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Unleash Your Kingcrab Builds!


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#81 Bluttrunken

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Posted 11 December 2014 - 11:36 AM

View PostDawnstealer, on 11 December 2014 - 11:34 AM, said:

Needs more TAGs and Narcs.


Not enough ammo that way.

#82 Dawnstealer

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Posted 11 December 2014 - 11:54 AM

View Postk05h3lk1n, on 11 December 2014 - 11:36 AM, said:


Not enough ammo that way.

Here you go - just keep your NARCs on chainfire and shoot them continuously throughout the match. Your team will love you.

KING CRAB KGC-0000

#83 theta123

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Posted 11 December 2014 - 12:02 PM

LRM-CRAB KGC-0000

When you have to nuke everything with LRMS

#84 Bigbacon

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Posted 11 December 2014 - 12:16 PM

View Posttheta123, on 09 December 2014 - 11:55 AM, said:


KING CRAB KGC-0000
My "Full broadside" version of the kingcrab. When you absolutely have to unleash everything at once




this is my kinda thing....

#85 Armando

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Posted 11 December 2014 - 03:08 PM

View PostShadowbaneX, on 11 December 2014 - 09:09 AM, said:


For example I've had my CT destroyed in my AS7-S many times. In most cases the MPLs are intact. If I understand what you're saying correctly those MPLs would be destroyed every single time my CT is destroyed, and that just isn't the case.


There are 12 total critical slots in a CT. If the hit to critical lands on ANY of the other 10 critical slots it is game over, your are dead, MPLS are still intact (this happens MOST of the time).

In you AS7-S example your MPLs would only be destroyed first if...

...the damage is small enough to not just chew through them anyway.
...the 'critical roll' ONLY hit one of (or if you are really lucky both of) the MPL slots.

The vast majority of the time, you take enough damage to die CT regardless (MPLs only have 10 heath each) OR the 'critical roll' is not lucky enough to ONLY hit one or both of the 2 slots take up by the MPLs.

That said, 'sometimes' you can be lucky enough that you take so little damage to the CT, AND you are also lucky enough that the damage you take ONLY hits one or both of those critical slots, and you can keep on rolling. The vast majority of the time we are not going to be that lucky, but it can (and sometimes does) happen.

To be clear, I'm not saying that the equipment you have in the two open CT slots will always (or even most of the time) be destroyed, only that there is a chance (all be it a very small one) that your CT equipment can absorb the hit that would have killed you had you not had equipment in that location.

Edited by Armando, 11 December 2014 - 03:09 PM.


#86 kosmos1214

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Posted 11 December 2014 - 03:25 PM

ok wev all heard the 30 point buck i give you the 70 point crab

http://mwo.smurfy-ne...49d701b1ec422d5

if you dont know the song heres the song


View PostArmando, on 11 December 2014 - 03:08 PM, said:


There are 12 total critical slots in a CT. If the hit to critical lands on ANY of the other 10 critical slots it is game over, your are dead, MPLS are still intact (this happens MOST of the time).

In you AS7-S example your MPLs would only be destroyed first if...

...the damage is small enough to not just chew through them anyway.
...the 'critical roll' ONLY hit one of (or if you are really lucky both of) the MPL slots.

The vast majority of the time, you take enough damage to die CT regardless (MPLs only have 10 heath each) OR the 'critical roll' is not lucky enough to ONLY hit one or both of the 2 slots take up by the MPLs.

That said, 'sometimes' you can be lucky enough that you take so little damage to the CT, AND you are also lucky enough that the damage you take ONLY hits one or both of those critical slots, and you can keep on rolling. The vast majority of the time we are not going to be that lucky, but it can (and sometimes does) happen.

To be clear, I'm not saying that the equipment you have in the two open CT slots will always (or even most of the time) be destroyed, only that there is a chance (all be it a very small one) that your CT equipment can absorb the hit that would have killed you had you not had equipment in that location.

sorry for the dubble post bit right now engine crits dont do any thing in mwo

#87 ShadowbaneX

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Posted 11 December 2014 - 03:32 PM

View PostArmando, on 11 December 2014 - 03:08 PM, said:

There are 12 total critical slots in a CT. If the hit to critical lands on ANY of the other 10 critical slots it is game over, your are dead, MPLS are still intact (this happens MOST of the time).


Um, no. There are no crits to the engine or gyro in MWO. If a crit happens, it checks to see what's there and if there is anything there additional damage is applied to those components. This is in no way effects how much damage is applied to the CT.

In this case if we've got the same mech/loadout save that I've got nothing in my CT and you've got a Beagle, and we take the same amount of damage we both die at the same time. There is no survival benefit from having in a CT.

#88 Lastlived

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Posted 12 December 2014 - 01:41 AM

http://mwo.smurfy-ne...5398ccac99c0208

I've been working it up to this so far, any good?

#89 Punk Oblivion

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Posted 12 December 2014 - 11:37 PM

Well after some time in CW. I present a build that will work well on both the 0000, and 000B.
The Defender Crab

Find a nice hill to hump/spot in the base about 800M back from the enemy line, and fire away.

#90 Armando

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Posted 13 December 2014 - 02:19 AM

View PostPunk Oblivion, on 12 December 2014 - 11:37 PM, said:

Well after some time in CW. I present a build that will work well on both the 0000, and 000B.
The Defender Crab

Find a nice hill to hump/spot in the base about 800M back from the enemy line, and fire away.


I like it, if you want to get target locks from WAY out (find those weak spots baby) you can add BAP and a Command Console (same alpha, one less ton of ammo, with XL305 instead of XL300). Also, you can fire all 30 tubes w/o ghost heat...

KING CRAB KGC-000( B )

Edited by Armando, 13 December 2014 - 02:25 AM.


#91 theta123

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Posted 13 December 2014 - 02:41 AM

Well i finnaly steadied on 3 designs. It was alot of tinkering and trying out. And despite my refusal to XL engines, i got one for one of my crabs

KING CRAB KGC-000(L)
Our standard crab with modificiations. 2 AC 20's. 6 Ton of ammo and 2 LL. STD 325. A solid steady build

KING CRAB KGC-000B
My mid range brawler. 2 AC 10 2 LPL and STD 325. Same design as above, just a bit diffrent in range. i Once tried them with PPC's, but i prefer LPL's.

KING CRAB KGC-0000 My XL build. 2 Gauss, 6 Tonnes of ammo. 1 LL 3 ML and 4 S SRM2's. frikking LOVE this build.

#92 Raigir

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Posted 13 December 2014 - 03:36 AM

View Posttheta123, on 13 December 2014 - 02:41 AM, said:

KING CRAB KGC-0000 My XL build. 2 Gauss, 6 Tonnes of ammo. 1 LL 3 ML and 4 S SRM2's. frikking LOVE this build.


I think with this mech, if your gonna XL might as well take it all the way.
KING CRAB KGC-0000
Same weapons loadout as yours, but at a slight difference:
+10 kph
+1/2 ton of leg armor (Your legs were really really anemic)
-2 tons of gauss ammo
-1/2 of steak ammo
-2 DHS

Mobile and dangerous. What's not to like. 64 kph tweaked.

Edited by Raigir, 13 December 2014 - 03:37 AM.


#93 ShadowbaneX

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Posted 13 December 2014 - 07:36 AM

View PostRaigir, on 13 December 2014 - 03:36 AM, said:

I think with this mech, if your gonna XL might as well take it all the way.


I was thinking the exact same thing, only not.

KING CRAB KGC-0000. Up the engine to an XL350. Streaks aren't that good especially with all the Clan ECM out there and no Beagle.

Yyou've got a pair of Gauss for range, what's the point of the LL? Also, you need to cover in close. A quartet of MLs will do 4 less damage than the 3xML, 1xLL grouping, but with the tonnage savings you get to upgrade to 4 SRM4s. Only 3 tons of ammo for the SRMs and per Gauss Rifle, but that should be enough.

#94 Drazyx

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Posted 14 December 2014 - 04:28 AM

2ac20 6t ammo 2LL 1DHS, AMS 1t ammo in my first 2 games with it, netted me 9 kills.

ridiculous. get close, wreck face, and the LLs are mounted WAY up high so you can almost completely hide fully hull down while you reach out and touch somebody. i really like this mech, eager to not spend MC

#95 AllOuttaBubbleGum

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Posted 14 December 2014 - 09:49 AM

View PostKoniving, on 09 December 2014 - 06:23 PM, said:

So this was 2 LRM-20s with 3 tons of ammo, 2 LPL, and 6 MGs.
Posted Image

Thanks for this build idea. I went with srm6's instead of LRm's with artemis. things seem to melt when I get close. didnt miss a beat from when i was using ac40's

#96 Reno Blade

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Posted 14 December 2014 - 10:20 AM

View PostArmando, on 11 December 2014 - 07:21 AM, said:


Everything you equip to a mech has its own health, some (like the AC/20 @ 18 points) more so than others (such as the Gauss @ 5 points). To remove any section of a mech you must chew through the external armor (like a fully armored D-DC leg @ 84 points), then the internal armor (half of the external...in the case of the fully armored D-DC leg @ 42 points), and THEN the health of any/all equipment (Like a heat sink @ 10 points, or AC/20 @ 18 points, or a Gauss @ 5 points) before your 'lose' that section of your mech.

So....to take the leg of a fully armored D-DC that has two single heat sinks you would have to do 146 total damage
....84 external armor
.+ 42 internal armor
.+ 20 health of the two single heat sinks (10 health each)
..146 total damage that need to be dealt

The health values for all equipment is listed on the Smurfy website (BAP has 10 health). The process of putting equipment in vital areas of a mech is call 'crit-protecting'. With the exception of Gauss, you do NOT want to use ammo to 'crit-protect' because it explodes causing the exact opposite effect. (While you can use Gauss ammo to crit-protect, the Gauss Rifle itself will explode like ammo so be mindful).

Another example of crit-protecting a section of a mech an AS7-D-DC's RT when you have an AC/20 loaded up in it. You can put a BAP in the last 2 open slots and there is a chance (doesn't always work mind you) that the enemy will take out the BAP and LEAVE the AC/20 to keep pumping out damage. There have been MANY matches where I hear Bitching Betty tell me "Beagle Active Probe Destroyed" and my AC/20 is still functional.

In the case of a BAP in the CT, when you hear Bitching Betty tell you "Beagle Active Probe Destroyed" you know you are on 'borrowed time' (and had BAP not been in the CT you would have been strait up killed instead). Does crit-protecting make a HUGE difference....nope (most of the time it makes NO difference at all in fact), but sometimes...just sometimes it gives you one more shot on an enemy before your weapon / mech goes down. While it is far and few in between crit-protecting my mech has not only gotten me one last kill, but has also won games for me / my teammates.


I think you might have a error in the crits for equipments beeing added on top.

each hit to internal structure has a chance to crit any componente/equipment.
Hitting your open CT for 10 damage has a chance to crit the BAP or the engine.
In case engine gets hit, nothing happens besides destroying one "slot" of engine and transfering 15% of the damage to the internal structure.
in case BAP gets crit, the 10 damage is enough to destroy BAP and also transfering 15% of the damage to the internal structure.

I will quote myself from here for some more clear crit facts:
http://mwomercs.com/...ost__p__3864181

View PostReno Blade, on 29 October 2014 - 08:25 AM, said:


first rule:
If you have still armor (front and back for torso) after the damage is applied, there is no roll for a crit.

second rule:
if the armor is breached, or you don't have any armor, the internal structure is damaged by the remaining damage and there will be a roll if there is a crit (1x, 2x or 3x).

third rule:
critical damage depends on the weapon damage, not the actual inflicted damage.
An AC20 piercing a section with 19 armor will inflict 1 damage to internal structure
if there is a crit, it will deal 20 points of damage to the crit item (like a Gauss with 3 health, or a Ammo with 10 health, or even a shoulder actuator for 10 health)
If you have crit an item, then 15% of that damage is also dealt to internal structure.
crit chance is higher for LBX, MG, Flamer and clan targeting computer.

fourth rule:
if a section (arm, leg or side torso) is destroyed and you hit the section, you will only transfere 50% of the damage to the next inward section
going from leg/arm to side torso and then towards center torso.
Hit to a destroyed arm will transfer 50% to a torso and if that is destroyed, the damage is further reduced by half to deal 25% to the Center torso.

note: each tick of a laser (roughly every 0.2 damage), each pellet of LBX or UAC, Missile or MG/Flamer will be rolled seperately for crits.

More information about crits can be found here:
http://mwomercs.com/...-a-brief-guide/

edit:
from the linked thread:
Posted Image


#97 Seraphic Law

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Posted 14 December 2014 - 10:20 AM

View Post627, on 10 December 2014 - 02:10 PM, said:

A bit low on ammo I think... I'll get to 600 rounds with a 3xAC2 Shadow Hawk, and only 450 for 6?

Have you actually run this? how bad is ghost heat?

This is what I had in mind: KING CRAB KGC-000(L) Dakka Lord



Just tried this out with assisted fire and the ghost heat is insane.
It is useless, unplayable and most of all, unenjoyable.
Has there been any talk to reduce the ghost heat on AC/2?

#98 Greenjulius

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Posted 14 December 2014 - 11:55 AM

View PostSeraphic Law, on 14 December 2014 - 10:20 AM, said:



Just tried this out with assisted fire and the ghost heat is insane.
It is useless, unplayable and most of all, unenjoyable.
Has there been any talk to reduce the ghost heat on AC/2?

What ticks me off is that 6xAC2 isn't even as good as a Dire's 5xUAC5 spam build.

I run 4xUAC5 with fire control and find it works well. You will get an occasional burst without jamming that is absolutely devastating. I do a STD325+11 tons of ammo to keep them running.

For CW, and long range, I go STD300+2xDHS, 2xGauss+9.5 tons, 2xERLL. It usually gives me many kills and ~1000 or more damage.

#99 C A R N A G E

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Posted 14 December 2014 - 12:32 PM

I run xl355,2 gauss,1er ppc and 2 srm6 with 5tons gauss and 2tons SRM ammo.I just like how it plays for me.:)

#100 Punk Oblivion

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Posted 14 December 2014 - 12:56 PM

View PostArmando, on 13 December 2014 - 02:19 AM, said:


I like it, if you want to get target locks from WAY out (find those weak spots baby) you can add BAP and a Command Console (same alpha, one less ton of ammo, with XL305 instead of XL300). Also, you can fire all 30 tubes w/o ghost heat...

KING CRAB KGC-000( B )

Yeah, I don;t know what I was doing when I put that together. your build is way more efficient haha. December is busy season for me. so been working like 60 hour weeks. My brain must be scrambled.

View PostSeraphic Law, on 14 December 2014 - 10:20 AM, said:



Just tried this out with assisted fire and the ghost heat is insane.
It is useless, unplayable and most of all, unenjoyable.
Has there been any talk to reduce the ghost heat on AC/2?


Well ghost heat isn;t the main issue with AC2's. The base heat is too high to start with, and there is a bug that triggers ghost heat when ac2's are chain fired, specifically with macros. So even though it is supposed to take 4 or more AC2's to trigger ghost heat, you can actually trigger it with just TWO AC2's...

The best way I have found to get around it, is always group the AC2's together, and fire them together. However, you can only do this with a max of 3. Having said that, 2 AC5's and 3 AC2's (or 3AC5's, 2AC2's) are both better dakka builds on the KGC IMO.





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