

Why The Kj Sucks Compared To Other Kgc's And How We Could Help It.
#1
Posted 21 June 2017 - 08:29 PM
Lower arm and Hand actuators (it should not have those, freeing up another 4 slots to mount stuff in)
Things that other KGC are better in:
KGC-0000 4 missile slots and high lasers for tag.
KGC-000 6 ballistic slots are good for boating 6x ac2 /rac2/uac2 or 4x uac5
KGC-000B uac5's and lpl/erll/ll's with enough missile hardpoints for some srm backups if needed.
Thigns the KJ could be good at but sucks due to hardpoint locations:
Ballistics, 2 slots in 1 st ? not good realy, even the KGC 0000 uses ballistics better and here is why: Theyr split over 2 components in the arms, allowing you to carry 2 big heat efficient weapons, while the KJ can at most mount 2 medium or 1 big heat efficient ballistic.
also that 1 big ballistic weapon is mounted on the absolute side end of the kgc and ***** up your convergence against closer targets (its even wider than the arms and those are wide allready)
Missiles: compared to the 0000 ? thats alot of hardpoints you are missing there which would allow for a decent alpha with those, sure you can go 2 lrm 20's but in the current meta lrms are just not good, especialy if your tag that you need for it scratchs the floor.
Lasers/ppc's: despite the meager quirks for ppc's the KGC-0000 with its 4 energy slots is still better at it due to having 4 cluster mounted high slots to poke with. the KGC-000B does 3 large laser variants with low heat secondary weapons better too due to having those mounted high and having the same cooldown quirks for energy weapons
Things the KJ is supposed to be good at but suck due to tonnage:
Energy weapons. you dont have the space to support the size of lasers/ppcs that you are using due to tonnage with enough heatsinks to run cool enough to matter compared to ballistics or missile builds and will end up with alot of tonnage that goes into big engines which do not improve your mech by much, the hardpoint location for these also sucks worse than even the zeus ones...
What i'd like to be changed to make the KJ better:
more heatgen quirks or heat dissipation quirks, this variant runs way hotter than the others and realy needs some.
Split of ballistic and missile slots over both sts so that lt=1b, 1m and rt=1b,1m with the ballistics being closer to center and missiles towards the side end for convergance/efficiency purposes
(also lore purposes... KGC's allways have split ballistic slots unless they replace em with pure energy variants)
remove ppc velocity for cooldown/heatgen, the arms are too low to snipe with and the mech is too big to not be an easy target, to be competetive it needs to be able to hurt its enemys to disuade them from poking the angry crab, in the face, it will still be an easy target from the side or back.
TL;DR hardpoint locations suck and the quirks it has dont help it.
Got any comments or thoughts of your own that you'd like to share?
#2
Posted 21 June 2017 - 09:03 PM
Besides that, I don't think that Kaiju needs to be changed at all, as Hero mechs in my eyes aren't necessarily supposed to be the best, rather different. Kaiju fits that bill quite well as being an inverse of the KGC-000.
#3
Posted 21 June 2017 - 09:35 PM
Bad Pun, on 21 June 2017 - 09:03 PM, said:
Besides that, I don't think that Kaiju needs to be changed at all, as Hero mechs in my eyes aren't necessarily supposed to be the best, rather different. Kaiju fits that bill quite well as being an inverse of the KGC-000.
well 6 lppc might be something with em but those probably wont need the velocity quirk.
I agree that it doesnt need to be THE BEST. I just think it should be good at something rather than be completely overshadowed.
#4
Posted 21 June 2017 - 10:10 PM
Edited by ScrubLord1, 22 June 2017 - 03:29 AM.
#5
Posted 21 June 2017 - 10:19 PM
MRM-s are gonna be the go to weapon for that ST.
#6
Posted 22 June 2017 - 12:09 AM
6 light PPCs, a RAC2, a RAC5, 7 tonnes of ammo all up, 17 DHS.
It's going to be badass,
#7
Posted 22 June 2017 - 12:16 AM
I could make 2x UAC5 + 2x LRM10 work with it for the moment. I don't know why though, i could just do.
I could agree heat quirks, but as per hardpoints i think it's fine. Splitting the torso hardpoints so it could be one each torso would be automatically two highmounted heavy ballistics -- two gauss or two AC20, take your pick.
#8
Posted 22 June 2017 - 12:29 AM
LFEs will also be really nice for all King Crabs, since they don't have any CT weapons anyway.
#10
Posted 22 June 2017 - 01:59 AM
radiv, on 22 June 2017 - 12:30 AM, said:
I got this far. High lasers for tag. speachless
heh, wait till you have read the rest.
you can mount a tag 3 lpl and 4lrm10 and still rbing enough ammo and never have to expose your lower torsi if you hill poke. however it is still not good to put lurms on it... BUT sofar my lurm KGC has gotten better games than my kj... even if I allways have to get my own locks.
#11
Posted 22 June 2017 - 02:45 AM
#12
Posted 22 June 2017 - 03:41 AM
Darky101, on 21 June 2017 - 10:19 PM, said:
MRM-s are gonna be the go to weapon for that ST.
Speaking of MRMs, im skeptical as to how effective they will be. People are excited about finally getting a mid-range missile option, but their biggest problem back in MW4: Mercs was the low missile speed which made them very unreliable at hitting moving targets at mid range. If they are going to be brought in to MWO with missile speeds between SRMs and LRMs which most likely they will, they are gonna be pretty useless at 400m+ which is basically mid range trading distance
Edited by ScrubLord1, 22 June 2017 - 03:42 AM.
#13
Posted 22 June 2017 - 04:05 AM
ScrubLord1, on 22 June 2017 - 03:41 AM, said:
id actualy argue that arround 600m is midrange... with the range buffs cuac20 have 400 m range and theyr close range weapons.
#14
Posted 22 June 2017 - 06:12 AM
ScrubLord1, on 22 June 2017 - 03:41 AM, said:
MRM's are going to be a peekaboo surprise gimmick IMO. Come around the corner and unload an MRM 40 into someones face/rear. They're velocity is going to be so low along with spread damage they won't be good at trading.
#15
Posted 22 June 2017 - 06:29 AM
#16
Posted 22 June 2017 - 09:53 PM
cazidin, on 22 June 2017 - 06:29 AM, said:
Or that assaults have bigger ct's than entire light mechs and cant twist to save theyr live.
#18
Posted 23 June 2017 - 05:50 AM
Splitting the torso hardpoints between torsos would help any of them a lot. I wish.
#19
Posted 23 June 2017 - 08:36 AM
https://mwomercs.com...should-it-have/
Gauss and (ER)PPC high on shoulders for ranged battles. ASRMs on arms for the brawl. Switch those over to SSRM6s for the pesky knee biters when new tech drops.
#20
Posted 23 June 2017 - 08:43 AM

1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users