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Which Black Knight


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#1 Mechrophilia

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Posted 12 November 2017 - 08:51 PM

I never got around to trying the black knight. Now that I want to buy one I cant decide which one to get. I want to be able to use it for both QP and FW. Any ideas?

#2 Juodas Varnas

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Posted 12 November 2017 - 09:01 PM

I think it's either the 6B for the -10% Energy Heat quirk or the 7-KNT-L for the 5% duration quirk + Armor quirks (since 6B has structure quirks instead).

Keep in mind that the 6B comes with double heatsinks and endosteel pre-installed, so it'd be the more... economical choice, if you're running low on Ceebs.

#3 Muujig612

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Posted 12 November 2017 - 09:05 PM

None. Get the Warhammer.

#4 N0ni

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Posted 12 November 2017 - 09:18 PM

Warhammer, it'll save you 5 tons you can put for something else.

If you absolutely have to get a Black Knight: 6B.

#5 Spheroid

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Posted 12 November 2017 - 10:59 PM

None. I don't see the point since they linked mplas and mlas ghost heat.

Edited by Spheroid, 12 November 2017 - 10:59 PM.


#6 Jay Leon Hart

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Posted 13 November 2017 - 01:43 AM

I agree with the Warhammer comments, however, if I were to recommend a Black Knight variant, it would be the BL-7-KNT.

It's the only variant with a 3rd Energy hardpoint in the side torso, meaning it can at least respond to threats faster, when moving over cover.

Quirks come and go, hardpoints are for life Posted Image

Otherwise, WHM-6D for lasers, WHM-6R for dakka.

#7 MisterSomaru

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Posted 13 November 2017 - 02:52 AM

If you MUST have a Knight of Color, I would say Partisan, since it can do more than energy. Otherwise, I'll just echo everyone else and say warhammer.

#8 Bud Crue

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Posted 13 November 2017 - 04:09 AM

A year ago, I'd have said buy em all! They had a variety of quirks from basic energy to PPC to ERPPC. Most variety of quirks between chassis of any of the all energy boats. Then Skills tree and the de-quirkening happened and the plethora of mechs that have higher and better hard points arrived and now the BKs are a low mount mess of overheating mediocrity. They turned one of the best looking mechs in the game into mech lab window dressing of blah mediocrity. So if you muct have one, ya may as well pick one at random (I'd grab the ones with armor quirks myself only because armor is the only quirk once on that PGI seems hesitant to take away). But like everyone else has said, you are better off with a Warhammer, though I still like my Grasshoppers and even a Top Dog as an alternative to the BK.

#9 theta123

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Posted 13 November 2017 - 04:21 AM

Ah! so you choose the Marauder mech! Thats an excellent choise sir, well you se........Black knight?

Oh...Well...

6B

BL-6B-KNT

I had this build for a long time.

#10 Athom83

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Posted 13 November 2017 - 05:32 AM

Answer; None. Get an Orion V instead Posted Image (yes, they are still relevant).

#11 Silas7

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Posted 13 November 2017 - 07:21 AM

The best one is the [R] variant, it's mobility is so much better than any others and has unique mech geometry but it's gonna cost ya a pretty penny of real money. Like others have said my babies never recovered from the *** kicking PGI handed down so you might be better off only investing the bare minimum.

#12 Escef

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Posted 13 November 2017 - 07:32 AM

View PostJuodas Varnas, on 12 November 2017 - 09:01 PM, said:

...or the 7-KNT-L for the 5% duration quirk + Armor quirks (since 6B has structure quirks instead).


I like the 7-KNT-L for the higher engine cap, it can pace clan heavies.

#13 Champion of Khorne Lord of Blood

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Posted 13 November 2017 - 08:31 AM

6B for that 10% heat gen quirk works best. If you can get some good side peeks you'll trade just about as good as a Warhammer but have a whole lot more durability.

I usually run mine with either 9 MPL for energy brawling (group for arms and group for torso to avoid ghost heat, though you can alpha twice in a row and then still throw in one of the single groups just fine once you've gotten it skilled out). Alternatively you could go for high alpha with 3LL+6ERML, 57 damage with a pretty short duration, puts the damage into targets pretty well. If you feel like running an XL you could move up to 2-3LPL+6ERML for even more focused damage at the cost of alpha/tonnage.

Really its just pick whatever combination of lasers works best for you at the specific range bracket that you choose to fight in.

I still like the mech, I think it really shines best at energy brawling though, IS MPLs are very powerful weapons, 6 MPL on a Wolfhound or Crab can be very powerful, if you've used those mechs, especially the Crab, and just want that playstyle but in a heavy mech with more firepower and armor then the Black Knight is for you.

#14 Vellron2005

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Posted 14 November 2017 - 12:01 AM

View Posttheta123, on 13 November 2017 - 04:21 AM, said:

Ah! so you choose the Marauder mech! Thats an excellent choise sir, well you se........Black knight?

Oh...Well...

6B

BL-6B-KNT

I had this build for a long time.


I do a similar build on mine, but with an extra laser in the head, and LAMS.. works great... Had 4 kills and 2 solo's with it yesterday..

Although, those god-awful low mounts.. You really REALLY need to invest into survivability..

#15 Reza Malin

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Posted 14 November 2017 - 05:22 AM

The BL-7-KNT, 8 MPLAS, 2 x AMS, 75 KPH is a beast. (Fire 5 then 3, 5 then 3). Dual AMS means anyone trying the old SRM/MRM/LRM option will have less results against you, underrated feature imo.

The Partisan is good for 6 lasers plus a ballistic, so no ghost heat and you can fire it all at once.

Plus its a cool looking mech.

People keep saying use the Warhammer or Marauder, yes they are good, but so is the black knight, and I own them all + hero mechs.

People on these forums can be excessively critical, and everyone thinks they are a min maxer and that makes the results, which is not true.

Edited by Reza Malin, 14 November 2017 - 05:24 AM.


#16 TheArisen

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Posted 14 November 2017 - 08:19 AM

If you want to save a little more tonnage the Roughneck 3A is excellent as well. Grasshopper & Whammy are better in general but the BK can mount a bigger alpha.





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