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I have to point out that Kamea variant have huge flaw in form of lacking jumpjets. In her mission this was really problematic since she couldnt, say, jump facing enemy drones and brace, she had to move short distance, turn around and then brace. Playing without JJs is awful.
But sometimes it feels a bit OP and im not sure if its wanted to be this Powerful.
I had several Battles now where the Kintaro did kill 3 Heavy Mechs with 3 Attacks in 3 Turns.
I mean WTF? No other Mech i got so far can perform this.
Sprint in the middle of 3 mechs after waiting on reserve - move behind the First one and Target the Back Center - Kill the Heavy Enemy - move behind the next and do the same.
Mine dont even got 3x SRM6. I only got 2 of them because of the Leg mod. and the heat. And he still onehits Heavys.
Back on topic: Yes, the Kintaro punches WAY past its weight class (almost 2-levels past). It really shines when deployed in cold biomes.
As dedicated LRM or SRM platforms, these bad boys are the most efficient bruisers in the medium weight class. With full customization options, they aren't THAT much better than any other 55-tonner you'd care to rip apart and piece back together. Though they look like they have a tiger face, that's probably a plus for some people. Personally, I prefer the Trenchbuckets' "skull wearing a stahlhelm" look, or the Shadow Hawk's "I AM A ROBOT" vibe.
But with the hardpoints system in this game, the Kintaro really shines. The extra hardpoints afford a tonnage efficiency advantage that, curiously, I've never seen anyone mention. LRM5s and SRM2s are the most weight and heat-efficient missile systems in the 3025 BT universe. Naturally, you'll want to take thie big racks (Who doesn't like big racks?) for primary punch, but extra missile slots mean you can afford to take one or two of the small racks (Small racks need love, too.) in order to make the Kintaro a little less of a walking barbeque pit.
There are only two times when this mech sucks. The first is when you're facing the AI, because you just know that bastard is going to overheat itself firing every ♥♥♥♥♥♥♥♥♥ missile every round. That damage adds up quickly, and in the rare instance where it's now enough to destroy all your armor, it's going to be enough stability damage to be a concern.
The second time is when Kamea Arano pilots it. Love her or hate her, that stupid **** tends to forget that she's piloting an ambulatory bomb, and the Directorate loves to target her first. All those SRMs are great when pointed in the right direction, not so great when Kintaro has a premature detonation. He's a little 55-ton boy, don't judge him too harshly for it.
Kamea is no better when you can tell her what to do, because she's a terrible shot. Essentially, she wastes a drop slot that could be used by real mechwarriors who aren't piloting KTOs which waste tonnage with weapon disparity. Thank Blake that at least her money is good.
But Arano is not the Kintaro's fault. Overall, it is an excellent mech, one of the best in the medium weight class, and well worth fielding.
Don't judge this monster by Kamea's terrible loadouts for everything she pilots, she wouldn't know how to kit out a 'mech if her entire kingdom depended on it (which, unfortunately, it often does).
The Kintaro holds its own well into late-game and can boast a ridiculous amount of firepower.
https://www.dropbox.com/s/1sn6xyw3d1i717a/Kintaro.png?dl=0
4 Heavy Mechs and some scrap :)
I'll get to making a video shortly
SRMs are particularly good at focusing parts with called shots. If you've done some damage to a head on an otherwise high-health mech, Spamming a dozen+ SRMs at a mech's head when you have called shot mastery frequently finishes the job with 16-18% to hit that part.
If there's any question, all mediums should have full JJs but this one in particular benefits from being able to rapidly reposition for a massive wall of missiles at a weaker facing.
But yeah, this is definitely one of the very best mechs you can score early in the game and I keep forgetting to save scum a disable when I run into them early (I like to start new campaigns a lot - weird like that).
as promised
A striker lance consisting of a Panther, Firestarter, Griffin and Kintaro
I tried to make the match last as long as I could by needlessly engaing in melee
the reason the lance is so expensive is because the Griffon is the 4N "Valhalla" variant
https://youtu.be/Gx7HSkMqj8w