Despite the fact that the Kintaro definitely looks like a short range mech, the missile tubes can easily fit a solid rapid-fire LRM5 build.
You should add a sign on the front, "Free Kill for Lights". Opponents at short range or moving fast are major weakness of this build.
http://mwo.smurfy-net.de/mechlab#i=95&l=4d4d3c473128a519d172f7a0ccfe44a296e2dd2f I personally think 1 more ton of ammo will suit you better. plus, it is behind a lot of armor
I don't know how you see that. Unless your comp is laggy as hell, I've never had any problems nailing lights with a dual ERPPC smash.
I have tried with the KTO-18 3xsrm6+2xsrm4 + 2Med or 5XSSRM + 2 med, and this build is definitely the best one i have found. you have the long range, mid and low range. and erppc is really good at close range, just take your time and aim. Thus, LRM 5 are not hot at all. 5 stars
Rated 5 but I agree with Verg on droping a DHS for another ton of ammo. I'm running this now and like it. You're slow so you can get in trouble if you're not careful or get unlucky with an ecm blob. Part of the answer to the Kintaro CT size (until it's 'fixed' on Sept 3) is to stay a distance away which this loadout does.
maybe not optimal anymore, but I'm still not a fan of putting srms in their place. At least the CT fix makes them not die quite so quickly now so srms are least...viable. Sorta. I guess.