

edit, realized id messed up the srm ammo.


Question...why put the computer in the arm and not the right torso where it would be better protected ? Also why bother with a level 3 computer at all ? Its not going to help the LB20 or the streaks at all. If its to improve the crits of the 5 lasers... a TC1 would do that and leave tonnage left to upsize the Streak 4 to another 6 pack and add another ton of LB ammo (21 shots really isn't much for a new player).

#48 Saber6

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Posted 13 January 2017 - 07:49 PM

4LPL KDK-5. Simple to use, fairly tanky and runs pretty cool.
http://mwo.smurfy-ne...aebdb4c22a73dcb

#49 Dee Eight

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Posted 13 January 2017 - 07:58 PM

View PostSaber6, on 13 January 2017 - 07:49 PM, said:

4LPL KDK-5. Simple to use, fairly tanky and runs pretty cool.
http://mwo.smurfy-ne...aebdb4c22a73dcb


Have you looked at the ghost heat of 4 LPL together ? Same reason I don't like the 4 ER-PPC Warhawk. Why curse a new player with shutdowns and heat damage if we don't have to. Grouped together (as some new player will), 4 LPLs is 59.2 heat. Why not run 2 ER-PPC and 2 LPL for the same tonnage ? There's no ghost heat for alpha shooting them. Shot together its only 47 heat and then the ranges overlap better with the 840 meter max of the LPL being just slightly more than the 810 meter optimal of the ER PPC. The new player can shoot the PPCs at the distance target and then switch to the LPL if the range closes.

#50 -Spectre

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Posted 13 January 2017 - 08:08 PM

http://mwo.smurfy-net.de/mechlab#i=407&l=275c7f317fbb409fe6b9c9cae6ea4ef5dd59cfff

4cmpls
1clb20x
1cerll

Weapon groups are self explanatory, focus is brawling, and the er large gives a little help up close, eats up the last ton that would be left if I made it a medium pulse, and makes you feel like you are being useful at range. I started my Kodiak experience in the 3 with the quad 10s, got lots of 1000+ dmg matches, felt like a boss, got bored, and switched to this one, and now I like it much better (and even sold my 3 after the nerf made it no longer enjoyable to play, though still quite powerful). It provides new players experience with multiple weapon groups without overwhelming them (the weapon groups fit on any mouse). It gives a little experience with heat management without overwhelming their budding heat management skills, and it puts out a lot of damage quickly. It sounds a little weird on paper, but it is so fun to play, and works really well against all weight classes.

Edited by -Spectre, 13 January 2017 - 08:10 PM.


#51 Saber6

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Posted 13 January 2017 - 09:15 PM

View PostDee Eight, on 13 January 2017 - 07:58 PM, said:


Have you looked at the ghost heat of 4 LPL together ? Same reason I don't like the 4 ER-PPC Warhawk. Why curse a new player with shutdowns and heat damage if we don't have to. Grouped together (as some new player will), 4 LPLs is 59.2 heat. Why not run 2 ER-PPC and 2 LPL for the same tonnage ? There's no ghost heat for alpha shooting them. Shot together its only 47 heat and then the ranges overlap better with the 840 meter max of the LPL being just slightly more than the 810 meter optimal of the ER PPC. The new player can shoot the PPCs at the distance target and then switch to the LPL if the range closes.

You only fire one arm at a time, and you can keep up a sustained barrage for quite a while.

Edited by Saber6, 13 January 2017 - 09:15 PM.


#52 BCAW

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Posted 13 January 2017 - 09:43 PM

There. I made a thing. A gaussvomit/poptarting KDK-2 thing.

http://mwo.smurfy-ne...3c73343c5f6441d

#53 Cato Zilks

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Posted 13 January 2017 - 11:39 PM

View Postnaterist, on 13 January 2017 - 02:57 PM, said:

oh sweet jesus. here we go.

how about.......

http://mwo.smurfy-ne...7c329cffa15851f

....this?

edit, realized id messed up the srm ammo.

Very good intro build

#54 The6thMessenger

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Posted 13 January 2017 - 11:40 PM

KDK-3 XL355(4) + 2x ERML + 2x Gauss Highmount + 2x UAC10

#55 Dee Eight

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Posted 14 January 2017 - 12:55 AM

View PostSaber6, on 13 January 2017 - 09:15 PM, said:

You only fire one arm at a time, and you can keep up a sustained barrage for quite a while.



Again...this ignores the caveat that these mechs will be mostly used by NEW PLAYERS. Experienced players know about the ghost scale and to fire in pairs spaced out... new players won't and will quickly cook themselves. Also if all you're going for is 4 arm mounted lasers, you could have used one of the variants that presently has some quirks (and might have those folded into their base stats under the new skill tree) rather than the variant with only a CT structure quirk. I would have used the KDK-4 for such a build. Then there's the lack of rear armor which will get a new player killed in a hurry.

From Tina's post to start the thread....

Keep in mind these will mostly be used by new playersl!

Edited by Dee Eight, 14 January 2017 - 12:56 AM.


#56 Dee Eight

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Posted 14 January 2017 - 01:26 AM

View PostThe6thMessenger, on 13 January 2017 - 11:40 PM, said:



See Tina's instruction again... while interesting this one has weak rear armor, the gauss charge mechanic to deal with, and inadequate ammunition for the faster firing UAC/10s. That's a lot of tonnage of weapons devoted to only achieving at best, 1200 damage.

I would counter yours with this one...

Bozo - KDK-3

(Bozo was the name of the grizzly who played the Adult Ben the bear on grizzly adams)

A varition on my Ben KDK-3 build, 9.00 DPS on just the autocannons, except now its pinpoint fire at 2000m/sec, and there's a TC2 to boost the projectile speed 10% and the beam range 5%. Same 900 total shots of ammo gives 162 seconds of CONTINUOUS fire and the potential for 1800 damage.

I would wager most new players would have a lot more fun with 4 rapid firing autocannon that deal 8 combined damage every 3/4 of a second out to 900 meters than learning to mix charging gauss for 30 damage at 660 meters every five seconds with double-tapping (and frequently jamming) UAC/10s for 40 damage at 540 meters every 2.5 seconds. Especially if they're grouped in pairs one the 1 and 2 mouse buttons with the ERLL on group 3. Press mouse 1 and about a third of a second later mouse 2... they'll chain back and forth nicely that way for both a nice sound and nice sustained damage. Also if they should mix in the ERLL, then 777 meters optimal works a lot better with the 900 of the AC/2s than does the 405m optimal of your builds ERML.

Edited by Dee Eight, 14 January 2017 - 01:34 AM.


#57 Kamikaze Viking

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Posted 14 January 2017 - 01:54 AM

View PostKasumi Sumika, on 13 January 2017 - 05:04 PM, said:

KDK-3

4 UAC5, 4 ML, TC1, XL400


I think this is a perfect compromise for a trial mech.

Not Full meta.
2 Weapon groups
synergises well.
Effective yet not OP or Comp meta.
Reasonable heat efficiency.

Here is my version of the same thing. Tweaked with an XL380, removed Ferro Fibrous and added more Heat sinks so that it runs cooler, dropped the TC1 to fit it all in and just some minor re-arranging. (do you really need the TC1? put the ammo back in maybe?)

KDK 3 - http://mwo.smurfy-ne...116b1e2eef991fa

#58 Dee Eight

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Posted 14 January 2017 - 02:06 AM

View PostKamikaze Viking, on 14 January 2017 - 01:54 AM, said:

. (do you really need the TC1? put the ammo back in maybe?)


8% EXTRA crit chance, increased zoom, minor sensor range boost, 5% projectile speed boost, 4% beam range boost. They're useful if you aren't using missiles or LB-X's.

#59 Zarock

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Posted 14 January 2017 - 02:16 AM

View PostBig Tin Man, on 13 January 2017 - 02:45 PM, said:

^^ How about no. Do you really want more of those running around?

Here's what I'd like to see those filthy clanners run:

http://mwo.smurfy-ne...5e3c3e24c0bd0b4


What?! LRM spirit bear?! omg no. Btw the Spirit Bear cant be a champion mech, its a hero. Here my build for the SPIRIT BEAR Please dont put lrms on a 100 ton mech that obviously should be the first to push.

To contribute to the original post, here an idea for the champion build: KDK-2
Its a bit unusual, but quite effective (at least it was for me)

#60 Brother MEX

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Posted 14 January 2017 - 02:21 AM

View PostBig Tin Man, on 13 January 2017 - 03:11 PM, said:

Here: my actual KDK-3 build.

Yes, it's stupid meta UAC boating spam. Yes, this will end up being the champion whether I'm the one to post it or not. Maybe if I'm toxic enough about these stupid OP mechs, it won't happen.

http://mwo.smurfy-ne...0949724c7252b8e

[/double reverse psychology]

I like the placement of the AC in your KDK-3, as the UAC-5 with their longer range are in the UPPER hardpoints.
But I prefer to strip the arm armor to a minimum of 1,maximize the leg armor and add more armor to the FRONT TORSO locations even if i have to weaken the rear torso locations to a minimum of 20 for that.
And I also like to have a AMS and Targeting Computer, even if it is only the smallest size and if I have to take a smaller engine with 375 rating ( with 2 small lasers or 2 flamers, one in each arm )

Edited by Brother MEX, 14 January 2017 - 02:27 AM.






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