KTO-20 Super Fast Skirmisher (1x LLas, 2x MLas, 3x SSRM2, TAG, BAP, XL350)

Thread in 'KTO-20' started by Blagg Zear, Sep 16, 2013.

  1. Blagg Zear

    Blagg Zear Star Lord

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    [​IMG]


    Original "Blade-Runner" Version




    Alternate "Deathstar-Beam" Version by replacing TAG:




    Alternate "Anti-Missile" Version by replacing TAG:




    Alternate "Zombie-Mode" Version:




    [size=14pt]Guide Table of Contents

    - Introduction
    - Pros & Cons
    - Weaponloadout
    - Gameplay
    - Synopsis
    - Records


    [hr]

    [img width=700 height=104]http://i41.tinypic.com/s32ctu.jpg[/img]

    Hello fearsome Mechwarrior

    Welcome to my latest build for the speedy KTO-20 as Super Fast Skirmisher. The KTO-20 can load up to four Energy Weapons and three Missile Pods. The Engine Size is capped by max. 360 with possible Speed up to 117kph, which is very respectable for a Medium compared to the other Mediums!

    Now I want to make use of the Speed Cap Advantage and make the KTO-20 run at almost max Speed, while having a decent Weaponry for versatile Ranges and being able to hunt scouting Lights. While other Mediums like the Hunchback are not suited to use XL Engines due to the Sidetorso.Hitbox, the Kintaro has small Sidetorsos and so be able to avoid Sidetorso.Explosions better. Combined with high Speed the Kintaro is perfectly suited to fit the Role of a Skirmisher - a fast Face-Puncher with Hit&Run Tactics.

    Have fun reading+testing this and enjoy causing havoc on your enemies.

    [hr]

    [img width=700 height=104]http://i39.tinypic.com/35mmjqb.jpg[/img]

    Pros:
    [list type=decimal]
    [*]HIGH SPEED via XL350
    [*]Little Risk by using XL Engine due to small Sidetorsos
    [*]Versatile Weaponmix for all Ranges
    [*]Decent Cooling
    [*]"Firing without Aiming" below 270m
    [*]Extra Stuff: TAG & BAP
    [*]Anti-ECM/Lights Terror
    [/list]

    Cons:
    [list type=decimal]
    [*]Limited Firepower
    [/list]

    [hr]

    [img width=700 height=104]http://i43.tinypic.com/30iyzau.jpg[/img]

    For loading a XL350 Engine you don't have much Tonnage free for high Firepower Weapons like Double LLas or PPCs or Multiple SRM6s. On the other hand you can't aim very precisely while running around at 100+ kph, so using SRMs is complicated. So I decided to give this boy a triplet of SSRM.Pods supported by BAP. Due to the latest Patch each Streak.Missile is doing 2.5 Damage, making a Hit of all 6 Streaks equals respectable 15 Damage. Supported by the Lasers you can strike 34 Damage with one focused Blast. Optionally you can run the Streaks in Chainfire.Mode for constant Screen-Shakes. This is excellent for enemy aiming-disruption, making you a very viable Teamfighter in Brawls. Keep in mind that you don't need to aim precisely with Streaks, just keep the Target locked!

    I decided to take TAG instead of the third MLas to go against ECM.Enemies even better and also be able to assist with Locks for your LRM.Boats. On the other hand you have lower Direct Firepower but also an excellent Cool Effiency. You still can drop TAG and load back the third MLas, if you want to deal more Direct Damage.

    [hr]

    [img width=700 height=104]http://i42.tinypic.com/atx7r.jpg[/img]

    [size=14pt]Drop Prep

    In this section i tell you some general things about playing Skirmisher, because there is nothing difficult about this build. So if you are familiar with playing Skirmisher, simply skip this section. All other dudes, who are playing this role for first time or having problem to play properly should take a look at least.

    Weapon Grouping
    1. LLas (Long Range)
    2. MLas (Combined)
    3. SSRMs (Combined)
    4. SSRMs (Chainfire)
    5. TAG (always activated)

    Gameplay is as always with Skirmisher - you scout around with the Lights and try to spot Enemy-Team Positions. If you find them, lock some Targets for your LRM.Boats, but don't draw too much attention. Use your LLas for Long Range Attacks and only get into Range of your Streaks, if necessary. Avoid Damage by using your excellent speed to get behind cover or out of enemies vision. If you find Lights, strike them with your Streaks and if possible take them out quickly. In Brawls you can assist by Enemy-Disruption with your Streaks, circling around slower & heavier Targets to distract them, so that your Brawlers can kick their asses.

    [size=14pt]Your Role: Scout/Direct Firesupport

    In the Early Game Phase you should communicate with your team, which route to take and if the Lights should go for Cap. If you play Conquest - which Cap.Point first. Run with the Lights first and assist them at Scouting+Capping. The first enemies you will encounter are scouting Lights. Try to wound them heavily with your weapons until they retreat or simply kill them, if they don't. Whenever they retreat, don't follow them too far - you could run into a trap. Always stay with your Scout-Mates and retreat yourself to a safe position, when you spot the main group of the enemy team. From behind cover you should use TAG to keep Lock at enemies, especially the Heavy & Assaults.


    In the Mid Game Phase when both Mobs are clashing against each other, you still keep an eye on the enemy-Lights. Often they try to cap your base, when the fighting mobs are far away. Since you are very fast you need to return to base and kill them. If the base is secure or the enemy-Lights are killed, you could try to cap their base in return. Always take some fast Mates with you, because in encounters with heavier Mechs you could be blasted away with their Alphastrikes.
    If you decided to help your team at Mob-Fights, you should aim for the more dangerous foes like LRM.Boats or Snipers since they are most times weak at close range. Whenever you engage Heavies & Assaults, you should never stand still in front of them! Always circle around them just like Lights do and disrupt them with your Streaks, so that they have difficulties at aiming at you or any of your mates. In the meantime your Brawlers can focusfire at them. Communicate with your mates, what you wanna do, so that they can cooperate with you.


    In the End Game Phase usually the Lights are the only left survivors. You will mostly be the one to get the Prey! :rofl:

    [hr]

    [img width=700 height=104]http://i39.tinypic.com/2u72gwz.jpg[/img]

    [hr]
    Your Role:
    • Scout/Direct Firesupport = Skirmisher
    Gameplay:
    • Assist your Lights at Scouting+Cap/Take down enemy-Lights
    • Assist your LRM.Boats with Target-Lock
    • Disrupt enemies with Streaks, Hit&Run Tactics against Heavies/Assault
    Other Matters:
    • communicate with your mates for making clear, what you want to do or should do (e.g. Base Cap, RTB, etc.)
    • try not to be a HERO
    [hr]

    For further information about gameplay in Skirmisher (Scout), i recommend you to read this http://www.mechspecs.com/forum/index.php?topic=3356.0

    It is an option to drop the TAG for another ton of SSRM.Ammo, but in my experience you will rarely run out with 200 Missiles.

    It is an option to upgrade the LLas by an ERLLas for longer Range, if you like to snipe over distance at cost of Cool Efficiency.

    Ok, now get your KTO-20 ready and slaughter some foes. For any questions or feedback simply post me here. :rolleyes:

    [hr]

    [img width=700 height=104]http://i40.tinypic.com/10x9h5j.jpg[/img]

    some recent games with the original "blade-runner" version

    [img width=700 height=437]http://i40.tinypic.com/4scppu.jpg[/img]

    [img width=700 height=437]http://i40.tinypic.com/a161ap.jpg[/img]

    [img width=700 height=437]http://i41.tinypic.com/b5jhqg.jpg[/img]

    [img width=700 height=437]http://i43.tinypic.com/ezob5f.jpg[/img]


    ... also visit KTO-19 Super Fast Skirmisher with even more Streakpower!​

    Blagg Zear
     
    Last edited by a moderator: Oct 6, 2014
    Aylek likes this.
  2. Blagg Zear

    Blagg Zear Star Lord

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  3. Arkangel

    Arkangel Junior Member

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    Very useful build , mate . 5 stars for me! ^_^^_^
     
  4. Thiak

    Thiak Well-Known Member

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    i went with this:


    pretty similar to yours

    i didnt really feel the need for a LLas as i usually play this build similar to a light mech

    wait until mechs are shooting somewhere, go in strike, go out
     
    Last edited by a moderator: Oct 6, 2014
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