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#61 Inflatable Fish

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Posted 18 October 2015 - 10:40 AM

I think the 27B's potential is wasted on just running 3 LLs. it's the only variant with six hardpoints total, p. much asking to boat MPLs.

#62 Blue Frog

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Posted 19 October 2015 - 10:57 AM

I run a 6 mpl build on mine. First time out, my son got 7 kills, no skills unlocked.

#63 Kriri

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Posted 22 October 2015 - 10:23 AM

View PostBlue Frog, on 19 October 2015 - 10:57 AM, said:

I run a 6 mpl build on mine. First time out, my son got 7 kills, no skills unlocked.


And whats the rest of your build?

Would be cool if you could post the rest also. :)

I´m having quite a hard time to make my 3 chassis somewhat uniqe from each other...

Edited by Kriri, 22 October 2015 - 10:24 AM.


#64 Alekzander Smirnoff

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Posted 22 October 2015 - 11:15 AM

I've been fiddling with my crabs in mechlab but since I pretty much took a break from MWO right after the BK's came out, I'm still working those up now that I just got back into the game again. Looking at the four crab variants I've got, it really kinda is hard to make any of them significantly different with out crippling it in another area. I did drop a pair of LPL and 3ML in one of them and I've taken it out a couple times. Performed decently for the most part, but wasn't too quick since I still had a standard engine in it, pretty durable with standard engines.

#65 sycocys

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Posted 01 November 2015 - 01:54 PM

Might have liked this mech if the HBK wasn't vastly superior for the same tonnage.

#66 Inflatable Fish

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Posted 01 November 2015 - 02:55 PM

View Postsycocys, on 01 November 2015 - 01:54 PM, said:

Might have liked this mech if the HBK wasn't vastly superior for the same tonnage.


it's arguable that it is though.

#67 Tesunie

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Posted 01 November 2015 - 04:35 PM

View Postsycocys, on 01 November 2015 - 01:54 PM, said:

Might have liked this mech if the HBK wasn't vastly superior for the same tonnage.


I've never had much luck in a (laser 4P) Hunchback. I've had good performance from the Crabs though, as it's much easier to spread damage around I'm finding. (Not saying the Hunchback isn't good, as it is. But, if the Crab was out for C-bills, I'd probably recommend them to new players to learn with. Just place a standard engine in it, and it should do well.)

Of course, I think this is a matter of opinion. Each are really good mechs.

#68 Funkin Disher

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Posted 01 November 2015 - 08:52 PM

As much as I like the crab, i'm just not having much luck in it.

I run XLs, I get sidecored.
I run standard, I get run down.

I use ML or MPL, I get too close and wasted
I use LL or LPL, I can't put out enough damage to keep enemies off me once I attract attention.

I use the JJ variant, It runs too hot.
I use the non JJ variants, I can't maneuver.

Its frustrating, so far the 3 LL build with a standard and a bunch of DHS is the most reliable I have.
Its good to not have to swing sideways to spread damage, but I just can't seem to do well. And I tell you what, its no wolfhound when it comes to climbing.
I really want to like the crab, but as soon as the enemy starts paying attention to me I'm as good as dead. Suggestions anyone?

Edited by Funkin Disher, 01 November 2015 - 09:04 PM.


#69 Tesunie

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Posted 01 November 2015 - 09:06 PM

View PostFunkin Disher, on 01 November 2015 - 08:52 PM, said:

I really want to like the crab, suggestions anyone?


Not every mech is going to be for every person. Some mechs just wont match up to a person's given natural play style. This is not to say that they can't adjust or learn a new play style/skills, but it probably wont be a natural fit for some time.

I find that my Crabs can get to place like a small mech can, but lack of jump does hinder them at times.

The Crab does require a lot of balancing acts on it to make it really work. I suggest standard engines for survive-ability, unless some special build is being considered and the risk minimized by play style intentions. (Such as the 27SL jump sniping. It can probably fit an XL in it, as it will be harder to target a specific location.)


Don't know about you, but I've been playing my Crabs at the range game. 3 ERLLs and a med laser in the head (optional). Moving around 90kph seems fast enough for positioning and poking at range, but just don't intentionally get too close. It runs rather cool considering it's weapons, and can do a lot of damage depending upon how it is played.

My current favorite Crab is actually one I wouldn't have suggested originally. It's got 2 LLs and 2 Med Lasers. With it's large XL engine, it can poke, twist, run away, and flank fairly easily. Runs really cool too. Add in a LL cooldown module, and the weapons recycle well. Just, try to stay at mid range, and duck from cover to cover. Try to twist damage around a lot. Careful of that XL engine though... It can be a killer sometimes.

I personally love all my Crabs, and they tend to work very well for me. They have been some of the best mechs, and most enjoyable mechs for me to pilot in game so far. They have just worked for me. I like this, seen as the Crabs are my favorite Battletech mech. (And just to post my last build, the 27SL is designed as a jump sniper for me, with dual PPCs.)


As far as suggestions for you, I don't know what you tend to play, how you tend to play, and what your skill sets are. I'm no brawler, so getting close to the enemy tends to be a bad thing for me. But I'm very good at support roles I find. For you... I don't know. In the end, it might not be a good mech for you?

#70 Tesunie

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Posted 01 November 2015 - 09:32 PM

Something to note about the Crab, and this is only a theory. I believe your cockpit you see from in game, is actually inside the antenna dish. I don't believe it's lined up with the actual mech cockpit. My evidence? In game when standing next to another Crab, I see clear over them, and they look smaller/shorter than I seem from my cockpit view. This could explain why their "low hardpoints", which aren't actually all that low, seems lower than they should be. (I suspect many other mechs are like this as well. I know the Spider's in game cockpit is actually inside it's chest as your viewpoint, and not the top of it's head where it graphically is located.)

Just an FYI that may help people using the Crab.

#71 Funkin Disher

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Posted 01 November 2015 - 09:57 PM

What I'm using currently: CRB-20. Nothing terribly wrong, no?

It's fantastic when the enemy is ignoring me and I can flank and support heavies/assaults. When I'm not outmaneuvered or boxed in that is. Maybe its just the sheer amount of cheetahs around currently.

#72 Tesunie

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Posted 01 November 2015 - 10:42 PM

View PostFunkin Disher, on 01 November 2015 - 09:57 PM, said:

What I'm using currently: CRB-20. Nothing terribly wrong, no?

It's fantastic when the enemy is ignoring me and I can flank and support heavies/assaults. When I'm not outmaneuvered or boxed in that is. Maybe its just the sheer amount of cheetahs around currently.


Doesn't look bad at all. Normal LLs are cooler than ERLLs (by a little bit) and are fairly good as well (and plays to the quirks of the mech more). Only down side I can see is, when things get too close you start to probably lose out a bit from the longer duration of the LLs and the slower recycle times. Maybe change out a LL for a pair of MLs and a larger standard engine and additional heat sink? Or even fill up to 3 MLs? (This helps against faster targets that get closer.) That head laser is really nice and high, so it might be more useful at times, depending upon how many weapon groups you can manage to use. (I use three myself, left and right mouse, as well as left shift. However, I'd do left LL on left mouse, right LL on right mouse, then Med/Large laser on Shift, or Arm lasers or left mouse, and CT Med/Large laser(s) on right mouse.)

I find the Crab is a pacing mech. Charge in and you overheat and then get shot up. I like to hang back a bit, poke and distract, and try to use my short stature and side hit boxes to my advantage. I often aim for distraction (making them pay attention to me and not my team) and damage upon distracted foes (when not paying attention to me). You really have to pace yourself.

My above builds may have mixed weapon ranges, but I find that to my liking. It makes it harder to overheat at ranges, and you get a bit more of a punch up close. By being at range, the Crab also has better chances of twisting damage to arms and side torsos easier, as it's harder for your opponent to maintain a steady bead on a single component, especially with the current laser meta (if HSR is with you and not against you). (I know this also contradicts some advice about mixed range platforms as well.)


There are a lot of ( C)Sm(P)L flying around, with the Firestarter, Wolfhound (on occasion) and new Arctic Cheetahs that, yes, could be an issue. The Crabs don't have the hard point count to compete with those fast reloading, high(ish) alphas.

FYI: Engines gain heat sinks for every 25 point integer they go to. So a 275 engine (if possible) is considered a better engine over the 260 (when it can fit). Just for your knowledge if you didn't already know.


One question: Are you using any modules on these Crabs? I find (as much as I also find it over powered) that the Radar Deprivation is very good for the Crab. With it's low profile, it's easy to break locks by small rocks. (Rhyme?)
For your build (with or without my suggestions), I'd also suggest trying to get a LL cooldown module as well (or rather I'd get that first). The Cooldown module, with the mech's current quirks, can give you a 25% decreased cooldown time for your Large Lasers (7.5% decrease for all energy, 7.5% for large lasers, and then a 10% for the module) before "quick fire" elite skill is even considered. The LL cooldown module is almost a must for the build. It really does make a difference (and will make it seem to run hotter because you can shoot more often, so be careful).

(Sorry if I rambled. It's late where I am... and I is tired.)

Edited by Tesunie, 01 November 2015 - 10:44 PM.


#73 Roadbuster

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Posted 02 November 2015 - 01:00 AM

View PostFunkin Disher, on 01 November 2015 - 08:52 PM, said:

I really want to like the crab, but as soon as the enemy starts paying attention to me I'm as good as dead. Suggestions anyone?

My experience, fighting against Crabs, is that they are incredible tanks.
One might think it's easy to destroy with its big torso, but the ammount of damage I've seen going into Crabs is just silly.
Can't wait to try them.

#74 xengk

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Posted 02 November 2015 - 02:59 AM

I have only recently got around to playing with my crabs.

Instead of the 3x LL, I run mine CRB-20 with 2x LL, 3x MPL and XL300.
It is fast and good on almost all range. LL for 500m poking and MPL for taking care of light mechs.

Meanwhile the CRB-27 is an escort with dual AMS and AMS range module.
Hang close to a lance and take down incoming LRMs, work surprising well during Halloween event eating up Clan LRM flood.
3x ML for upclose and a single PPC to tag target distracted by teammates.
Tried 5x ML before changing to this build, 5x ML is boring and very limited in range.

My CRB-27B is an energy brawler. Armed with 4x MPL, 1x ERLL for early game raking to get flanking/sniping cbill, 1x SPL because reason.
This build is still being tinker.

#75 Bud Crue

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Posted 02 November 2015 - 04:39 AM

Just finishing up with Crabs (and then time to master Wolfhounds!).

I run the 20 as with an XL 275 and 3 Large Pulse, AMS (not a bad 3-4 wave CW mech)
The Resistance variant as a pure escort/tank: standard 300, 2 AMS, Beagle.
The 27B as a sniper/harraser: XL 275 3 ER-Large lasers, AMS, Beagle.
The 27SL as a Medium pulse boat, Jump jets, with Beagle and AMS.

Tried mixing up with mixed range builds but I didn't notice any improvement heat performance wise, so went with simplicity.

As an escort or harasser I find more often than not I am defending against flanking lights so the Beagle is nice to counter the ECM of those damn Arctic Cheetahs (btw: Every game played last two nights opposing teams ALWAYS had at least three-four AC. Devistating mech. I won't say they are OP but man those things sure feel OP ;) ).

#76 Inflatable Fish

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Posted 02 November 2015 - 05:12 AM

I've found that I'm not comfortable with running XL on a Crab if it's below XL300. since you can easily pack STD275 and still carry relevant firepower (2LL/3ML, or a bunch of MPL), smaller XLs don't offer enough mobility to offset the rather drastic decrease in survivability.

that said, I've had plenty of success with the 27 with 2 LPL, 3 ML and XL300, as well as a 6 MPL, STD275 27B. both require a bit of careful heat management, especially in close quarters, but they make up for it with either very good mobility (XL300 and the small movement archetype means you can whoosh around even Canyon Network despite having no jump jets) or exceptional durability.

I just hope they release the jumpy variant for the general public sooner than later...

#77 Tesunie

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Posted 02 November 2015 - 08:38 AM

View PostInflatable Fish, on 02 November 2015 - 05:12 AM, said:

I just hope they release the jumpy variant for the general public sooner than later...


I believe that the SL gets released for C-bills the same day the rest of them does. Just, us preorder early Crabs get to play it first before even the late preorder players. (I could be wrong here.)

#78 PeeWrinkle

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Posted 03 November 2015 - 05:30 AM

View PostFunkin Disher, on 01 November 2015 - 08:52 PM, said:

I really want to like the crab, but as soon as the enemy starts paying attention to me I'm as good as dead. Suggestions anyone?


It sounds like you are playing them correctly based of what I could gather about your builds. If you post them we could maybe have more details on them and possible have better suggestions about what to do.

For now I can say for the Crabs I don't usually mix and match lasers. I just boat all the same types in most cases.
There are only two I have run XL engines on; the 20 and the 27SL. The 20 to take advantage of the high engine cap and the 27SL because it has JJs so I can soak more damage via mobility without losing a side torso. But I also have run STD in those two and am starting to like those version better because I can still get decent speed and more survivability.

It is a balance between weapon damage, cooling, speed and survivability. I found a good balance for myself, which I think is key. Many people may run them with STD 250's, but for me I need more speed in a medium so I had to sacrafice some cooling. Still I believe what I came up with is rather heat efficient - possibly more than I need to be in some cases.

Without any further ado here is what I am running currently (very similar to earlier builds I posted in this same topic) and how I group the weapons. The grouping is important so you don't over heat. I also alpha very sparingly. Most builds are designed to take advantage of quirks. It is recommended to add weapon modules for Range and Cooldown as well. They will help you.

CRB-20
WG1: LL in RA and CT
WG2: LL in LA and CT
WG3: All LL set to Chain fire
You can drop to a STD 275 and add a DHS to be a little cooler if needed (or a 260 and add 4DHS, very good option after unlocking speed tweak if you have trouble with the heat, but you loose speed, which I like).
I use LL Range and Cooldown Weapon Modules
If you want to Go XL or even up to a STD 330 you can go ML's instead and load up on DHS. You will most likely remove the FF if you go XL. Then there is also a MPL build you could try, but I moved away from all those in favor of the 3LL build. If you don't alpha you can keep up decently steady fire just using WG1 and 2, but if you get hot just chain fire them using WG3.

CRB-27
For this one you can drop the AMS and add DHS, or make it faster (or a combo of both). You can also go with a STD 325 with or without AMS and sacrifice cooling (it is 36% efficient with AMS and no extra DHS without the chassis being skilled up).
I usually use the AMS only because I mostly PUG in it and you still see a lot of LRMs there. You could drop a ton of ammo, but I found I use it. With this mech I hug the assaults and try to protect them from LRMs. Then when the enemy gets close to them continue protecting the assaults. You will not be the focus and you will be able to deal out a bunch of damage.
WG1: 2MLs in the Arms
WG2: 3MLs in the CT and Head
WG3: All 5MLs set to chain fire
When running AMS I take AMS Overload and ML Range Module (Sometimes I swap out the Cooldown module, but I prefer the range here).
With No AMS I obviously take both ML Range and Cooldown Modules.

CRB-27B
When I originally played the CRB-20, I put and XL350 and MPLs in it, but when I switched it to the 3LL build I knew I had to try and ERLL build on the 27B and I was not disappointed. You can drop some of the extra DHS if you are okay with heat management for a larger engine, but with the ERLL the STD 260 seems the perfect fit. I stay at the edges of battle and just snipe with it and reposition. When the brawl starts I will sometimes move in, but it never hurts to stay at range in this one. I used the same weapon groups as I do on the 20.
WG1: ERLL in RA and CT
WG2: ERLL in LA and CT
WG3: All ERLL set to Chain fire
I have experimented with shield arms and having ERLL in the same arm, but felt symmetry worked better in the Crab.
I use ERLL Range and Cooldown Modules here.

CRB-27SL
This one is my favorite of the bunch and the only one I still run an XL engine in. But if you don’t like XLs just throw a STD 260 and 1DHS in it (or a STD 270), but it gets a bit hotter. You can also swap the SPLs for MLs or even for SLs. If you go with SLs you can get and XL 325 in it easily or more DHS if you go with a STD engine. I probably fiddle with this one the most. But all have been very fun and successful. I use the LPLs as my main weapons and the other lasers as backup weapons at very close range.
WG1: 2 LPLs
WG2: 2 LPLs on Chain Fire
WG3: 3 SPLs (or MLs, or SLs)
WG4: 3 SPLs (or MLs, or SLs) on Chain Fire
I use LPL cooldown and Range Modules, but will sometimes use SPLs Range instead of LPL Cooldown.

I have also done this alternate build for the CRB-27SL, which is very fun! I recommend it if you are anti-XL.
I group the weapons in it similar to the MLs in the 27.

If you gotta have the XL here is the XL Version of the same thing! Very deadly indeed! It is also the build I have recently switched to and have been really liking it!

Hope that helps

#79 WrathOfDeadguy

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Posted 05 November 2015 - 08:38 PM

So after a solid month of not being able to play, I finally got a chance to drop in my Crabs.

Daddy like.

My 27® borrowed an engine from my HBK-4P to keep costs down, resulting in this config. Despite not really liking LL because of the longer burn time, I got a lot of mileage out of this one and had some really great matches where I was practically a stick but still chugging along. I think I'm in love with how durable these things are... rivaled only by Cents in the IS medium range, I'd say. Glorious fun, a real workhorse. Work-Crustacean. Whatever.

Next up is the 27B... using the same borrowed engine, I decided on an MPL boat to level with. Fully intending, of course, to transition to the punchier config I posted before once I have elites on it to smooth out the heat curve.

The 27SL, as planned, triple-LPL poptart. With a smaller engine than planned because the reward Wolverine (which I stripped and stored, since I don't have any other WVRs to level it with) yielded a free XL275. I'm iffier on this one... I'm already running my ENF-5D® with triple-LPL to good effect and I want to minimize redundant loadouts in my stable. Plus, I'm not sure sacrificing the tankiness of the Crab for big wubs is going to work out so well... it might wind up just being rebuilt with STD and one fewer LPL.

The Speedcrab, like the 27B, running with all MPL until it's elited, at which point one of the MPLs and several of the sinks will be traded for an LPL to give it a bigger punch. Also the only one of the bunch that had its own dedicated engine ready to go, since I ground out an XL350 for it as soon as I found out how big the engine cap would be. Even if it turns out that it goes squish way too easily, I still want that max engine.

It's absolutely hilarious to use heat vision while driving these things. I can't remember driving anything else where my own body lit up the screen as much as the 'Mech in front of me.

#80 Tesunie

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Posted 05 November 2015 - 08:49 PM

Clanners seems to curse my name in CW and my "OP Large laser vomit crab".... :ph34r:
PS: I use ERLLs though... But close enough.

Edited by Tesunie, 05 November 2015 - 08:50 PM.






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