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Looking For A King Crab Review


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#1 Katotonic

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Posted 10 December 2014 - 05:29 AM

Does anyone have a review of the new King Crab?

Questions I would like answered:
How are the hitboxes?
Is it XL friendly?
What tactics are working best for you in it?
Alpha or sustained DPS working better?
Barely movable turret or slap a 360 (standard or XL) and go for as much speed as you can?
Any other thoughts you would like to share on it.

Please note that while some of the questions do inherently ask for an explanation of your build(s) as it effects tactics and strategy, this is not a build request thread.

Thanks in advance!

#2 theta123

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Posted 10 December 2014 - 05:59 AM

Hitboxes= They are fine. Slighlty more vurnable to headshots tough
XL friendly= Very XL friendly
Tactics= Little hard to tell at the moment. But it can fill any role required
Alpha/sustained= Both are perfect possible with this mech
Torso twist= fast even with a 300 engine
Other toughts= Painfull LRM boat when properly used

#3 Soul Tribunal

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Posted 10 December 2014 - 06:07 AM

I am going to concur that it is indeed (it took a lot of deep thought to do it) XL Friendly.
I have not yet died to a ST. If I have died, it is because my CT has been shot out. I think it is like the Victor and Awesome in so far that it can run a XL safely enough. More room for weapons.

And if you want for the LOL's you can run it full LRM on one of the chassis with a total of 70 Tubes.
That is pretty damn insane.

-ST

#4 theta123

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Posted 10 December 2014 - 06:12 AM

4 ML, 4 LRM 15 STD 300 kingcrab. 1460 missiles

its insanely powerfull

#5 The Great Unwashed

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Posted 10 December 2014 - 06:39 AM

Should be nice as a brawler with STD engine too: 2 UAC5 (9t ammo), 4SRM4 (3t ammo), 4ML.

KING CRAB KGC-0000

Sustained DPS without lasers is higher...(10 dps)

Edited by The Great Unwashed, 10 December 2014 - 06:42 AM.


#6 Kraven Kor

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Posted 10 December 2014 - 06:44 AM

"Awesome."

Wait, no, that's a different mech... ;)

I only got to run a few matches, but, yeah. This thing kills mechs dead. And I think it is XL friendly though I have yet to slap an XL in.

I was running dual AC/20 and dual LLas. First match out, 500ish damage and 2 kills, which, right now, is miraculous for me. Because I've barely been playing and are terrible.

#7 juxstapo

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Posted 10 December 2014 - 07:42 AM

Not enough matches to quantify, but it can seemingly do....


....any thing you want it to short of jump.

Brawling is obvious.
Ultra high mounted energy points = ideal hill humping sniper.
Ultra high missle points with hella tubes and weight to spare = perfect LRM boat.

Hitboxes are balanced. Rather like a Radar dish from above, but that's much more of a "realistic tradeoff" than a "glaring weakness".

I haven't ran an XL yet, but on these folks recommendations I'll certainly try it.

overall.... I hate assaults. Mastered Victors pre-origina-nerf but thats it... but so far I adore this thing.

#8 Jody Von Jedi

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Posted 10 December 2014 - 08:01 AM

First impressions, I've only played 4 matches so far. I only own and have experience with the VTR and AS7, so take my observations with a grain of salt. I also only own the 000 (L) variant.

Excellent movement for a 100 ton chassis. It beats the Atlas at movement hands down. Even with no efficiencies unlocked, it handles better than the Atlas at elite levels, IMHO. The torso twist makes all the difference.

The stock loadout is OK, but low on ammo. Just don't group fire both of those AC/20 more than twice, chain fire is necessary. Not enough LRM ammo to justify the stock loadout. I changed the LRM launcher out for 2 SRM4, added Endo instead of FF armor and added another LL. I feel comfortable with this loadout, but may tweak it some more.

Visibility from the cockpit is pretty good too. I don't like the lights, or what ever they are, sticking up near the bottom of the canopy. They're kind of annoying.

Just my opinion from a pilot with limited assault experience.

Edited by Jody Von Jedi, 10 December 2014 - 08:03 AM.


#9 Katotonic

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Posted 10 December 2014 - 08:17 AM

Thanks for the responses so far guys!

What about weaknesses? Has anyone discovered any? Structural (like arms get shot off easily or opening and closing the claw helps or hurts survive-ability of the arm)? Movement? Weapon Placement? Etc?

Also what tactics does it seem weak against? As in: if you were going to kill one, what would you do? (this question is slightly build dependent but still curious).

Also, not a weakness question, but can you effectively arm-shield? Or are the arms too small/out of position for effective shielding?

Edited by Katotonic, 10 December 2014 - 08:21 AM.


#10 JJ Dark

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Posted 10 December 2014 - 08:22 AM

Using a quad AC 5 build on mine I observed that my shots seem to pass through, or maybe go around, small mechs at close range. It seems at close range the arms are far enough apart to not center converge on small mechs. Otherwise no issues and this is superior to my Atlases.

#11 theta123

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Posted 10 December 2014 - 08:24 AM

point blank range, the arms can barely target small mechs. keep this in mind

#12 Jody Von Jedi

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Posted 10 December 2014 - 08:25 AM

I've lost side torsos before losing an arm. I don't think I've lost just an arm yet.

Last match I played last night, I was a zombie. With no CT weapon, I was a useless Crab. That, I believe is it's greatest weakness. Given how quickly I've lost side torsos, I wouldn't recommend XL engines.

#13 Kraven Kor

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Posted 10 December 2014 - 08:29 AM

View PostKatotonic, on 10 December 2014 - 08:17 AM, said:

Thanks for the responses so far guys!

What about weaknesses? Has anyone discovered any? Structural (like arms get shot off easily or opening and closing the claw helps or hurts survive-ability of the arm)? Movement? Weapon Placement? Etc?

Also what tactics does it seem weak against? As in: if you were going to kill one, what would you do? (this question is slightly build dependent but still curious).

Also, not a weakness question, but can you effectively arm-shield? Or are the arms too small/out of position for effective shielding?


Ammo in legs. AC/20 ammo, to be specific. Sweep the leg, Johnny! "Big badda boom."

As to arm shielding... eh... not so much. The arms are low; but the torso is long. So, yes, the arms will absorb some random-ish fire, from the shoulders being in the way, but anyone with a good aim will just aim higher and get torso. Or so it seems.

#14 Grom181

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Posted 10 December 2014 - 08:38 AM

As Jody mentioned, getting side torsos blown off. Thats the biggest thing I have noticed with not only mine, but other crabs. The arms are large enough, and armored enough, to shield the sides. At least to me they seem so. If I was going to take one out, well I would be in something small and run up in its face (if I lived long enough), or stay behind it. While the torso twist on this monster is freaking awesome, if something gets behind you that can put out moderate damage, it can take you down. Granted, that has only happened to me when I get in a lance where I am the odd crab out, and get left behind for the vicious lights.

#15 Dawnstealer

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Posted 10 December 2014 - 08:48 AM

Surprisingly XL friendly. With about...18 drops, I died from a side torso destruction twice. I still say that you'd be more survivable (obviously) with a STD, but it can certainly run an XL with minimal changes in survivability.

It's slow, even with the biggest engine, and it spins slow, too. Fully elited, like all mechs, I'm sure that changes, but I got cornered by a Firestarter or two and got torn up. Like the Whale, you're better off sticking with the cluster even if they're doing something stupid.

With that in mind, you probably don't want to be moving slower than 60kph (with speed tweak). Like Stalkers, the greater concern is twist speed, rather than top foot speed - you really don't want to take any more damage on your CT than you have to, and that ~107 armor goes FAST.

Tactics-wise, you move with the blob and be a little tentative at first. Once you commit, focus on the biggest target/threat and take it down. One-on-one, this thing is an absolute monster.

So far, I've just been running the 000(L). I went simple with two ERLL and two AC20s. It's a supreme hill-humper and when things get close, and they always do, those AC20s (if well-aimed), will quickly disarm an enemy. 2-4 kills was pretty common as I began to level it up.

Good luck! It's a really fun mech.

[edit: reading the other responses, especially Jody's (who's in a much higher ELO than me), I played the thing a lot like a Stalker. Find a low rise, hide behind it, poke your LAZORS over the top, and poke at the enemy. When they get close? Punch them in the face. HARD. You don't want to trudge directly towards the enemy firing as you go or you will go down fast: it's a fat target. Pick your moment, poke at the enemy, engage ferociously and without mercy when it's time.]

Edited by Dawnstealer, 10 December 2014 - 08:56 AM.


#16 Tesunie

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Posted 10 December 2014 - 09:03 AM

View PostKatotonic, on 10 December 2014 - 05:29 AM, said:

Does anyone have a review of the new King Crab?

Questions I would like answered:
How are the hitboxes?
Is it XL friendly?
What tactics are working best for you in it?
Alpha or sustained DPS working better?
Barely movable turret or slap a 360 (standard or XL) and go for as much speed as you can?
Any other thoughts you would like to share on it.

Please note that while some of the questions do inherently ask for an explanation of your build(s) as it effects tactics and strategy, this is not a build request thread.

Thanks in advance!


Having run the mech for as much as I could since it's release, I can say a few things about it, but I still need to do much more play testing to be certain.

Hit boxes are fine. It has a large CT, but still takes damage to the side torsos and legs without too much difficulty.

This leads into an XL engine. It's an assault class mech. It's a 100 ton mech. The hit boxes suggest it may be able to utilize an XL engine, but I lose a side torso often enough to make me concerned about those who use them. It's a trade off, and me personally, I'm not willing to waste that much possible remaining firepower and armor on an XL destruction. So, is it safe for XL? Possibly. Probably not wise though, but it remains a viable option.

I've already had a concept of what I wanted to do before the King Crab even came out. So, I went right to work, but I had my original design including LRMs to counter the slower speeds. However, I found that, with the amount of anti-LRM gear out there, it was not as effective as I would have liked and I found myself dieing with little to show for myself most matches. So, I altered it to the successful Banshee concept (which was intended to show that a King Crab could take the weight of dual Gauss and dual PPCs, but the "place holder" weapons intrigued me, so i used them and was pleasantly surprised), with dual AC2, dual AC5s and dual PPCs. I find this mech is being a PPFLD king of the battlefield. It's the IS counterpart to the Direwolf in almost every way, right on down to the meta dual Gauss and Dual PPC capability. It's a very capable mech, able to fill any intended role so far.

As I stated above, this mech is very capable. Slow moving doesn't seem to be a hamper for it, so I feel you don't "need" the largest engine. However, it's up to preference and playstyle.

The King Crab (it's not a Crab for the record, that's a different mech all together) is a very capable design. It's got enough of anything for anyone to do almost anything with. It does have a hard to shield CT, but damage can still be shifted around with torso twisting. It seems like it's a good solid performer so far.

View PostKatotonic, on 10 December 2014 - 08:17 AM, said:

Thanks for the responses so far guys!

What about weaknesses? Has anyone discovered any? Structural (like arms get shot off easily or opening and closing the claw helps or hurts survive-ability of the arm)? Movement? Weapon Placement? Etc?

Also what tactics does it seem weak against? As in: if you were going to kill one, what would you do? (this question is slightly build dependent but still curious).

Also, not a weakness question, but can you effectively arm-shield? Or are the arms too small/out of position for effective shielding?


So far, not glaring weaknesses to me beyond that of a typical assault. It's slow and hard to move around. It's arms seem to be a strength, as they don't seem to take much damage currently. This can make them a handy spot for Gauss and ammo, as they seem to always go only when you lose a side torso. Think of it like a Stalker's arms. You almost never lose just an arm. Same here. I've always kept my claws on default open only when shooting. I like the thought of snapping my claws open and close at people as I shoot them. I can't say if keeping the claws open are good or bad as of this time.

Movement is slow, like any given assault. It's walking movement is a little clumsy, but it's twisting action is decent.
Weapons are seemingly placed very well. The Claws I don't find too low, and the other weapon points are up nice and high. As long as your targets are at range, they are well placed. Up close, I'm concerned that the higher weapons can't stop a light mech if he's giving you a hug, but the arm weapons can still get him.

Tactical weakness is probably as expected for such a squat mech. Artillery strikes can hurt, and attacks from above can be a problem as you have such a large profile from above. Surprisingly, LRMs I find tend to take out my CT or my legs on this mech, which is strange as I'd consider it probably taking out all the torsos equally considering it's profile size. So, weaknesses by tactic would probably be to NARC and rain LRMs on it's head, or "The only reliable way to destroy a King Crab however is overwhelming numbers of heavy and assault 'Mechs and casualties will be suffered in the attempt", or maybe just one good light mech pilot even...

Arms do not make good shields. They are too far forwards on the design and offer the body little protection. That doesn't mean that twisting isn't effective at shifting damage though...


I think that covers all your current questions at least. Anything more?

#17 Dawnstealer

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Posted 10 December 2014 - 09:21 AM

On further thought, I'd grind the thing with an XL, but once I had Speed Tweak, I'd switch to a STD.

#18 Win Ott

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Posted 10 December 2014 - 09:30 AM

I love this thing!

It performs like an assault mech should. It can pack a mighty wallop and can soak up a surprising amount of damage (I'm running the STD 300). And like a true assault mech it is most vulnerable to the smallest enemies, so keep your crabs in battle formation. Do not wander off alone.

#19 Soul Tribunal

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Posted 10 December 2014 - 10:18 AM

I have two trains of thought on this Mech.
For the regular everyday PUG's its more than capable with an XL. I've only so far ever died to a CT Coring (kudos to the Cicada who pulled it off). I run 2 Variants with XL and 2 without, thus far there is no change in my survivablity namely because PUGS are so random.
In CW however, and once this is elite, then I will use a STD Since my revised first Drop Deck will have 1 KGC in it now.

-ST

#20 Bolter01

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Posted 10 December 2014 - 09:35 PM

Out of the box I starting running variations of 2x LL, ERLL or ML and haven't taken the AC20s out.
Used 300,325 & 350 STD engine + the 350XL which I will have another crack of after the XL friendly comments.

I have even run a few matches with nothing but the 'Double Barrels!' & 56 rounds, honestly I find the King Crab draws a lot of attention, I have been decimated by hungry light & medium packs, they all want a piece of sweet, juicy, crab meat. Though I have also had the satisfaction of leading a Spider or two on the run and knocking him into orbit.

I love the swamp and dark tunnel places, the look on a Timber Wolves face as he tears round the corner and into The Kings snappers! its just round, after round, after round of HEAP. Pretty satisfying.
And on that note, 'Heat' you need to watch it though its quite manageable.
The high point lasers are brilliant.
Ultimately I really would like a pocket light or medium, they can use me as a shield all day, just watch where I've been.
And Gargoyles are magnificent beasts!
Had several matches where we were pinned down, the Gar ran out, drew fire, giving me the opportunity to scuttle out and unload. It works a treat.
I really do think that team mates can really work with and support the KGC for each other benefit. That may be no different to any other mech. It is my experience that left only I'm steaming crab meat and supported we can tear the moon a new crater.





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