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回報翻譯問題
Kintaro is heavily armor, relatively fast, and has a lot of Missile Hardpoints (4+). It beats out the Trebuchet which has a lot less hardpoints for missiles. This means you can fit a Kintaro with multiple LRM5s... use multi targeting and pepper the enemy with LRM 5s taking their evasion bonis in the early game,.. and you can concentrate that firepower on bigger mechs or switch out the LRM5s for larger launchers later on.
I wouldn't run LRM launchers on larger mechs, you are better off, in my opinion, to get them SRM launchers and use a Medium as LRM boat, as it can reposition and get into the range sweetspot.
At 55t the Kintaro is also just 10t lighter than a Catapult, but gets to act in Phase 3. Meaning you can use it similar to the way you use a light mech.. reserve it in an earlier round to go last and then have it act twice before the heavy you are shooting at even gets to move.
You can fit it with dual LRM15 if you want to, or a LRM20 launcher, but i prefer my Kintaro with one LRM15 and 3+ LRM5s, depending on the model you find. That way i use multi target and pepper several mechs with the LRM5s, taking evasion boni, and deliver one big blow to whatever i am focusing.
True, but it still mostly sucks.
Speaking of rare mechs, I got a piece of an Urbanmech, since someone was asking about it (either on Taurus or the world next to it).
All good points, but it can't jump, and two of the hardpoints are on the arms. The was an advantage to that in the original game - a torsro-twisting mech could fire one arm-mounted weapon behind it. But that isn't the case in this game, and who fires LRMs behind them unless they're retreating?
Remember, in this game, there is noaim penalty for jumping and firing, so where your KNT might get 3 dodge pips, tops, a jumping LRM mech can get 4 and move over or on top of any terrain.
Personally, I opt for the jumpers, but the KNT is a solid choice.
Stalker. Has 4 missile hardpoints in side torsos and arms. If you keep it behind the lines and the armor low you should be able to go full LRM.
Don't be fooled by all that "tank" stuff it has going for it and slap 2 big and 1 small LRMs on it, it will stay back and pound enemies to pulp with missiles.
That being said - it still is a very good tank boat with an M laser, 2 big SRMs + 1 small SRM and max armor.
Later on your next best gunboat is Centurion, and it will stay awhile at that role - slap 3 big LRMs on it and fire away!
That being said, Cent is also a very decent sniper with a PPC and 3 LRMs, or a brawler with a PPC and 3 SRMs - up to you how to use it (might still keep the Shadowhawk)
After that up to you, jsut look what enemy has to offer and use all the missile slots you can.
Remember that having jump jets or not can make a difference between good reposition and dead missile boat though.
Best quick check you can do when looking at mechs is their movement speed. Higher movement speed (for similar tonnage) means bigger engine means less available tonnage for other stuff.
Slower mechs make the best LRM boats since they have more space for weaponry and they tend to be behind everyone else by virtue of being slow.
Weapons fired from your arms have 5% higher accuracy, so there's still merit to it.
You can install jump jets into it just fine, and the hardpoints in the arms do not matter, because you are a LRM boat.. you are not a front line soldier, there will... or rather should be at least 2 mechs infront of you to be shot at.
Edit: I can give you a screenshot of a Kintaro 18 with jump jets if you need
I have 2 Kintaro 18... only one is still in service as SRM boat.
I did not know that. And I learned something today. Even if it doesn't make sense. Why would an arm be steadier than a torso? Oh well, thanks for the info.
Yes, but with jump jets you lower the payload below that of a Trebuchet while not getting the extra pip for jumping or the flexibility. Besides, the KTO (I thought it was KTN, but that's the Katana) packs a seriously unnecessary 275 engine, and you can't swap that out. All that engine tonnage could be directed to missiles. So for my part, I'll stick with the Trebuchet. Just my opinion, you understand.
catapult c1 with dual lrm20, again backup lasers and cool as breeze
kintaro, dual lrm15
below that you dont use lrm boats.
Early on I like the Centurion. I had it with 2 LRM-15 and an LRM-10. You could go with three LRM-15s, but I found the heat management got a little complicated. Among the heavies, the Orion-V is the best, 3 LRM-20s is plenty for a while. The next steps up are the Stalker and Highlander.
Oddly, the fire support mechs aren't good LRM boats. They don't have enough harpoints, both the Trebuchet and the Catapult only have two missile hardpoints. The Shadowhawk is okay but, with that 85 melee damage and high mobility, you're better off loading it with SRMs and medium lasers (for the 2D) and using it as a skirmisher. I can't coment on the Kintaro, since by the time I found enough pieces I had a Stalker.
Kintaro: 15/15/5/5 (2x15 in the arm for +5% hit)
Jager: 15/15/15/15
Stalker 15/15/15/15 + full armor + heat sinks
Highlander: 15/15/15/15 + armor + heat sinks + more weapons
For efficient use of weapon tonnage use 15's or 5's. For heat efficiency use 20's. Never use 10's unless you just have a single hard point to fill and can't put anything better in.
15's also work well for extended firing, when you get hot you can always stand and fire 2x15 because that's 30 heat and without sinks, you disapate 30 heat per turn.