KTO-18 Kintaro
Advantages: Massive short range punch with the 2 ML and 3 SRM 6 gives a potential alpha strike of 46. Well armored. 11 tons is as much or more than any other medium mech , allowing it to survive to get close to deliver it's arsenal.
Disadvantages: Very ammo dependent. While the LRM should be good for even a long battle, the SRM's can burn through ammo quickly. With all the ammo, is very vulnerable once the torso area starts to be breached. Will build a lot of heat if it tries to fire all its weapons at once, meaning it either needs to stagger it's attacks, or do hit and run attacks by coming in to deliver an alpha strike and then clear out to cool down enough to repeat. Most of it's arsenal is short ranged, with only the LRM able to provide some harassing damage at med and long range.
If quirks implemented: "However, the left-arm system, where the Holly-5 and one of the HoverTec-6 launchers are located, is extremely complex, requiring the entire arm to lock in place for three seconds while reloads stored in the torso cycle through. Sudden movements can cause the SRM system to jam, which usually requires an hour to clear before it is usable again, although jams for the LRM launcher are very rare."
Tactics: A close range brawler in terms of damage and armor, but its heat profile indicates hit and run tactics would suit it better. It's initial function was to come in, deliver a solid punch and along with it plant a NARC beacon to enable its missile armed lance mates to be able to home in for the kill. But with the NARC being lostech now its mostly a short range combatant who can use the LRM to provide a little damage while closing.
- Packrat's Notes -
KTO-18: If you fire its entire close range arsenal at once, you're spiking 8 heat without movement. To keep heat manageable, you generally need to pick 3 of the 5 weapons. This does allow for flexibility depending on the situation, but it's an underwhelming amount of firepower for a 55 ton mech. Personally, I would've dropped the LRM and its ammo and given the mech 5 jump jets, basically creating a big Jenner in that you could spike your heat with an alpha and then jump to safety to cool off. As it is, though, it's just not a very good design.
- Armament: LRM-5 , 3 SRM-6, 2 ML
- Movement: 5\8
- Armor: 11 tons
- Heatsinks: 10
Advantages: Massive short range punch with the 2 ML and 3 SRM 6 gives a potential alpha strike of 46. Well armored. 11 tons is as much or more than any other medium mech , allowing it to survive to get close to deliver it's arsenal.
Disadvantages: Very ammo dependent. While the LRM should be good for even a long battle, the SRM's can burn through ammo quickly. With all the ammo, is very vulnerable once the torso area starts to be breached. Will build a lot of heat if it tries to fire all its weapons at once, meaning it either needs to stagger it's attacks, or do hit and run attacks by coming in to deliver an alpha strike and then clear out to cool down enough to repeat. Most of it's arsenal is short ranged, with only the LRM able to provide some harassing damage at med and long range.
If quirks implemented: "However, the left-arm system, where the Holly-5 and one of the HoverTec-6 launchers are located, is extremely complex, requiring the entire arm to lock in place for three seconds while reloads stored in the torso cycle through. Sudden movements can cause the SRM system to jam, which usually requires an hour to clear before it is usable again, although jams for the LRM launcher are very rare."
Tactics: A close range brawler in terms of damage and armor, but its heat profile indicates hit and run tactics would suit it better. It's initial function was to come in, deliver a solid punch and along with it plant a NARC beacon to enable its missile armed lance mates to be able to home in for the kill. But with the NARC being lostech now its mostly a short range combatant who can use the LRM to provide a little damage while closing.
- Packrat's Notes -
KTO-18: If you fire its entire close range arsenal at once, you're spiking 8 heat without movement. To keep heat manageable, you generally need to pick 3 of the 5 weapons. This does allow for flexibility depending on the situation, but it's an underwhelming amount of firepower for a 55 ton mech. Personally, I would've dropped the LRM and its ammo and given the mech 5 jump jets, basically creating a big Jenner in that you could spike your heat with an alpha and then jump to safety to cool off. As it is, though, it's just not a very good design.