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(Incorrect information about mounting options for the LRM15) Tag: Visual edit |
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* A popular refit is to make the Kintaro a mid-ranged SRM-boat. 5 x SRM4 makes short work of targets within its range, while still having the tonnage to add Jump Jets, or increase Armor. |
* A popular refit is to make the Kintaro a mid-ranged SRM-boat. 5 x SRM4 makes short work of targets within its range, while still having the tonnage to add Jump Jets, or increase Armor. |
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− | * If you are having trouble finding a decent missile boat, the Kintaro can mount twin LRM/15's with a ton of ammo each, |
+ | * If you are having trouble finding a decent missile boat, the Kintaro can mount twin LRM/15's with a ton of ammo each, one in the RT and one in the CT. |
* Alternatively, a Kintaro can mount 5x SRM6, giving it very solid damage output, stability damage, and critical/head hit chance. This comes at the cost of armor, heat sinks, and mobility, but if used in conjunction with heavier mechs, this loadout can wreck havoc on the rear armor of distracted, heavier mechs, alternating betweeen 2-3 salvos of SRMs and a melee attack to vent heat. |
* Alternatively, a Kintaro can mount 5x SRM6, giving it very solid damage output, stability damage, and critical/head hit chance. This comes at the cost of armor, heat sinks, and mobility, but if used in conjunction with heavier mechs, this loadout can wreck havoc on the rear armor of distracted, heavier mechs, alternating betweeen 2-3 salvos of SRMs and a melee attack to vent heat. |
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Revision as of 03:25, 7 December 2018
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Kintaro KTO-18 is a Medium-class 'Mech in Battletech.
Description
One of the most heavily armed Medium 'Mechs, the Kintaro 18 is a close-range brawler. Three SRM-6 racks and two Medium Lasers are capable of slagging most 'Mechs with only a few volleys - but pilots should beware, as the Kintaro runs very hot.
Loadouts
- A popular refit is to make the Kintaro a mid-ranged SRM-boat. 5 x SRM4 makes short work of targets within its range, while still having the tonnage to add Jump Jets, or increase Armor.
- If you are having trouble finding a decent missile boat, the Kintaro can mount twin LRM/15's with a ton of ammo each, one in the RT and one in the CT.
- Alternatively, a Kintaro can mount 5x SRM6, giving it very solid damage output, stability damage, and critical/head hit chance. This comes at the cost of armor, heat sinks, and mobility, but if used in conjunction with heavier mechs, this loadout can wreck havoc on the rear armor of distracted, heavier mechs, alternating betweeen 2-3 salvos of SRMs and a melee attack to vent heat.
Strategy
- The Kintaro 18 is a beast of a machine. It's fast for its size, mounts heavy armor, and can literally shred most other 'Mechs with its almost ridiculous amount of close-range weaponry. But, it runs hotter than Hell's saunas.
- Make a point of removing the LRM and its ammo ASAP--they don't contribute the Kintaro's mission of close-range combat, and the tonnage freed is enough to mount an extra three heat sinks. This gives the Kintaro a much better sustained damage output, and gives it significantly better staying power in any kind of serious close-range brawl.