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The King Crab


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#1 B l i t z

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Posted 07 December 2014 - 02:49 PM

Will those who qualify for the king crab receive three variants, or just one??

#2 100 Tonne

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Posted 07 December 2014 - 02:57 PM

one. the same as the atlas and centurion

#3 Glenn Cain

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Posted 10 December 2014 - 05:42 PM

Now that we are talking about it...

In its stock configuration it seems to do little more than to cook itself.
A bit of meddling to have it move further from a nice dinner plate dressing, no?

#4 Summon3r

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Posted 10 December 2014 - 06:01 PM

View PostGlenn Cain, on 10 December 2014 - 05:42 PM, said:

Now that we are talking about it...

In its stock configuration it seems to do little more than to cook itself.
A bit of meddling to have it move further from a nice dinner plate dressing, no?


dunno why you would ever run it stock unless it was in a stock league or something.......... this mech is an absolute beast of beasts, im not going to comlpain about it in anyway shape or form. but from what ive seen in the last 36 hours is the KGC is a game changer. you can take that anyway you like but there is a new standard to balance to now. and hopefully this will spell the end of the IS pilots being all like zomgwtf clan is so OP.... lol

#5 Shatterpoint

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Posted 11 December 2014 - 08:50 AM

Still haven't found a build that doesn't suck badly, you either cook yourself or run out of ammo so fast you're useless really fast.
It'll be a nice enough mech if there's an all energy variant.

#6 Lucur

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Posted 11 December 2014 - 08:58 AM

This mech is sooooo strong it's hillarious. Dual Gauss, Dual PPc. Dual AC 20, Dual LL and a little LRM love. 4 UAC5, 3 ML IS Direwhale.
Even without double basics, as long as you have a little situational awareness this mech rocks. Hell even if you get swarmed you are likely to tear apart one opponent with that alpha before going down.

#7 saagri

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Posted 11 December 2014 - 09:05 AM

In the spirit of the high weapon hard points:

Ninja KING CRAB KGC-0000

4 ER Large Lasers and filled to the brim with heat sinks. Peak over hills = win.

Edited by saagri, 11 December 2014 - 09:05 AM.


#8 saagri

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Posted 11 December 2014 - 09:10 AM

View PostLucur, on 11 December 2014 - 08:58 AM, said:

This mech is sooooo strong it's hillarious. Dual Gauss, Dual PPc. Dual AC 20, Dual LL and a little LRM love. 4 UAC5, 3 ML IS Direwhale.
Even without double basics, as long as you have a little situational awareness this mech rocks. Hell even if you get swarmed you are likely to tear apart one opponent with that alpha before going down.


From Sarna.net:
"The only reliable way to destroy a King Crab is with overwhelming numbers of heavy and assault 'Mechs, and casualties will be suffered in the attempt."

#9 zortesh

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Posted 11 December 2014 - 12:55 PM

View Postsaagri, on 11 December 2014 - 09:10 AM, said:


From Sarna.net:
"The only reliable way to destroy a King Crab is with overwhelming numbers of heavy and assault 'Mechs, and casualties will be suffered in the attempt."


But in mechwarrior its more like.

The only ways to reliibly kil la king crab are...

Narc it and laugh.

engage it in a cluttered area where its impossible for it to use both arms at once.

stand on its head and shoot downwards(ive not found one alone while using a jj light but im pretty sure this would work brilliantly)



The crab is really powerful, but it has some glaring weaknessess, namely how wide it is, they cuase traffic jams everywhere they go.

#10 Alzarns Fire

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Posted 11 December 2014 - 01:18 PM

These things are bad on maps like Viridian bog due to blocking movement and firing lines. Apart from that, if they have smart pilots they are devastating.

Like the direwolf the KC is venerable to lights coming up behind at point blank and stripping its back armour off. I personally take great joy in doing this :D

#11 Greenjulius

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Posted 11 December 2014 - 01:27 PM

Try this fun little number.

Arnie

4xUAC5+11 tons ammo
SD325
560/614 armor
UAC5 cooldown mod 5

Use Fire Control with a macro to fire the UACs with around 230ms in between. The speed is set up to force them to double fire about halfway into their cycle, giving it a nice consistent stream of UAC5s. And, it sounds cool. B)

If you don't want them to double fire, put it to 310.

It will jam, but very often will give you a killer stream of UAC5 that can do massive damage to someone dumb enough not to torso twist. If the UACs all jam up, you can twist to the sides to spread damage until they unjam, then let the murder begin again.

It's not as competitive as gauss + ERLL at long range, or brawler builds at close range, but it does mid-range very well, and does a decent job of doing about anything else. It also makes an excellent IS competitor to the cUAC5 Dire Wolf.

For reference, even with jamming, I clocked this thing to throw more lead overtime than a 4xAC5 setup.

In 30 seconds, 4xAC5 with cooldown seems to throw around 80 rounds downrange. In that same amount of time, UAC5s with macros threw out between 80-115 rounds. That's up to 43.5% faster. Keep in mind that this is due to the 25% jam rate on double fire, so results can be very random.

Edited by Greenjulius, 11 December 2014 - 01:36 PM.






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