Tips To King Crab?
#1
Posted 15 May 2015 - 06:03 PM
Loadout:
300 STD
2xLL (to be upgraded to 3xLL maybe)
2xAC/20 w/ 49 (to be upgraded to 56)
I feel like I've got a decent handle on how to play, but I still want to know the best tips and stuff. How XL friendly is the King Crab? What do I do with its giant front profile? Etc.
#2
Posted 15 May 2015 - 06:05 PM
I use an XL 340 on my 2xGauss 2xERPPC crab.
The important thing to remember is torso twisting. Also, open your claws more often. it's fun, and has no delay on your firing.
#3
Posted 15 May 2015 - 06:16 PM
#4
Posted 15 May 2015 - 06:17 PM
IraqiWalker, on 15 May 2015 - 06:05 PM, said:
I use an XL 340 on my 2xGauss 2xERPPC crab.
The important thing to remember is torso twisting. Also, open your claws more often. it's fun, and has no delay on your firing.
Yeah, I know to open the claws.
I just had this game in it:
I'm already in love with it.
Edited by xDust, 15 May 2015 - 06:18 PM.
#5
Posted 15 May 2015 - 07:06 PM
xDust, on 15 May 2015 - 06:17 PM, said:
I just had this game in it:
I'm already in love with it.
So, pinch away, but don't worry about leaving them open or closed.
#6
Posted 15 May 2015 - 07:14 PM
Wintersdark, on 15 May 2015 - 07:06 PM, said:
So, pinch away, but don't worry about leaving them open or closed.
Oh, really? Cool. Is there any difference concerning getting the guns critted?
Also, would it be better to have:
544 Armor / 3xLL / 49 AC/20 shots
592+ Armor / 2xLL / 56 shots + 1 DHS or AMSw/4000
That's my most current dilemma.
Edited by xDust, 15 May 2015 - 07:25 PM.
#7
Posted 16 May 2015 - 08:59 AM
Wintersdark, on 15 May 2015 - 06:16 PM, said:
hmmm...maybe that's why i don't push when in my brawling king crab, while i try to push in my gauss king crab...
#8
Posted 16 May 2015 - 10:55 AM
Gauss crabs usually use ER Larges, but I prefer LPL:s. The Gauss rifles make it effective at extreme range, and both Gauss and LPL are extremely good at medium range, and they allow some efficiency in short range too. I usually use this as a first wave assault where I soften the enemies with Gauss and then steadily push closer until I have run out of ammo, torsos and weapons.
#9
Posted 16 May 2015 - 01:06 PM
Edited by Vlad Striker, 16 May 2015 - 01:28 PM.
#11
Posted 16 May 2015 - 01:32 PM
Bast practices is to preconfig your mech at this site: http://mwo.smurfy-net.de
Edited by Vlad Striker, 16 May 2015 - 01:34 PM.
#13
Posted 17 May 2015 - 10:59 PM
Vlad Striker, on 16 May 2015 - 01:06 PM, said:
I've ran out of that much ammo in standard PUG games with the King Crab. Every ridge I crested in a game on Canyon presented me with a new fresh enemy at short range whose armor needed to go. If I'd actually had more ammo than I did (and I'm pretty sure I actually had more than 6 tons already) I could have gotten Ace of Spades but all of a sudden my guns went *click* versus that orange CT I was facing. Sadly my opponent did not seem to have a firepower problem versus my (by that time pretty beat up) KC.
#14
Posted 18 May 2015 - 05:45 PM
xDust, on 15 May 2015 - 06:03 PM, said:
Loadout:
300 STD
2xLL (to be upgraded to 3xLL maybe)
2xAC/20 w/ 49 (to be upgraded to 56)
I feel like I've got a decent handle on how to play, but I still want to know the best tips and stuff. How XL friendly is the King Crab? What do I do with its giant front profile? Etc.
Never XL your KGC. Never. Ever. It's a death trap if you do.
I don't like the 000b for AC40. It makes a fine quad UAC5 carrier, though: KGC-000B. For this, remember to spam click. If you just hold down the UAC triggers, they'll only fire at the same rate as standard AC5s. Even with jamming, you get more raw damage output (by a wide margin) by double-tapping as much as possible.
For dual AC20s, I favor the 000. Throw on a pair of LPLs and it's basically an AC60: KGC-000
The 0000 makes for a fine dual-Gauss carrier: KGC-0000
As for general guidelines:
1 - Don't lock your arms. Leaving them unlocked drastically increases your elevation and depression, and with how high the arm mounts are, this allows you to engage targets that many other mechs have issues with due to the edges of terrain.
2 - Don't wander off on your own. You can't maneuver well enough to do a proper solo flank attack, and you'll quickly get overwhelmed if the enemy bothers to work together to focus you down.
3 - You have significant armor buffs to your arms, and with a STD engine you can take a lot of damage before you die. If you start taking too much incoming fire, twist and spread the damage. KGCs are quite good at it, but they're also very easy to core out if you don't do twisting.
3.5 - If you refuse to learn how to spread damage, then an XL might be worth it, because you'll die super fast regardless from getting your CT blown out. The XL can let you get rid of Endo, freeing up a lot of space for more DHS or missiles or something. That said, don't run an XL on a KGC unless you are obstinate about not learning to play properly.
4 - Use the in-game VOIP. Let people know when you are going to push around a corner or over a hill. You can form the center of a highly effective push, or you can die alone. Better to talk a bit and at least try to get some backup. With KGCs even one or two mechs backing you up can be enough to turn a suicide push into a game-winning assault.
5 - Disregard all of the above builds if you have a different weapon preference. I find that the single most important part of a successful build is using kit that you personally do well with. Simply copying what someone else recommends without adapting it for your own skills and tastes will leave you being less effective and having less fun than you otherwise would.
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