Drarz, 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:
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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.
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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.
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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.
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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.