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Unleash Your Kingcrab Builds!
#61
Posted 10 December 2014 - 04:15 PM
You know, I actually was joking when I suggested this build, but it's actually turning out to be rather fun! Still needs some tweaking, though... the best you can say about it's ammo situation is that it's better than stock.
#62
Posted 10 December 2014 - 05:10 PM
http://mwo.smurfy-ne...fb45c9117e3ca3f
edit heres another
http://mwo.smurfy-ne...2dcb3ef9806d433
Edited by kosmos1214, 10 December 2014 - 05:17 PM.
#63
Posted 10 December 2014 - 05:12 PM
Two Words; Dapper Crab.
[smurfy]http://mwo.smurfy-ne...87bd61773dabf28[/smurfy]
#64
Posted 10 December 2014 - 06:07 PM
ShadowbaneX, on 10 December 2014 - 03:38 PM, said:
I dropped the MPLs and SRMs for a pair of LPL and a BAP to critical protect the CT....
Fire Support Clan Buster
Edited by Armando, 10 December 2014 - 07:08 PM.
#65
Posted 10 December 2014 - 06:14 PM
#66
Posted 10 December 2014 - 06:58 PM
ShadowbaneX, on 10 December 2014 - 06:14 PM, said:
After nearly 1000 matches in a dual Gauss DWF-B I found that if I go though 50 rounds of Gauss ammo, the game is over and we have already cleaned house...anything more than 5 tons is a waste of tonnage in my experience.
As for the BAP, besides the benefits of being able to locking up targets further out (find those weak spots baby), and its use in finding shut down mechs (cowards can't hide from me), it is also one more thing the enemy has to tear though (10 more points of internal armor) before I 'go down' (and I found that I die to CT in the KGC most of the time).
That said, if you do not find the BAP as useful as I do, and you need more ammo it can easily be traded out for another 1.5 tons of Gauss. If you put the Gauss ammo in the CT you still have critical buffer (as Gauss ammo doesn't explode...only the weapon itself). The BAP free "MOAR ammo build" (65 Gauss rounds instead of 50)
While the sample size is VERY small (6 quick matches before I went into work tonight)...
KING CRAB KGC-000B:
Matches Played:........6
Wins:.........................3
Losses:......................3
W/L:......................1.00
Kills:.........................11
Deaths:......................3
K/D:.......................3.67
Damage:.............2,828
XP:....................11,927
Time Played:..00:30:38
Edited by Armando, 10 December 2014 - 08:07 PM.
#67
Posted 10 December 2014 - 07:18 PM
627, on 10 December 2014 - 02:10 PM, said:
Have you actually run this? how bad is ghost heat?
This is what I had in mind: KING CRAB KGC-000(L) Dakka Lord
Nope, haven't tried it yet. It's a "just for fun" build. It surely would rattle your enemy's melon though.
#68
Posted 10 December 2014 - 07:21 PM
Crit-seeker, explosion causer:
http://mwo.smurfy-ne...81c5cfd898bd1c6
LRM'er:
http://mwo.smurfy-ne...fd19c4088f577b9
#69
Posted 10 December 2014 - 07:26 PM
Full Broadside? No. You're doing it wrong. You don't have a 100 damage alpha. Unfortunately I cannot link you the build, but...
KGC-0000
Armor: 560/614
Firepower: 98.70
Max Sustained DPS: 5.66
Cooling Eff: 21%
Engine: XL 300 - 48.6->53.5 kph
Heatsinks: 13dbl
Armaments:
- 2x AC20
- 4x Med Laser
- 3x ASRM4
- 1x ASRM6
Ammo:
- 5t AC20
- 4t SRM
Upgrades:
Armor: Standard
Structure: Standard
Heatsinks: DBL
Guidance: Artemis IV
#70
Posted 10 December 2014 - 09:04 PM
#71
Posted 10 December 2014 - 09:34 PM
http://mwo.smurfy-ne...dd5cd9348eddb2c
Dual ac20 (5 tons ammo)
3 mLas
4 lrm5s (4 tons ammo)
STD300, Ferro, DHS, 537 armor
I always use dual ac20 on this mech because if i have the room and 100 tons why not use them. 4 lrm5s makes a lrm20 that has less tonnage and slots, plus is deadly accurate with the small spread. 3 mLas add 15 extra damage to supplement the dual ac20s. Heat isn't much of an issue as long as you don't dual fire the ac20s all the time.
Regarding the ferro fibrous armor, I love using it on 100 ton mechs because of how much extra armor it adds. At 537 armor it puts it up to 601, almost 60 more armor. I think it's way better than the couple extra tons you get for endosteel.
#72
Posted 11 December 2014 - 12:13 AM
Beast Font, on 10 December 2014 - 09:34 PM, said:
http://mwo.smurfy-ne...dd5cd9348eddb2c
Dual ac20 (5 tons ammo)
3 mLas
4 lrm5s (4 tons ammo)
STD300, Ferro, DHS, 537 armor
I always use dual ac20 on this mech because if i have the room and 100 tons why not use them. 4 lrm5s makes a lrm20 that has less tonnage and slots, plus is deadly accurate with the small spread. 3 mLas add 15 extra damage to supplement the dual ac20s. Heat isn't much of an issue as long as you don't dual fire the ac20s all the time.
Regarding the ferro fibrous armor, I love using it on 100 ton mechs because of how much extra armor it adds. At 537 armor it puts it up to 601, almost 60 more armor. I think it's way better than the couple extra tons you get for endosteel.
Thats not how IS ferro works, unfortunately. It is just lighter,myou dont have more armor. but endo gets you more free weight for the same crit slots so it is always better. at least for IS mechs but clanners cant choose anyway.
#73
Posted 11 December 2014 - 01:12 AM
Base build. 2-AC5's, 3-AC-2's. A fast XL350, and an ample 14 tons of ammo kept out the the CT/ST's. Runs cool.
Dakkalizer V1
This build replaces one AC2, with an AC5, and drops a heatsink and a ton of ammo. a bit more damage and runs even cooler, but some ammo has to go into the ST's
Dakkalizer V2
From the V2, this build drops the XL350 for an XL325 and switches an AC5 to an LBX10. It loses two heatsinks, but gains damage and 3 more tons of ammo. This build runs a bit hotter than the other two, but still reasonable.
Dakkalizer V3
#74
Posted 11 December 2014 - 04:38 AM
Armando, on 10 December 2014 - 06:58 PM, said:
Something I must be missing here. The engine cannot be crit'ed, so what's the point of padding the CT? The damage being applied is going to hit the structure regardless of what's in there and it's when the structure is gone then you're dead. Engine destruction only matters in the loss of side torso(s) when an XL engine is equipped. It doesn't give any more "internal armour" afaik.
#75
Posted 11 December 2014 - 07:21 AM
ShadowbaneX, on 11 December 2014 - 04:38 AM, said:
Something I must be missing here. The engine cannot be crit'ed, so what's the point of padding the CT? The damage being applied is going to hit the structure regardless of what's in there and it's when the structure is gone then you're dead. Engine destruction only matters in the loss of side torso(s) when an XL engine is equipped. It doesn't give any more "internal armour" afaik.
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.
Edited by Armando, 11 December 2014 - 07:25 AM.
#76
Posted 11 December 2014 - 09:09 AM
If that chance is successful then damage is applied to components in addition to the damage to the structure, so those components do not absorb any damage whatsoever. It should take the same amount of damage to destroy the ct of a given mech regardless of if there's something mounted in those 2 slots or not.
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.
Edited by ShadowbaneX, 11 December 2014 - 09:10 AM.
#77
Posted 11 December 2014 - 09:50 AM
Of all the crabs, it's the only one where the focus seems to be the torsos rather than the arms. I always try to build a mech around the strength of its hardpoints. For example, I have a Boar's Head that I specifically filled all the arm hardpoints with MPLs. Prior to quirks, it was all large lasers.
If you're going to run four arm lasers on a BH, you should just run an RS instead. If you're going to run two? Run a D or DDC. You get the picture.
So the 0000 has 4 energy slots on the right side, and 4 missile slots on the left. And then just one ballistic in each arm.
I'm thinking I should go one of two directions: small ballistics in the arms, or ignore the arms (and ammunition) entirely, and focus on those 4 energy slots.
Thought on these two builds?
2x AC5s, 4x MLs, 4x SRM4s - runs a little hot for my tastes, but seems pretty well-balanced.
KING CRAB KGC-0000
4x LPLs and cool enough to fire them on chain continuously (I'm a big fan of LPLs).
KING CRAB KGC-0000
#78
Posted 11 December 2014 - 11:18 AM
Dawnstealer, on 11 December 2014 - 09:50 AM, said:
4x LPLs and cool enough to fire them on chain continuously (I'm a big fan of LPLs).
KING CRAB KGC-0000
I too am a fan of the LPL's. But I also like having weapons on both sides for poking around corners. I also find that LPL's are lacking on range, which is fine on faster mechs that can get into range quick. But the KGB is not that mech haha. I would run something like this personally:
KING CRAB KGC-0000
Drops two LPL's to ML's and adds an AC5 with 4 tons of ammo.
#79
Posted 11 December 2014 - 11:32 AM
http://mwo.smurfy-ne...741fec7462eceee
Tested and approved by lots of competitive teams.
#80
Posted 11 December 2014 - 11:34 AM
Punk Oblivion, on 11 December 2014 - 11:18 AM, said:
I too am a fan of the LPL's. But I also like having weapons on both sides for poking around corners. I also find that LPL's are lacking on range, which is fine on faster mechs that can get into range quick. But the KGB is not that mech haha. I would run something like this personally:
KING CRAB KGC-0000
Drops two LPL's to ML's and adds an AC5 with 4 tons of ammo.
Should have mentioned I have the Range Enhancement at level 5 for LPLs. I like balance for my mechs, too, but since the KGC can't zombie anyways, it means I can run it like a huge Cent.
k05h3lk1n, on 11 December 2014 - 11:32 AM, said:
http://mwo.smurfy-ne...741fec7462eceee
Tested and approved by lots of competitive teams.
Needs more TAGs and Narcs.
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