

King Crab Advice
#1
Posted 26 October 2015 - 12:56 PM
I currently have the KGC 0000. I'm used to my Raven2x my Cda 3f (L) my HBk GI and the other HBKs. I spent alot on the Crab so selling it isn't an option since I won't get much for it. So i have to stick It out and become a better assault pilot or let it collect dust in my bay. I understand and have been told by a few people the basics of assault mechs. What to do and what not to do. Your basically a slow moving target. Teamwork is key. Think ahead...etc.
I'm just looking for any other Crab Pilots who may have something to say.
#2
Posted 26 October 2015 - 02:33 PM
As much as it might grate on you, you might have to build it based on its quirks. The 0000 has laser and missile cool down and also laser duration, but nothing for ballistics meaning that the stock double AC20, while fun at first, could be better off on either of the other two variants. Conversely, you've got (slight) advantages with lasers, so bring lots of big ones. My current build has 4 large lasers in the top, runs quite hot but is almost like a laser boat Stalker with some S-SRMs and AC2 as well.
Otherwise it's the usual "know the battlefield" advice. If someone says GO GO PUSH PUSH, check your map first that people are actually moving before you commit to it. Also, modules help if you afford them. Radar dep, seismic sensor and even advanced zoom if you have longer ranged weapons
#3
Posted 26 October 2015 - 03:53 PM
IMO, your first decission should be. want to play it long or medium-short range? if long just ignore the missile hardpoints, get a double Gaus config filling in with ERLLs, some impressive damage. If Medium-Short then get 1xAC20, some MLs and lots of Artemis SRM6s, scary.
Regarding play style ... just dont despàir, keep trying, remember you are an assault, you need to soak damage for your team, but dont go alone anywhere, and if you are playing medium-short range, try to stay in cover until you get in range, your siloute is a magnet for enemy fire.
#4
Posted 26 October 2015 - 04:18 PM
(speed is where its at).
The biggest change is realising you cannot be everywhere on the map and cant change your mind once you start moving, in the KCrab you have to set on an objective and stick to it. if you decide you dont want to be going somewhere or you are over commited its very difficult to reverse course without dying. You need a different form of situational awareness to that which you would use as a fast mech pilot.
You have to consider the overall movement of the team not just the position of threats as you can be very easily isolated and picked apart.
The other main problem you will have with the King Crab is you are playing a fairly high risk high reward platform as unlike the LRM carriers and faster assaults which are low risk hi reward, your weapon fit as standard puts you in the middle field for brawling and counter punching.
You are not a damage sponge for the team (i really have to disagree with this line of thinking I'm sure most of it comes from tanking in MMO's)
Your role is to provide a counter to other assaults (not many people like chain fired AC20's in the face Just twist in whilst you are cycling wepaons) and lead charges by providing a lot of survivable upfront damage (to reuse the MMO example Dead DPS is no DPS) for the first couple of games team up with a similar assault and follow the mob around. just dont try to be a turret as the KC makes a great LRM target and isnt fast enough to get out of the way.
#5
Posted 26 October 2015 - 04:18 PM
Letting others come to you, or lining up a shot, and then blasting them with everything ya got can often be the way to go. Also, unlocking the basics, and elites do wonders for them.
the bad news is you are going to need to spend more money, a bigger engine, and endo steel, along with double heat sinks. the stock mechs also need more ammo.. so something like this might work for you. But it requires around another 5m. the good news is that engine, and other parts can be swapped.
http://mwo.smurfy-ne...4d259394bd14895
You would have a pair of lasers to help you earlier in the match when things are longer range, and then your devastating Dual AC-20's up close
another option you could put an even larger engine in it, like an STD350, and then swap out the large lasers for MPL's, for a harder hitting, faster brawler.
To me it would kinda play like a cataphract or misery, with more damage potential. At any rate.. investing in a larger engine, heck try both, 325 and 350.. then play around with builds in them till you find something you like. Some builds won't use Endo steel, so you could wait on adding that, and just start with the engine.. basically that would mean having a bit less ammo, and or heat sinks. 100ton assaults aren't cheep, so if you have mechs you are better in, You just may want to keep grinding till you can atleast upgrade the engine.. Just drop that LRM15 launcher, and add some lasers, and extra ammo.. even 4 ML's with a bigger engine and more ammo, you would be better off, than the stock set up.
this is basic assault advice.. i'm sure someone with more crab experiance can give you more in depth builds. these are just ones i have seen/fought, and similar to other mechs i have played.
Edited by JC Daxion, 26 October 2015 - 04:20 PM.
#6
Posted 28 October 2015 - 08:18 AM
I changed my Grid Iron a bit. I wanted it to go faster and I really didn't enjoy using the gauss rifle (I know, what was the point in buying it then) so once I put the highest engine I could in it..( I forget which one but it makes me go like 86 kph or something) I realized that it took up alot of space. So now I'm stuck with a limited weapons loadouts. Lukcy for me I don't care for the gauss rifle. So I use two large lasers and the lb x 10 ac. I actually enjoy this simple build. Or I could take off a large lasers and add srm 6 Artemis. There are a few decent builds I can use with the max XL engine in this Grid Iron. The 20 plus Kph really helps though.
#7
Posted 28 October 2015 - 08:53 AM
Here is some suggestions
http://mwo.smurfy-ne...d515c12c525f56e
http://mwo.smurfy-ne...dce90c99fc5351d
http://mwo.smurfy-ne...912689475b132f1
#8
Posted 28 October 2015 - 09:49 AM
Might sound weird but helped my decision making process when i jump in my Battle master.
Hard transition from some very fast mechs to an assault, different way of looking at the field when speed is such a factor.
#9
Posted 28 October 2015 - 10:20 AM
Running stock STD 300 engine and no Endo or FF upgrade.
Dual AC10 with 60 shots of ammo will be your only ranged weapon, best use them on slow easy target under 500m.
Against heavy and medium up close, the quad medium laser adds an extra 20 damage to your punch. You probably will not overheat as much as a dual AC20 KG but you still have to watch your heat. I have duelled AC20 KG in this build and survived number of times.
Lastly, if lights are harassing you. Volleys of 8 SSRM will make them reconsider their decision, a few rounds of AC10 or ML in their side or leg will speed up decision making even faster.
The biggest downside is this KG moves very slow, going under 50kph before speed tweak, about same speed as a Direwolf. So expect to get left behind often in PUG match.
#10
Posted 28 October 2015 - 10:29 AM
#11
Posted 28 October 2015 - 10:31 AM
#13
Posted 31 October 2015 - 04:26 PM
First would be the classic 4x uac5, 2x ml and std 300 engine. Good dps, good range but slow and you constantly need to stare the enemy down.
Secondly would be dual gauss, 3x erll or ll, std 325 or xl360. Hard hitting, excellent range especially if you take erlls but hot and sluggish unless you put in a fragile xl engine.
Thirdly would be 1x ac20, 3x lpl, std 325. It will evaporate enemy armour when you come within range. Biggest problem is the lack of range combined with a lack of speed. However when wading in with it you will wreck face.
King crabs are beasts and one of the mechs in the game with the potential to rack up silly damage numbers. A good choice but a difficult one to start south due to the size of the thing.
Playing all the classes is important if you want to improve as knowing the weakness of a weight class makes for a better understanding of how to kill the enemy. Good luck!
#14
Posted 31 October 2015 - 09:11 PM
#15
Posted 31 October 2015 - 09:40 PM
TheLuc, on 28 October 2015 - 08:53 AM, said:
Here is some suggestions
http://mwo.smurfy-ne...d515c12c525f56e
http://mwo.smurfy-ne...dce90c99fc5351d
http://mwo.smurfy-ne...912689475b132f1
These builds look fairly solid in my quick examination. Probably not the "punchiest" of King Crab builds available, but not bad either.
Because this is King Crab related, I'll deposit my own builds here. They all should basically be universal on any chassis, and of course is being provided to be freely used, abused and altered to any user's desire.
Direct Fire Range: Dual AC2s and dual AC5s for consistent tracking, shaking and damage. Backed by a pair of PPCs, for some additional bursts of pin point damage. Made for longer range engagements. Might be close to a Hunchback in form of weapons and general play style, just slower and needing good position.
LRM King Crab: As I am a profound LRM nut, but I don't like boating them either, I'll leave this rather balanced build here. Dual AC10s for any pin point closer range needs, backed by a pair of LRM15s and a TAG unit. Artemis can probably easily be added in if desired. I've had intermittent luck with this build, depending upon teammates, ECM, etc. Still seems to hold it's own though...
Balanced Gauss build: Dual Gauss build, backed by twin LPL for any faster targets that get close. (I'm not that great with Gauss rifles, or many ballistics for that matter. I've gotten better with them... but not as good as I'd like.) Probably my least favorite of the three, but it works well enough for me to keep it. (I really need to practice my Gauss skills.)
#16
Posted 02 November 2015 - 03:20 AM
xengk, on 28 October 2015 - 10:20 AM, said:
I'm using something similar, just with 2 LRM10 instead of the SSRM2.
You could also always go with 2 Gauss, or you forget about ballistics and use the high energy hardpoints with LPL (PPCs are too hot imho) or if nothing else works...LRM.
But most important of all is how you pilot the Crab (or any assault for that matter).
Positioning is VERY important. You can't move in and out of fights as easy as light/medium/heavy mechs, so knowing how the teams move and predicting where they will move, is important. Use your map and big map before storming into your doom.
Besides that, the Crab might be big, but it's arms movement and torso twist are something special.
No other assault can shoot 2 AC20 or 2 Gauss as freely as the Crab, and very few have so high mounted energy hardpoints.
Play around with different loadouts and try them in the Training Grounds to test heat management and how your aim is while running.
#17
Posted 02 November 2015 - 04:33 AM
The first is murderous at range and punishes peekers severely.
The second can keep a steady rate of AC20 shells smashing into something's face if you round a corner to find them. Opening up with a quick AC20-2LPL-AC20, then chaining the AC20s has the potential to out DPS a Dire at optimal range.
For the rest, I cannot say.
#18
Posted 03 November 2015 - 01:42 AM
2x AC10, 2x ER Large Laser, LRM10, 3x SSRM
The high-mounted ERs give you a very potent long-range poke while LRMs allow you to hit targets out of reach while you get into position. The wide construction of the Crab pretty much forces a left-right split between the two AC10s, but it will also give you more control when firing around corners.
SSRMs are a little weak, but easy to use and the BAP will prevent you frm losing lock too easily, while also spooking lights from sticking close for too long.
An alternative more simple build I'd suggest would be
2x UAC5, 4x Medium Pulse, 2x LRM10 + Artemis
The UACs give you a long-reaching punch and the double-tap can help you out when enemies try to get close, though a jam coud potentially cost you more. Your primary defense in a brawl would be the MPLs, which can churn out a lot of damage in short bursts, but will run very hot, so watch that trigger finger.
A pair of LRM10s still fills the same roles as before, allowing you to hit targets indirectly while repositioning, but the Artemis module also allows you to use them much more effectively when you have a direct line of sight to your target.
#19
Posted 03 November 2015 - 02:12 AM
Light mechs will be your biggest problem while leveling the KGCs. This build attempts to mitigate some of that horror. I started with the KGC roughly a month before they introduced the ACH, so this build is focused on engaging the pulse lasers of the Firestarters. However, it should also work on the ACHs. You should be able to keep up with the group, keep firing without overheating. The large engine gives you good torso twist rate and you have a shield arm at your disposal.
1) AC20 + 4xSRM4
2) 2xML
3) 4xSRM4 chained
Training KGC, KGC-0000: AC20, 4xSRM4, 2xML, STD360
Since I'm a brawler, I stuck with the concept and up the firepower.
KGC-0000: AC20, 4xSRM6a, 2xML, STD350.
It really depend on you playstyle, so experiment and figure out what works for you. I have an XL engine KGC. People say its stupid, people say I'm stupid... but meh, its works for me. Good luck!
#20
Posted 03 November 2015 - 02:48 AM
purplewasabi, on 03 November 2015 - 02:12 AM, said:
XL Crabs tend to have very... mixed performance. It's not as easy to disarm from the front like an Atlas, but any 'Mech with a somewhat decent vantage point can hit your torsos with ease. Generally, you don't want to lose a 100 ton 'Mech too early in the game and an XL introduces an additional total failure case to each of your STs. It can work, just like an XL400 Atlas can work, but you also need to be very aware of the risks and change your playstyle accordingly.
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