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Kto-19. Excuse Me, Ma'am, Is That Light Mech Bothering You?


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#1 ScrapIron Prime

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Posted 18 May 2022 - 12:50 PM

In the ongoing debate about whether or not to nerf fast mechs with lots of machine guns, I've decided to take a proactive step and see what I can do to effectively shoot back instead of whine about it. The end result is a mech I've been testing for some time.

https://mwo.nav-alph...88d456f7_KTO-19

The Kintaro KTO-19 has a lovely feature, it is the heaviest mech with the +100m seismic sensor quirk. it also has an extra UAV and both heat and cooldown quirks. So I thought to try and make it into an escort mech for assaults.

The PPC armament it has (2 light, 1 regular) allow it to deal 21 pinpoint damage out past 500m, and with very little issue with minimum range. This allows it to "escort" a heavy or assault mech and shoot targets at range in the event its charge is hanging back. The artemis SRM 4's are nearly pinpoint damage themselves, and the weapon door provides 20% damage reduction on the CT.

With 300m seismic sensors, it can see an incoming mech before it gets into optimal range for all micro and small lasers and even some medium lasers and SRMs. A hard torso twist and a "safe word" to the mech you're escorting, and you'll likely take the ambusher's damage to the front armor. Then pop a UAV and begin working with your big buddy to dismantle the incoming machine gunner.

Even in random groups, this works well. I'm finding that the PPC's can put enough fire downrange to generate a decent match score even if lights don't jump you and your big friend, and the high pinpoint damage of both weapon systems doesn't sandblast light mechs, it blows components off. and the constant "protected medium" bonuses for guarding your charge pad your match score a bit.

I recommend trying one if you're getting sick of ranged assaults getting ambushed.

#2 Xeno Phalcon

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Posted 26 May 2022 - 07:16 AM

I had to reinstall MWO after two years just to deal with this build, I hope you are proud of yourself.

Kintaro are exceptional light hunters - save for their lack of jump jets, where Vulcan and Dervish can do better mobility wise the kintaro has the potential to take enough damage to drop much larger mechs making them a excellent and reliable escort, infighter and rear guard.

I always leaned towards streaks or normal SRMs depending on how polished I was feeling (with srms being a better option overall) and quirks that were added while I was away seem to favor the 19 for streaks and the 18 for standard srms but the 19 can also do energy pretty well by the looks of it, just not ppcs.

Almost a offbrand wraith kto-19 I took yours, stripped the srms out and replaced the ppcs with two large pulse lasers and a medium pulse laser. A RL10 was installed into the CT to take advantage of the damage reduction and are not really intended to be fired, like ever - shaved a bit of armor off and installed a AMS, the freed tonnage was used to boost the engine to a LE300 which really feels like the sweet spot for the kintaro while also allowing two of the heat sinks to be moved into the engine and allow for a change to FF armor.

What you get is a cooler, harder hitting, tougher and more flexible machine better suited to moving around the battle field to react to light incursions and changing battle lines. The cost IMO is negligible with the loss of some infighting power, ECM disruption (from ppc hits) and the typical vulnerability issue of having all your weapons in your arms.

Edited by Xeno Phalcon, 26 May 2022 - 07:18 AM.


#3 ScrapIron Prime

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Posted 26 May 2022 - 07:33 AM

View PostXeno Phalcon, on 26 May 2022 - 07:16 AM, said:

What you get is a cooler, harder hitting, tougher and more flexible machine better suited to moving around the battle field to react to light incursions and changing battle lines. The cost IMO is negligible with the loss of some infighting power, ECM disruption (from ppc hits) and the typical vulnerability issue of having all your weapons in your arms.


Agreed, but this build is going for a heavy/assault escort. To shoot what they shoot at, longer range is necessary, otherwise you have to leave your buddies and get closer, which leaves them vulnerable to fleas, fish, and snakes. Pulse lasers are great for hunting lights, but not if you're on escort duty, hence the reason for the pinpoint at range. And I've not had too much trouble with arms being shot off, its more common to lose the side torso at the same time.

But hey, everyone plays differently. Posted Image

#4 Xeno Phalcon

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Posted 26 May 2022 - 08:10 AM

View PostScrapIron Prime, on 26 May 2022 - 07:33 AM, said:

Agreed, but this build is going for a heavy/assault escort. To shoot what they shoot at, longer range is necessary, otherwise you have to leave your buddies and get closer, which leaves them vulnerable to fleas, fish, and snakes. Pulse lasers are great for hunting lights, but not if you're on escort duty, hence the reason for the pinpoint at range. And I've not had too much trouble with arms being shot off, its more common to lose the side torso at the same time.

But hey, everyone plays differently. Posted Image


The arm problem is unfortunate but arm mounted weapons are also much more effective against lights so I consider it a fair trade, same with the range loss which with the 19's quirks is about 80 less optimal and 160 less max range - the much higher speed of the LE300 makes this range easy to work within. The biggest downside to trying to range direct fire weapons on a kintaro is its arms are pretty low so peaking with either weapon at range is annoying, but another good reason to have more speed - does corners pretty well though especially if you have one arm in one firing group and the other in another. (Something I strongly encourage for any build as it makes shooting around friendlies so much more efficient.)

#5 ScrapIron Prime

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Posted 27 May 2022 - 06:48 AM

View PostXeno Phalcon, on 26 May 2022 - 08:10 AM, said:

does corners pretty well though especially if you have one arm in one firing group and the other in another. (Something I strongly encourage for any build as it makes shooting around friendlies so much more efficient.)

Totally agreed there. 3 weapon groups… left arm, right arm, missiles.





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