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The Crab


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#81 TheLuc

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Posted 06 November 2015 - 10:08 AM

Cant wait to get the Crab for CBills, so here is what I plan to run

http://mwo.smurfy-ne...2b4a53af461af82

No XL, fast and heat efficient, going to be great to play as an harasser :P

#82 Tesunie

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Posted 06 November 2015 - 11:04 AM

View PostTheLuc, on 06 November 2015 - 10:08 AM, said:

Cant wait to get the Crab for CBills, so here is what I plan to run

http://mwo.smurfy-ne...2b4a53af461af82

No XL, fast and heat efficient, going to be great to play as an harasser :P


No offense, but I run my Wolfhound like that. The Crab could do it as well, and survive a bit better because it's a medium. It works rather well, but on my light mech. If you group your shots well, it actually runs rather cool.

I think you'll find yourself out gunned for your weight class. If you really want to do a build like this, wait for the Wolfhound. You'll have a bit less armor/health, but you'll go faster for basically the same punch. (I'm by no means nor way saying you can't use the Crab for that build.) (You'll also have a shorter wait.)

#83 VitriolicViolet

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Posted 07 November 2015 - 02:26 PM

http://mwo.smurfy-ne...ee0db3f9d0f0d5b
I run the 27 with 2 LPL, 3 ML, 2 AMS, XL 270 and 3 DHS. Does quite well, especially when elited.

#84 WrathOfDeadguy

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Posted 07 November 2015 - 04:23 PM

Slight revision to my 27® after some more play time... MLs dropped in favor of SPLs. I dropped a similar config into my 27SL... after some experimentation, the XL needed for 3xLPL was just too squishy, and 3xLL just wasn't working for me either, but this combination has been getting better results.

#85 xengk

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Posted 09 November 2015 - 02:51 AM

This is the final build of my CRB-27B after much tinkering.
4x ML
1x LPL
AMS w 1t
STD 250
ML Range module
LPL cooldown module

It is tanky, can poke some and brawl some, hardly overheat even on caustic and desert, still speedy enough to run with fast heavies as harasser/skirmisher or hang back as fire support and AMS cover for assaults.

#86 Inflatable Fish

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Posted 09 November 2015 - 03:03 AM

View Postxengk, on 09 November 2015 - 02:51 AM, said:

This is the final build of my CRB-27B after much tinkering.
4x ML
1x LPL
AMS w 1t
STD 250
ML Range module
LPL cooldown module

It is tanky, can poke some and brawl some, hardly overheat even on caustic and desert, still speedy enough to run with fast heavies as harasser/skirmisher or hang back as fire support and AMS cover for assaults.


why not this?

#87 xengk

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Posted 09 November 2015 - 04:53 AM

View PostInflatable Fish, on 09 November 2015 - 03:03 AM, said:


why not this?

I have a bad tendency to run to my death if Im in a medium going 100kph.
Plus don't have a spare STD 275 laying around.

#88 Wildstreak

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Posted 09 November 2015 - 06:01 AM

Don't know how people fit LPLs on this, I can't.
Still once Elited, it becomes easier with the doubled Basics that affect Heat.
Even did 800+ damage in one once without trying.

#89 PeeWrinkle

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Posted 09 November 2015 - 10:52 AM

View PostWildstreak, on 09 November 2015 - 06:01 AM, said:

Don't know how people fit LPLs on this, I can't.
Still once Elited, it becomes easier with the doubled Basics that affect Heat.
Even did 800+ damage in one once without trying.


Only put on two LPLs at most. Also they are best when used with the CRB-27SL because it is decently XL friendly with the JJs giving you added mobility.

However any of the chassis can do them LPLs well enough. For example here is one that is not too hot you can do a STD 250 that cools at 38% before skill unlocks. Its basically the same thing as the XL320 build (posted earlier) but slower.
STD 250 Build (if you want the XL320, just remove the 2DHS and put them back in the two engine spots. If you can manage heat well you can run a STD 260 or even a STD 270 in it for more speed. And if you use any other variant you gain 1 ton back because you will not have 2JJs in it. You can use this for an extra DHS or to go faster.

The key is to fire your 2LPLs separately from the 3SPLs.
The best way to setup your WGs is as follows;
WG1: 2 LPLs
WG2: 2 LPLs set to chain fire
WG3: 3 SPLs
WG4: 3 SPLs set to chain fire (rarely use this group)

At range fire the 2LPL's in WG1, if you run into heat issue use WG2 to Chain Fire and manage heat.
When in close you will want to work with WG3 and you 3 SPLs.
Those recharge quickly so you will be able to keep up a steady stream of damage with them.
While you are cool you can also use WG1 in close, but if your heat gets up there lay off of them or switch to WG2 and chain fire them when you are cool enough to handle it.
If you get into real heat trouble and need to chain fire the SPLs use WG4. At this point you should be thinking about re-positioning and cooling down though.

Doing this I can alpha several times in a row and keep up a steady stream of damage without overheating to the point of shutdown.

Hope that helps.

Edited by PeeWrinkle, 09 November 2015 - 11:06 AM.


#90 FLG 01

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Posted 01 January 2016 - 08:41 AM

Short question: do you recommend XL engines or not? Can it roll the damage well?
Also, some of the Crabs with the three hardpoints (1 head, 2 CT) seem to have some zombie qualities, but I am not sure.

#91 Tesunie

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Posted 01 January 2016 - 08:56 AM

View PostFLG 01, on 01 January 2016 - 08:41 AM, said:

Short question: do you recommend XL engines or not? Can it roll the damage well?
Also, some of the Crabs with the three hardpoints (1 head, 2 CT) seem to have some zombie qualities, but I am not sure.


Crabs can roll damage well, but I wouldn't recommend XL engines in them. For the most part, if you can fit a Std engine in, go for that.

I'm not saying that Crabs can't use XL engines. If you have some specialty build that requires an XL engine, by all means it can handle it. Just be careful and make sure you roll your damage. Otherwise, you will see your side torsos blowing off easily.


I currently have two Crabs that use an XL engine. The 27SL is a jump sniper, and the jump makes it a bit more XL safe. Then I have my 20, which is my speed Crab made to hit and run against the enemy which helps to protect it's side torsos.

However, I also have two Crabs set up with Std engines, my 27 and 27B (they use the same exact build, but the quirks give them a bit of a different feel).

#92 Wildstreak

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Posted 01 January 2016 - 11:37 AM

View PostFLG 01, on 01 January 2016 - 08:41 AM, said:

Short question: do you recommend XL engines or not? Can it roll the damage well?
Also, some of the Crabs with the three hardpoints (1 head, 2 CT) seem to have some zombie qualities, but I am not sure.

I refuse to use XL in any 50 ton Crab since they can roll ST damage quite well and even at times lose a ST tanking yet keep fighting.

#93 Anunknownlurker

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Posted 01 January 2016 - 11:54 AM

I honestly think XLs are a bit of a waste in a Crab; they are tempting but you lose the "zombie" ability with all the CT and head energy points. I've carried on fighting with nothing but one leg, head and CT left and wouldn't want to give that up.

#94 FLG 01

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Posted 01 January 2016 - 05:41 PM

Thank you gentlemen. Your educated opinions confirmed my tentative suspicion. I also had a few matches in which I lost a ST and kept going well. It is just that I sometimes irrationally shy away from XL-engines even if they are the rationally better choice. I would like to avoid that in case of the Crab.
I like the Mech, but I have not yet fully figured out how to play it right. This thread helps a lot. :)

#95 Zookeeper Dan

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Posted 01 January 2016 - 07:24 PM

I love my STD engine Crabs, they are so tanky. The other day by the time I was KO'd all that was left was a head and an unarmored leg!

275 seems to me to be the sweet spot for a good amount of weapons while still having enough speed.

I'm on my phone so it's hard to link, but I run:

CRB-20
STD 275, 2 LL, 3ML

CRB-27
STD 300, 5ML, 2 AMS

CRB-27B
STD 250, 3 ERLL

CRB-27SL
STD 275, 1 LPL, 3 MPL, 3 JJ

All have endo, ferro, and all but the 27B have max armor. The rest of the tonnage is DHS.

#96 Dulahan

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Posted 04 January 2016 - 10:45 AM

I XL all my crabs. The combination of firepower you gain plus the almost Light level of speeds is amazing. Especially the 20, since that one gets to 121.9 kph, and can still run 2 LLs and 3 MLs. That HURTS. You're also reasonably small for your weight which further helps.

And even the rest, running 320s? That's still 111, or the 104 of the 300s.

So yeah, I guess you can say I'm totally on the XL side of things with these mechs. Dropping to standards just loses the big advantage of the ridiculous speed for a 50 tonner. Sure you lose Zombie, but you're a 50 tonner, not a heavy. The firepower more than makes up for the zombieing with all that speed.

#97 Drarz

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Posted 07 January 2016 - 11:24 AM

I use an XL engine in my 27sl. I really really want to use a standard for extra tank but max speed and max jump jets are often the best tank I could ask for. And since I simply must have 5 MPL with enough heatsinks to keep them pumping: the engine has to be XL.

I think if I was to make a Large Laser Crab and played it as fire support then I could do a STD engine; as speed and GTFO-ability wouldn't be as necessary.

Which brings me to another point: how is everyone playing their crab? I'm only a few weeks into the game and I don't see a lot of Crabs, so I'd love to hear how others use the beast.

I tend to start the match as an escort or very early scout (I'll dance with some lights but I don't want to be out front when bigger guns arrive). Then I transition into a disruption role where I create some chaos and draw fire and mechs away from the front, or I play the fire-support/finisher where I scaple out damaged and hiding mechs before they can find a way back into the fight. My results range from very good (3-4 kills, 800ish damage) to pure ****.

#98 Tesunie

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Posted 07 January 2016 - 06:56 PM

View PostDrarz, on 07 January 2016 - 11:24 AM, said:

I use an XL engine in my 27sl. I really really want to use a standard for extra tank but max speed and max jump jets are often the best tank I could ask for. And since I simply must have 5 MPL with enough heatsinks to keep them pumping: the engine has to be XL.

I think if I was to make a Large Laser Crab and played it as fire support then I could do a STD engine; as speed and GTFO-ability wouldn't be as necessary.

Which brings me to another point: how is everyone playing their crab? I'm only a few weeks into the game and I don't see a lot of Crabs, so I'd love to hear how others use the beast.

I tend to start the match as an escort or very early scout (I'll dance with some lights but I don't want to be out front when bigger guns arrive). Then I transition into a disruption role where I create some chaos and draw fire and mechs away from the front, or I play the fire-support/finisher where I scaple out damaged and hiding mechs before they can find a way back into the fight. My results range from very good (3-4 kills, 800ish damage) to pure ****.


I love my Crabs, personally. I use a lot of different mechs, so you wont always see me in a Crab (unless it's community warfare, then my 4 mech drop deck are all Crabs).

As for XL engines, half my Crabs have them, the other half doesn't. Depends upon what you want the mech to do, and how you play them. Each have their advantages and disadvantages. I personally love my Std engine Crabs, as they run fairly fast still, and tend to tank a lot of damage (often losing a side torso before I die, if not both). But, I must admit I've fallen in love with my max XL Crab 20 too. So fast.

For specific play styles and builds:
- The 27 I run with triple ERLLs and a single ML in the head. This one I use as a long range sniper. Poke out, shoot my weapons, duck back into some cover. Repeat. I try to maintain a bit of range here, but I'm also not afraid to get in close if I need to. Runs fast, and if you pace yourself well, can run for a long while without overheating.
- The 27B also runs with the same loadout as the 27. However, due to the quirks, as slight as they are, this one does some longer ranged brawling fairly well. It runs a little cooler, but doesn't have the same range as the 27. Same basic tactics as the 27, but I tend to get in a little closer, and press the heat a bit higher because it can handle it.
- The 20 has gone from my least favorite to my most favorite once I found the right build for it. I use this as a skirmisher. Hit and run. Strike and fade. Use your speed to attack, then move behind them and attack again. I stay with the team or run it for short range scouting roles. It makes for an excellent flank runner.
- The 27SL is my odd duck of the bunch. It uses an XL engine, but because I've designed it as a jump sniper, it isn't as much of a concern as it could be for the other Crabs. The intent is to jump up, shoot with the PPCs, and then fall back behind cover before they can really shoot back at me. Runs hot though, despite running PPCs instead of ERPPCs (my original concept called for ERPPCs, but was WAY too hot). This is probably my worst performer, but it gets decent enough results, so I keep it and I do like it.


With my Crabs, I tend to get an average of 250-300 match score. My damage average per match (DPM) for each mech are (Total damage divide by total number of matches played*), W/L and Damage per Ton per Match (DPM divide by mech weight):
20- 254.9 DPM (0.70 W/L) 5.098 DPT
27- 239.4 DPM (0.79 W/L) 4.788 DPT
27B- 313.3 DPM (0.80 W/L) 6.266 DPT
27SL- 239.0 DPM (2.09 W/L) 4.78 DPT
*Does include stats of builds that didn't work as I was adjusting them.

I like to do all sorts of math to my mech stats to determine efficiency. Typically I don't worry about K/D nor W/L stats, as K/D can be poor on a good performing mech because of "kill stealing" (or as someone I know says "Kill securing"). I don't look at W/L as you are only 1 out of 24 people in the match, and you can only do so much to help a team out.

I like to look at damage per match and damage per match per ton. I look at these because, though damage isn't a great indicator, I like to see a mech perform a reasonable average per match. Basically, I'd rather pilot a mech that can deal 200 damage consistently, then a mech that can deal +1000 damage one match, and then 20 damage the next. Then I look at Damage per Ton for actual efficiency. 5.0 is considered "average" damage per ton invested for a match, and a good showing. This means that a Locust (efficiency wise) that deals 100 damage in a given match is being as efficient with it's weight as an Atlas that dealt 500 damage in a match.

Another matrix to look at for calculating mech efficiency can be Experience earned per match, as experience indicates actions taken to help the team overall, even if not a damaging aspect of the game (such as scouting or capturing points). However, I'm not certain if the daily x2 bonus is calculated into your mech's stats, and if it is, it will give false numbers on a given mech's effective experience levels.

#99 Wonderdog

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Posted 25 January 2016 - 04:20 PM

Behold, the true king of crabs. Elite her out, equip MPL range and cooldown modules, Radar Derp and Seismic, and let the games begin.

http://mwo.smurfy-net.de/mechlab#i=332&l=f60d7af1387174a01f530d4a929890fc5b8ab285


#100 Tesunie

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Posted 25 January 2016 - 04:41 PM

View PostWonderdog, on 25 January 2016 - 04:20 PM, said:

Behold, the true king of crabs. Elite her out, equip MPL range and cooldown modules, Radar Derp and Seismic, and let the games begin.


http://mwo.smurfy-net.de/mechlab#i=332&l=f60d7af1387174a01f530d4a929890fc5b8ab285


Doesn't seem bad, but depends upon the players, the encounter and the map being played. I find more leveled performance with my triple ERLL Crabs (with Cooldown Module, range module, radar dep, and some other module I haven't gotten in there yet).

I love my 27B with the triple ERLL build, personally speaking.





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