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Hero King Crab. What Should It Have?

BattleMechs Weapons

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#41 Lykaon

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Posted 24 April 2016 - 01:25 AM

View PostZacharias McLeod, on 23 April 2016 - 06:28 AM, said:

Very easy. Give use the KGC-010.
KGC-010 This version of the King Crab was created by the Star League to be a command 'Mech and introduced alongside the original 000 model in 2743. Conceived in secret between Cosara and the Terran Hegemony, it was an attempt to produce a deadly command 'Mech by mounting a pair of newly-developed Hellstar Magna PPCs in either side torso. These PPCs were different from other models in that they did not require an outer "barrel" but instead were mounted flush with the torso, each opening surrounded by a specially-designed Holly SRM-6 launcher, while the cooling sleeves extended out the back of the 'Mech. In place of the normal autocannons the 010 model carried LB-10X cannons. The combination of the non-standard housing and odd-colored discharge of the PPCs caused many pilots to believe they were facing a brand-new weapon systems, while the spine-like protrusions of the cooling sleeves produced massive heat-diffusion waves. All told the 010 model was more than capable of taking down an Atlas, but the entire line left with Kerensky during the Exodus and even knowledge of the design's existence became lost during the Succession Wars



Basing hardpoints off the 010 stock loadout I would say

RA/LA 1 ballistic
RT/LT 2 Energy 2 Missile

10 total hardpoints not being out of line with the other Kingcrab variants we already have.

either on a Hero mech or a 4th variant Kingcrab.

#42 Red Shrike

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Posted 24 April 2016 - 04:03 AM

View PostLT. HARDCASE, on 23 April 2016 - 05:43 PM, said:

There are no custom loadouts in the lore.

I that case I feel they shouldn't bother imo.

#43 theta123

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Posted 24 April 2016 - 04:17 AM

View PostBishop Steiner, on 23 April 2016 - 09:28 AM, said:

Say hello to the "Kaiju"

The custom ride of of Bandit King Hopper Morrison, of Morrison's Extractors infamy
Posted Image

On the top of the KGC's carapace is a pair of Donal PPCs on the RT and a Von Ryan Railgun Gauss Rifle on the left. This allows it to attack at long range from a "hull down" position, further protected by a Guardian ECM suite, making return fire difficult.

Once the enemy is worn down, Hopper closes and unleashes his lower mounted, close range fury.
In each arm is a pair of advanced tech Artemis guided SRM4, each with 25 reloads. in the CT, in the KGC's "mouth" is a pair of Medium Lasers.


Yes, it shoudl be in game available, but let's not waste a Hero slot on a stock variant, please


I decided to build this mech, and see what it brings. Its almost possible to build it, minus hard point locations and ECM lacking

I then tinkered with the build, and went for an XL 350 as i had a spare one

KGC-0000

This is infact, quite the fun mech build. Its hot but powerfull. Infact might be the first hero mech i wouldnt change its weapons loadout.

I see great promise in putting the gauss rifle on the LT.

Edited by theta123, 24 April 2016 - 04:18 AM.


#44 Herodes

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Posted 24 April 2016 - 04:39 AM

I'd take a hero KGC AND the -010 in a second :-)

Would be the first time in ages that I spend money on MWO again.

KGC is so cool. I am all for leaving it weak and not meta so that only few true believers will pilot it. :-)

#45 theta123

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Posted 24 April 2016 - 04:44 AM

Okay, the "Kaiju" is a great frikking hero mech suggestion. I have now an KGC-0000 modeledd after it, with an XL 325, 2 PPC, Gauss rifle, 4 SRM 4's and 2 ML's. Its loads of fun.

Putting the gauss rifle on top, and the SRMS in the arm, would make for one heck of a great variant

#46 The Mech behind you

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Posted 24 April 2016 - 04:49 AM

View PostLevi Porphyrogenitus, on 23 April 2016 - 05:54 AM, said:

RA - 4M
LA - 4M
RT - 2E
LT - 2E
CT - 1E

Base config is 8 SRM6s and 3 LPLs (one per torso). Figure out the other details base on those minimum payload requirements.


That's what you wish for that hardpoint layout. But what we will see is an army of 8x LRM10 Crabs Posted Image

#47 Johnny Z

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Posted 24 April 2016 - 04:56 AM

Well being a King Crab it has to be short range. Its really tough for a slow assault to be long range. Also like a real crab it should have good defenses for its size. :)

An amazing camo and story of course.

#48 xengk

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Posted 24 April 2016 - 05:32 AM

It should have this camo.

Posted Image

#49 Chados

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Posted 24 April 2016 - 05:49 AM

Two E left arms, two E right arms, 4xPPC in stock configuration, 50% PPC velocity buff, -10% PPC heat, -10% laser duration, +10% energy range, +12 structure.

Two missile slots, left torso, plus one AMS slot. +10% SRM velocity, +30% SRM range, -10% SRM spread

Three E slots, right torso

Another AMS slot on the center torso. +15 structure to the torsos, +5 armor to the torsos and arms.

#50 Hit the Deck

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Posted 24 April 2016 - 06:15 AM

View PostChados, on 24 April 2016 - 05:49 AM, said:

Two E left arms, two E right arms, 4xPPC in stock configuration, 50% PPC velocity buff, -10% PPC heat, -10% laser duration, +10% energy range, +12 structure.

Two missile slots, left torso, plus one AMS slot. +10% SRM velocity, +30% SRM range, -10% SRM spread

Three E slots, right torso

Another AMS slot on the center torso. +15 structure to the torsos, +5 armor to the torsos and arms.

That's actually what I had in mind. The "fluff" is that this KGC variant (or Hero) was made to alleviate the ammo problem plaguing all KGCs with dual AC/20.

It's not that interesting compared to ballistic KGCs though, but I like the made up fluff reason.

Edited by Hit the Deck, 24 April 2016 - 06:15 AM.


#51 Levi Porphyrogenitus

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Posted 24 April 2016 - 09:23 AM

View PostThe Mech behind you, on 24 April 2016 - 04:49 AM, said:


That's what you wish for that hardpoint layout. But what we will see is an army of 8x LRM10 Crabs Posted Image


I'd expect 8x LRM5s with a TAG and some lasers, which would be perfectly fine with me.

#52 C E Dwyer

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Posted 24 April 2016 - 09:44 AM

I don't really care as long as it not a damn obviously meta mech, has sensible hard points and the camo looks ok.

What i'm seeing here is what people perceive to be the best for the chasis, not what is best for the game balance.

#53 Zordicron

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Posted 24 April 2016 - 11:05 AM

left and right arms, 2 energy each
left torso and right torso, 1 ballistic each
left and right torso, 1 missile each
JJ available, 6 max.
ECM... maybe. I would actually prefer some really nice PPC quirks to an ECM.

I like the idea of SRM in the arms also. However, I do not like the idea of having to wait for the claws to open to fire them, and the idea that you just know, for sure, someone will put LRM20's in there and we will see this idiotic missile streams coming out of a team mates crab claws. While I have been guilty of "lol LRM20 in the NARC tube" raven troll loadout a couple times a year, there is a difference between loltroll loadouts and what would be a legit loadout that simply looks rediculous. Stinkfist SRM mechs are some of my favorite loadouts, BUT I just feel the missile arms would be out of place with the claw mechanics.

Edited by Zordicron, 24 April 2016 - 11:07 AM.


#54 Bishop Steiner

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Posted 24 April 2016 - 11:11 AM

View PostZordicron, on 24 April 2016 - 11:05 AM, said:

left and right arms, 2 energy each
left torso and right torso, 1 ballistic each
left and right torso, 1 missile each
JJ available, 6 max.
ECM... maybe. I would actually prefer some really nice PPC quirks to an ECM.

I like the idea of SRM in the arms also. However, I do not like the idea of having to wait for the claws to open to fire them, and the idea that you just know, for sure, someone will put LRM20's in there and we will see this idiotic missile streams coming out of a team mates crab claws. While I have been guilty of "lol LRM20 in the NARC tube" raven troll loadout a couple times a year, there is a difference between loltroll loadouts and what would be a legit loadout that simply looks rediculous. Stinkfist SRM mechs are some of my favorite loadouts, BUT I just feel the missile arms would be out of place with the claw mechanics.

Currently the claws open instantly on the KGC but even if they didn't there is no real reason not to just leave them open

#55 Bishop Steiner

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Posted 24 April 2016 - 11:16 AM

View PostCathy, on 24 April 2016 - 09:44 AM, said:

I don't really care as long as it not a damn obviously meta mech, has sensible hard points and the camo looks ok.

What i'm seeing here is what people perceive to be the best for the chasis, not what is best for the game balance.


Hoping you don't consider my loadout as such. Even if people switch the ppc for ERLL, it's not vomit enough for meta, and ppc/Gauss is so 2 years ago. I just tried to make a solid balanced build. And combine some of my favorite guns. Ppc and srm4. Mind you I'd probably swap the Gauss for an AC10, but that's my usual trade. Gauss/ppc made for a neat hull down load and it's TT solid, too.

Edited by Bishop Steiner, 24 April 2016 - 12:31 PM.


#56 SteelBruiser

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Posted 24 April 2016 - 02:37 PM

View PostZordicron, on 24 April 2016 - 11:05 AM, said:

left and right arms, 2 energy each
left torso and right torso, 1 ballistic each
left and right torso, 1 missile each
JJ available, 6 max.
ECM... maybe. I would actually prefer some really nice PPC quirks to an ECM.

I like the idea of SRM in the arms also. However, I do not like the idea of having to wait for the claws to open to fire them, and the idea that you just know, for sure, someone will put LRM20's in there and we will see this idiotic missile streams coming out of a team mates crab claws. While I have been guilty of "lol LRM20 in the NARC tube" raven troll loadout a couple times a year, there is a difference between loltroll loadouts and what would be a legit loadout that simply looks rediculous. Stinkfist SRM mechs are some of my favorite loadouts, BUT I just feel the missile arms would be out of place with the claw mechanics.


6 JJ KGC? I can see that, a 100 ton frisbee...just don't get caught under it when it lands. I say yes to energy weapons in the claws as additions. I recommend keeping the top mounted lasers as well. Lasers hanging near ground level means you have to fully expose your mech to use them. I can't see torso ballistics though. They'd have to redesign the upper surface so the ballistics get nestled in and don't look like cheap Walmart add-ons. Also if they were just stuck on top they'd be really easy to shoot off. Besides, ballistics anymore, besides having really cool sounds, just don't have the punch you need to win in a match. They're too heavy, their ammo takes too much tonnage for the number of shots provided, they recycle and fire too slowly, and it seems even the heaviest caliber can't even slow down the latest light mechs. An ECM KGC, that I could actually go for. So, ECM with just lasers and oodles of missiles and a kick butt camo scheme and she's ready for the new meta prom. Well almost, we'll have to figure out how to squeeze in four more lasers. you can't be meta without at least 6 lasers with your missiles. Posted Image

I really liked running my KGC's when folks did everything to avoid it, which was only a few months ago. Today they actually hunt it first because it's such an easy kill. Any idea how a Hero version will make things different?

#57 Ted Wayz

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Posted 24 April 2016 - 06:21 PM

View PostGreenHell, on 23 April 2016 - 08:30 AM, said:

******* THIS! The red PPC crab!!! I don't need a hero version, just a 4th Variant of my KGC. The -010 is perfect as a 4th variant. Comon PGI, you can program a red PPC right? RIGHT?!?!?

PPC's and LB-10X...we have a winner here!

The Kaiju though, so dreamy. It had me at Gauss Rifle.

Edited by Ted Wayz, 24 April 2016 - 06:24 PM.


#58 Ted Wayz

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Posted 24 April 2016 - 06:25 PM

View PostSteelBruiser, on 24 April 2016 - 02:37 PM, said:


6 JJ KGC? I can see that, a 100 ton frisbee...

Yes, call it Gamra.

#59 MechWarrior319348

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Posted 24 April 2016 - 06:33 PM

Posted Image

#60 Moldur

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Posted 24 April 2016 - 07:12 PM

Big. Meaty. Claws.





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