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Is This A Good Loadout For My King Crab-000B?


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#1 GLaDOSauR

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Posted 30 April 2015 - 09:52 AM

I'm still using the stock armor settings and engine and have no modules yet. Here are my weapons though:

3 MLs

3 SSRM 2s

2 UAC5s

1 AC20


I'm not experienced enough yet to be able to tell if this is a decent loadout. What modules would you suggest?

#2 GenJack

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Posted 30 April 2015 - 10:01 AM

People will tell you mixed ballistics is bad but that is only because they enjoy metagaming...

It really depends on how you like it... Thought I would say stock engine on a krab is a bit slow...

#3 GLaDOSauR

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Posted 30 April 2015 - 10:05 AM

I am a little annoyed with my painfully slow speed. But as long as my team stays nearby it hasn't been a huge problem. I've had 1 match in it where I died first after only 1 minute but that was because my team left me behind to chase a light and I ended up fighting a lance of heavies on my own. After a 15 second engagement I was killed. Is 212 damage normal for that amount of time in an assault?

Edited by GLaDOSauR, 30 April 2015 - 10:08 AM.


#4 TercieI

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Posted 30 April 2015 - 10:16 AM

I'm not crazy about mixed ballistics, but I've seen a lot worse ideas for KGCs. My guess from looking in Smurfy is that you're using a STD300? That's painfully slow. I'd lose the streaks entirely for a bigger engine, such as a STD320-325.

#5 GLaDOSauR

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Posted 30 April 2015 - 10:20 AM

View PostTerciel1976, on 30 April 2015 - 10:16 AM, said:

I'm not crazy about mixed ballistics, but I've seen a lot worse ideas for KGCs. My guess from looking in Smurfy is that you're using a STD300? That's painfully slow. I'd lose the streaks entirely for a bigger engine, such as a STD320-325.

I know for a fact that I'm going the same speed as the trial dire wolf B. I'm hesitant about losing the streaks simply because it's an effective defense against the lights that will try to mob me. Also, I have a question, would I want a range module for my ML's or my AC20? Or both? Or should I use a cool-down module instead?

#6 TercieI

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Posted 30 April 2015 - 10:23 AM

View PostGLaDOSauR, on 30 April 2015 - 10:20 AM, said:

I know for a fact that I'm going the same speed as the trial dire wolf B. I'm hesitant about losing the streaks simply because it's an effective defense against the lights that will try to mob me. Also, I have a question, would I want a range module for my ML's or my AC20? Or both? Or should I use a cool-down module instead?


Is this your first mech? If so, it's much, much more important to get two more and get it fully leveled than it is to get modules.

#7 GLaDOSauR

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Posted 30 April 2015 - 10:25 AM

View PostTerciel1976, on 30 April 2015 - 10:23 AM, said:


Is this your first mech? If so, it's much, much more important to get two more and get it fully leveled than it is to get modules.

This is not my first mech. I also have a firestarter, hunchback and thunderbolt. I've finished the basic trees on all of them but am now out of mech bays.

#8 TercieI

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Posted 30 April 2015 - 10:28 AM

View PostGLaDOSauR, on 30 April 2015 - 10:25 AM, said:

This is not my first mech. I also have a firestarter, hunchback and thunderbolt. I've finished the basic trees on all of them but am now out of mech bays.


Well, IMO, an assault mech that isn't elited is just painful to drive (true of any mech, but even more so of a 100-ton assault mech). I'd recommend figuring out which mech you like best and either selling a couple of the others or dropping a few bucks for a couple more mechbays and buying two more of the same chassis. Once you feel how differently an elited mech works, I doubt you'll go back to one-of-a-chassis playing.

#9 GLaDOSauR

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Posted 30 April 2015 - 10:30 AM

My plan is to do CW and earn 10 mechbays by contract switching. After that I'll fill up 8 and then use the 2 remaining for eliting all my mechs one at a time.

#10 TercieI

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Posted 30 April 2015 - 10:32 AM

View PostGLaDOSauR, on 30 April 2015 - 10:30 AM, said:

My plan is to do CW and earn 10 mechbays by contract switching. After that I'll fill up 8 and then use the 2 remaining for eliting all my mechs one at a time.


Then I'd still recommend saving your space bucks for mechs and not blowing them on modules.

#11 Inveramsay

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Posted 30 April 2015 - 10:33 AM

Then play some CW, you have now got a competent 250 tonne drop deck. The second tier of the various factions gives you a mech bay. Do the shortest contracts and farm another six mech bays without too much hassle.

A loadout I find better than what you have above would be three large pulse lasers and a single AC20+3t ammo, standard 325 engine and as many double heat sinks as will fit.

#12 GLaDOSauR

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Posted 30 April 2015 - 10:33 AM

I figure I'll have plenty of C-bills after grinding CW for several years to get those mechbays. :P

#13 TercieI

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Posted 30 April 2015 - 10:36 AM

View PostInveramsay, on 30 April 2015 - 10:33 AM, said:

Then play some CW, you have now got a competent 250 tonne drop deck. The second tier of the various factions gives you a mech bay. Do the shortest contracts and farm another six mech bays without too much hassle.

A loadout I find better than what you have above would be three large pulse lasers and a single AC20+3t ammo, standard 325 engine and as many double heat sinks as will fit.


+1. That's what I run. It's nasty.

View PostGLaDOSauR, on 30 April 2015 - 10:33 AM, said:

I figure I'll have plenty of C-bills after grinding CW for several years to get those mechbays. :P


Hope you're right. :)

#14 GLaDOSauR

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Posted 30 April 2015 - 10:43 AM

View PostInveramsay, on 30 April 2015 - 10:33 AM, said:

Then play some CW, you have now got a competent 250 tonne drop deck. The second tier of the various factions gives you a mech bay. Do the shortest contracts and farm another six mech bays without too much hassle.

A loadout I find better than what you have above would be three large pulse lasers and a single AC20+3t ammo, standard 325 engine and as many double heat sinks as will fit.

While not very meta-friendly I like to run as many different weapons as I can. I like variety. Which is why I always end up with crazy stuff like my king crab. :)

Just for fun I came up with what I can imagine would be the most annoying mech in the game. It pretty much has every weapon I hate going up against. And while not much of a threat it would make people want to smash their computer. It would have:

2 Flamers (for heat causing)
2 Ac2s (for screen-shake)
2 Machine guns (for shredding internals)
2 Er large lasers (because I hate Raven snipers)
2 Lrm 5's (Who doesn't hate these?)

And it would have the rest of its space as an engine. I hope no one actually decides to make this. If the hardpoints are even possible.

#15 Dawnstealer

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Posted 30 April 2015 - 11:04 AM

The catch with the KGC is that the arms don't swing horizontally, so if you're getting swarmed by Lights and you're solo, you're probably doomed anyways. That said, I originally ran my 000B with Streaks, too.

The only rule for Streaks is make sure you have a Beagle Active Probe equipped.

I'm not much of a meta builder, I like builds that are fun, but it also depends on how you usually drop. If you're staying away from CW, then build the thing however you want. If you want a fun, effective build, there's a few different ways you can go with this one, especially in the public queue.

The advantage of the 000B is that its quirks are kind of generic, so you're not an idiot if you don't "build it with LLs!" or whatever the flavor of the month is. My general rule for my 100-tonners is "don't move slower than 60kph," but if you go with a longer-range build, that's not as big a deal.

Only rule on the 000B is that it comes with Ferro - Endo will give you more tonnage to play with, so switch these.

So this one is very 000B-specific (I generally like to use as many of the weapon slots as possible), but it's a nasty, nasty mech:

KGC-000B

1 AC20, 3 LPLs, all on the right side (your left is just a huge shield). Chainfire the LPLs, and it's pretty heat-efficient.

KGC-000B

4 AC5s, 3 MLs - good balance. You can dump ammo for HS.

#16 GLaDOSauR

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Posted 30 April 2015 - 11:14 AM

View PostDawnstealer, on 30 April 2015 - 11:04 AM, said:


KGC-000B

4 AC5s, 3 MLs - good balance. You can dump ammo for HS.


I actually considered doing a quad UAC5 build before this one. Decided against it in the end though.

#17 o0Marduk0o

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Posted 30 April 2015 - 11:25 AM

I would not mix too many different ammo based weapons. Not more than 2.

#18 Tim East

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Posted 30 April 2015 - 11:46 AM

Mixed ballistics have mixed results for me. I like them for the most part, especially my Enforcer with UAC5 + AC2. I'm not a huge fan of MLs though. SPLs dump their damage much quicker, run a lot cooler, and cycle a bit faster at the cost of a little bit of range. I get the vibe that your primary ranged weapons are the UACs, and they can reach well beyond ML range, so why not go with something that will allow you to twist a little better in the brawl?

As far as streaks go, IS ones are pretty lackluster, but if you're really really terrified of lights and they make you feel better to carry, go ahead. I'm telling you right now though, if you get left alone you're only going to get a lock on the most incompetent of light pilots, and you're going to take several salvos to drive even them off since you're only doing like 12 damage a salvo spread across every non-head component.

Idk what your aim/lag situation is like, but it's mostly better to take gamble shots with your AC20 vs lights since you can mess them up in a single lucky hit.

Plus you could use the tonnage from the missiles for something else. Like AC ammo. Or heatsinks. Or AC ammo. Or BAP. Or AC ammo. Or a command console if you really want to be wasteful. Or AC ammo. Have I mentioned AC ammo?

#19 Fobhopper

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Posted 30 April 2015 - 01:51 PM

View PostGLaDOSauR, on 30 April 2015 - 09:52 AM, said:

I'm still using the stock armor settings and engine and have no modules yet. Here are my weapons though:

3 MLs

3 SSRM 2s

2 UAC5s

1 AC20


I'm not experienced enough yet to be able to tell if this is a decent loadout. What modules would you suggest?


I own all the kings crabs (including Loyalty), and for the KGC-000B, I run 4 AC/5's (you dont really need to go with UAC5's, thats 4 extra tons lost that could be used for more ammo), 3 ML, 1 AMS, and a 310 or 315 engine. This is the crab I take out into CW, and does very well. I have tried running the quad UAC/5's and you just either burn up ammo too quickly, or too many jam on you when you need them most. Just go with standard AC/5's and that will give you 4 more tons of ammo to take, with only slightly less firing speed and better ammo conservation. I recommend having each arm being a separate weapon group and have them both set to chainfire. The constant screen shake will also make it harder for them to hit you consistently.

Edited by Fobhopper, 30 April 2015 - 01:54 PM.


#20 JC Daxion

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Posted 30 April 2015 - 07:27 PM

View PostGLaDOSauR, on 30 April 2015 - 10:25 AM, said:

This is not my first mech. I also have a firestarter, hunchback and thunderbolt. I've finished the basic trees on all of them but am now out of mech bays.



spend 7 bucks, and buy bays.. you are going to get schooled in CW and will be so frustrating trying to earn your bays, that you might just give up, before you even know what playing an elites/mastered mech moduled mech really is... It is Night and day, and i am not just saying that... After playing a mastered mech with modules for a while, and then you jump into a non-mastered mech, and start over.. (something i do way to often.. as i have about 15 mechs, that i have bought and still have not got to even out of basics... Yes i buy mechs way to fast lol.. I play my mastered ravens, and then hop into my basic commandos, and think is this mech that bad! then as i recently hit elites my first.. i realize,, nope, elites are that good





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