Thanks for info about jam chance, i didn't know that.
KDK with 2*uac10+2*uac5 is a waste though. I've tried it, and i must say, managing two types of weapons (with different range, velocity and cooldown) placed together evenly in two groups (right and left torso) feels awkward as hell. I'd better off with using hard but manageable big heat buildup loadout of quad uac10, which have greater burst damage anyway. And why TC mk3? Thanks but no thanks.
What can you say about quad LBX KDK then? I wanna try it, but don't want to spend almost 10kk c-bill on an attempt.


Skill Build For Dakka Kdk-3?
Started by N0D, May 17 2017 12:20 AM
21 replies to this topic
#21
Posted 19 May 2017 - 11:41 PM
#22
Posted 20 May 2017 - 12:31 PM
Previously you could have range module to boost the range of UAC5s near the range of UAC10. Still now you can try to keep your range close to the optimal of UAC10s. You have the tonnage to spend a little bit extra UAC10 ammo for shooting outside of your optimal range, and using those high mounts to just expose for brief time, and double tap like crazy.
You are then able to fire all guns at the same time, and double tap them after very short pause. So 2xUAC5 +2XUAC10 should be still pretty valid.
LBX builds can be easy and fun, but the effective damage is less due to the spread.
You are then able to fire all guns at the same time, and double tap them after very short pause. So 2xUAC5 +2XUAC10 should be still pretty valid.
LBX builds can be easy and fun, but the effective damage is less due to the spread.
Edited by Teer Kerensky, 20 May 2017 - 12:33 PM.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users