King Crab Build Discussion
#141
Posted 01 March 2016 - 09:07 PM
I don't really understand why I'm so bloody freaking vulnerable. According to the lore, the KGC is one of the toughest brawlers out there, yet whenever I play not like some medium dedicated sniper, I get cored or torsos blown off almost instantly. It's like 2 or 3 volleys = dead.
Even torso twisting, everything hits my CT and you're so slow you can't reposition at all.
I don't understand this BS and it's really sapping the fun from my games. Yeah I know it's a sniper meta and I should hill/corner peek for the first 200 minutes of a match until I can engage alongside 5 of my allies in a perfect-world scenario, but really that never happens.
If you play like a brawler, at all, you get instantly killed. I have max armor and several different builds, thought 4 ERLL's and some SRM's would be pretty powerful, but even after some sniping and when the brawl starts, I get instantly critted and explode like I'm a medium mech and wind up doing sub-300 damage. I get destroyed by stormcrows, I get destroyed by ebon jags, I get destroyed by pretty much everything on the battlefield unless I run away or stay in the back or snipe or hide all match.
What in the hell? That's not the assault I want to play.
#142
Posted 01 March 2016 - 11:44 PM
I group my weapons as one AC20 fires with one med laser, another button for the second AC20 with the med laser that is left, plus a LRM10 to get kill assists from a distance.
the KGC is not meant to lead a push. best way to join the party is to be late, so to empty the LRM before going in is really what got me going.
to note that the KGC will always be a primary target for the opponent. to keep cover and waiting for and opportunity is crucial
#143
Posted 02 March 2016 - 03:34 AM
LeVa, on 20 February 2016 - 02:47 PM, said:
Ok, so you're saying that basically I should drop the XL engine and go for the biggest ST?
As well as drop the missiles and go for as many Energy weapons as I can fit?
we want the high damage spike, that puts big holes in things, we want a quick rate of fire, which the AC/20 does not really have but that's why we have two, and we only have 500m effective range, look for similar traits like these in weapons if you feel you need more damage up front, more engine for better ability to close range, more armor to face mechs in the range we are in, more cooling to keep shooting the weapons we have.
mechs take as little as with 36 (locust) - 180 (atlas) damage to as much as 574 if you were an atlas, and your entire upper body took damage everywhere.
so back again to the backup weapons, our king crab has missiles, missiles are front loaded, and can hit for fairly high damage with medium heat, we also have lasers, more heat, medium damage, with more duration then the other weapons, but also less tonnage.
SRMS closely align with the AC/20 (can you tell me what values?) lasers don't, but can compensate for the lack of range, however too much focus on that ranged profile will likely hurt your ability to survive in a short range brawl situation.
try different combinations focusing on a key element of the mech, be it jump jets, alpha strikes, speed or DPS, and try to compliment whatever you choose to focus on.
Edited by zudukai, 02 March 2016 - 03:41 AM.
#144
Posted 17 March 2016 - 01:34 PM
Nope, changed to 2x Gauss, ERLL
and
6x AC2, 1x ERLL on the KGC-000 (w/300STD engine, Endo, Ferro, DHS - comes out at 0 slots left )
For the KGC-0000 - at the moment, I've got 3 ERLL, 4 A-SRM6 (3t ammo), 2 MGs (1t ammo), full armor, filled up with DHS. Having people try and shoot out the ST with the SRM makes the ERLL last a little longer. I'll have to work on positioning some more, had some pretty bad games where I got focussed down in seconds. Then again, I'm still shaking my head over that 7 kills game I just had in this build.
Tried out 4x LRM5, 2x ERLL, TAG, filled up with ammo. People usually do not expect an LRM boat to carry that much direct fire punch. While this loadout makes being slow less of an issue, sitting around near the back and firing at doritos gets boring fast.
I've tested 4x MPL, 4x A-SRM6. Might actually try an xl engine with that. Cracked open two KGC CTs on TT. Still, I feel the lack of long range weaponry might not be worth it.
Ok, now it's 3x LPL, 4x A-SRM4 and a beefed up std engine.
By the way: I've completely mastered my king crabs now.
Edited by Exilyth, 26 March 2016 - 04:28 PM.
#145
Posted 27 March 2016 - 07:29 AM
I primarily run the 000B variant
My current and favorite loadout consists of
4x U/AC5
12 tons of ammo
2x medium laserrs
standard 310 engine
2x case
and max armor everywhere except the legs
i average around 700 dmg and 2 to 3 kills per match.
It's slow and getting caught out in the open can be a problem for you with this build so move with your team mates whenever you can. also the uacs chew through armor like no ones business so when your barraging an enemy mech just make sure you aim for the torso. and only use your lasers if your guns are jammed.using your lasers during a barrage will overheat you in no time.
Edited by Sentinel373, 27 March 2016 - 07:30 AM.
#146
Posted 27 March 2016 - 09:14 AM
Achilles59, on 01 March 2016 - 09:07 PM, said:
I don't really understand why I'm so bloody freaking vulnerable. According to the lore, the KGC is one of the toughest brawlers out there, yet whenever I play not like some medium dedicated sniper, I get cored or torsos blown off almost instantly. It's like 2 or 3 volleys = dead.
Even torso twisting, everything hits my CT and you're so slow you can't reposition at all.
I don't understand this BS and it's really sapping the fun from my games. Yeah I know it's a sniper meta and I should hill/corner peek for the first 200 minutes of a match until I can engage alongside 5 of my allies in a perfect-world scenario, but really that never happens.
If you play like a brawler, at all, you get instantly killed. I have max armor and several different builds, thought 4 ERLL's and some SRM's would be pretty powerful, but even after some sniping and when the brawl starts, I get instantly critted and explode like I'm a medium mech and wind up doing sub-300 damage. I get destroyed by stormcrows, I get destroyed by ebon jags, I get destroyed by pretty much everything on the battlefield unless I run away or stay in the back or snipe or hide all match.
What in the hell? That's not the assault I want to play.
well you have to be aware of where you are and what your teams doing, it is a tough mech and because its dangerous it will get focus fired at so you never go alone and best to be with other assaults and heavies.
Going Rambo alone means you'll fail rapidly.
I don't know if this is the case, as you haven't mentioned the situations you get into, so I'm speaking from experience.
Even great brawlers need friends
#147
Posted 09 April 2016 - 04:53 PM
I know I shouldn't post this build but it's been a blast to play sometimes while doing the mastery grind on Crabby. I don't really suggest anyone try it unless you want a big giggle and then die almost directly afterwards. On a side note you can chainfire the erppc's for a surprising amount of time before you have to stop and cooldown. I've been working on a build for the 0000 and my new 000b(s) but I always seem to get bottlenecked for slots before I get it where I want. Heaven forbid they do a IIC kingcrab. mmmm 2 slots DHS and Uac10's
#148
Posted 09 April 2016 - 05:19 PM
Aethermech, on 09 April 2016 - 04:53 PM, said:
I know I shouldn't post this build but it's been a blast to play sometimes while doing the mastery grind on Crabby. I don't really suggest anyone try it unless you want a big giggle and then die almost directly afterwards. On a side note you can chainfire the erppc's for a surprising amount of time before you have to stop and cooldown. I've been working on a build for the 0000 and my new 000b(s) but I always seem to get bottlenecked for slots before I get it where I want. Heaven forbid they do a IIC kingcrab. mmmm 2 slots DHS and Uac10's
you don't need those arms, right? that's like 4 tons of something else
#149
Posted 09 April 2016 - 07:31 PM
Ingga Raokai, on 09 April 2016 - 05:19 PM, said:
you could drop armor from the left arm to 1, drop the right arm to ~17 and add 3 more DHS and 1/2 ton of AMS.
or drop the arm to ~33, drop the AMS for BAP and 3 DHS.. if you want.
Edited by zudukai, 09 April 2016 - 07:58 PM.
#151
Posted 14 April 2016 - 03:27 PM
http://mwo.smurfy-ne...353fbc6dc5f5b9e
Should play like a crab shaped atlas. Or at least I'm hoping it will. Trick will be baiting the opponents into twisting back into the srm's and the dual AC/10.
#153
Posted 19 April 2016 - 06:32 AM
#154
Posted 19 April 2016 - 07:07 AM
The big problem with 2x AC20's imo is the space to weight ratio, Gauss are more friendly in that regard and it makes you less vulnurable on large maps.
#155
Posted 20 April 2016 - 06:29 AM
Raso, on 19 April 2016 - 06:32 AM, said:
I play my KGCs A LOT.
When I do a 2xAC20 build I use LLs and sometimes a single LRM5 on the energy/missile mounts to give me some ranged capabilities.
When I build 2xGauss the energy mounts are usually full of MLs to give me some close up capabilities for thsoe pesky lights that come hunt me down.
When I run 4xAC5, it is usually MLs and maybe a single LRM5 for some indirect capability as I get into position for the fight.
My KGC-0000 often stays setup as a ERLL and LRM boat. People give me grief over running it, especially as I've climbed tiers some, but I save it mostly for the occasional fun match or for events. KMDDs and damage output from a 100 ton artillery platform wrack up.
I have run the KGC-0000 with 4xMPLs and 4xSRM4/6 and a couple MGs before and it makes for a nasty brawler, if you can survive long enough to get in that close.
#156
Posted 21 April 2016 - 05:21 PM
#157
Posted 24 April 2016 - 07:52 PM
#158
Posted 24 April 2016 - 10:27 PM
LadyDanams, on 20 April 2016 - 06:29 AM, said:
I play my KGCs A LOT.
When I do a 2xAC20 build I use LLs and sometimes a single LRM5 on the energy/missile mounts to give me some ranged capabilities.
When I build 2xGauss the energy mounts are usually full of MLs to give me some close up capabilities for thsoe pesky lights that come hunt me down.
When I run 4xAC5, it is usually MLs and maybe a single LRM5 for some indirect capability as I get into position for the fight.
My KGC-0000 often stays setup as a ERLL and LRM boat. People give me grief over running it, especially as I've climbed tiers some, but I save it mostly for the occasional fun match or for events. KMDDs and damage output from a 100 ton artillery platform wrack up.
I have run the KGC-0000 with 4xMPLs and 4xSRM4/6 and a couple MGs before and it makes for a nasty brawler, if you can survive long enough to get in that close.
Now that is someone who knows how to build Mechs, kudos to you MeeLady
#159
Posted 16 May 2016 - 09:01 PM
Std 350,
4 lpl
Ams, 1 ton of ammo,
Endo
23 dhs
Make the armor how youd like.
Those high mounts are great.
It has great duration and cooldown quirk.
1st weapon group is chainfire.
2 nd is the 3 topmost firing together.
Group 3 is alpha. Dont use it much cuz of ghost heat.
400m optimum range with module.
32.5% cooldown quirk and module
Its solid. You have a whole shield side. Go 61 with tweak, and on a cold map can fire the lpl forever. Even in terra you can pump out fire in the center.
#160
Posted 17 May 2016 - 10:59 AM
One for LRMS:
http://mwo.smurfy-ne...bce45f019f10d9b
And a PPC sniper.
http://mwo.smurfy-ne...63f870a9ab5af13
Here are the 2 loadouts I've put together:
SRM - ERLL
http://mwo.smurfy-ne...f9ff5b7f0d58bef
LRM - MPL
http://mwo.smurfy-ne...f5d1039c32f63ff
The main difference in the 2 is the choice of long range weapon. One uses two ER large lasers for poking at the enemy. The other uses three LRM5s to bring the missle spam and cockpit shake while I am closing the distance.
Thougths and recommendations from other King Crab pilots??
Thanks
11 user(s) are reading this topic
0 members, 11 guests, 0 anonymous users