Casual KGC-000 "Shredder" (6xRAC/2, XL325)

Thread in 'KGC-000' started by Otsdarva24, Jan 17, 2020.

  1. Otsdarva24

    Otsdarva24 New Member

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    Okay so, I'm a new player. I don't own this mech, but ever since I realized you could fit six of these rotary beauties into it's claws, I've been desperate to try and make it even remotely close to a possible idea.

    However, I've run into two major problems:

    One, the heat, obviously. Firing six RAC/2s for more than 2 seconds overheats everything. This is mitigated by using each arm individually and firing in short, controlled bursts, but again this seems counterintuitive.

    Two, my own experience. Using it in MWO's Testing Grounds has helped me figure out the burst damage potential, but it's effectiveness in actual combat isn't something I can test until I own the mech.

    I realize this is just patently a bad idea, but some why or why not from more experienced players would be greatly appreciated. Is there something I don't understand about heatsinks? Is burst damage like this useful in any situation? Would skillpoints in heat related skills help to mitigate the problem? Any comments would be appreciated.
     
  2. With this build you are best off switching arms to avoid ghost heat penalties. https://mwo.smurfy-net.de/equipment#weapon_heatscale

    If you want more dps with a RAC 2 feel, substitute in 3 AC2s or UAC2s. That lets you fire everything without penalty heat.

    If you are a bit daring and don't mind a small amount of heat penalty, you could try 4xRAC2s with 2x AC5s. That will still be hot, but gives you a bit of manageable burst.
    Maybe have a few weapon groups so that you can fire without penalty when you get hot.
    Something like this:


    PS Drop the CASE. It will not save you since the side torso will go and with it the XL engine.

    You may find that a 300 LE engine will save some early deaths. Up to your playstyle.
     
    Last edited: Jan 17, 2020
  3. Otsdarva24

    Otsdarva24 New Member

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    I actually hadn't considered the AC5s. I don't particularly like the feeling they give but the heat is nicer and the damage still feels good. What if I used LBX2s? They have much longer range, higher rof, and their DPS is identical. I'm curious why I wouldn't choose them?

    Also, an LE seems heavier and more compact than necessary when you consider the remaining torso space, is there a difference between them that isn't explained. Do different engines have different damage thresholds or something? On a related note, I notice you dumped your head armor a bit and poured your ammunition into your legs, torso, and head. Is there some reason for that?
     
  4. The AC5s put out 10 damage in one spot. Perfect for UAVs with one shot or to put damage on a single component like a leg.

    AC5 range and RAC2 range is pretty similar.

    Inner Sphere XL engines blown up if you lose a Side Torso.
    Clan XL Engines and Inner Sphere Light Fusion Engines don't blow up when you lose a Side Torso, but you are hit with huge heat and speed penalties.

    Lose both sides of an XL or LE engine and you are out.

    Mechs with standard engines and keep going until the center torso is taken out with no penalties for losing a side.
     
    Last edited: Jan 17, 2020
  5. Usually King Crabs take most of the incoming damage in the torsos. Leaving ammo in the torsos leaves it vulnerable to explosion after the torso armor is open.
    Ammo gets used up starting with Head, Center Torso, Side Torsos, Arms, and then Legs.

    The head hit box is fairly small. Most of the time you won't get hit there. If you do get hit with double heavy gauss or more than 32 damage in one shot, the extra armor wouldn't matter anyway. Even with a hit from two regular gauss shots, you could get crit and be gone anyway. It is a bit risky to take armor off the head and legs, but I wanted a Targeting Computer and with the XL engine I am less concerned about survival.
     
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