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King Crab Build Help!


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#1 Arugela

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Posted 30 August 2016 - 10:19 PM

I was thinking of making this:
http://mwo.smurfy-ne...d379bcee1d4a394

Or:
http://mwo.smurfy-ne...ee6990fde474f5c

I'm not sure how important speed would be. Is the turn radious justified to help keep off small mechs that get close. the slower engine goes get 10 more dps sustained fire. but it will go through ammo quicker obviously.

the design is going for long range support with some close range bombardment or semi ambush tactics if needed. That is why I would like more movement. Maybe with mods and elite it can go a little faster and seem nice on foot. Or is speed not that important with this mech?

I don't know how affective 6 machine guns are.. I was hoping they could help shred off armor at close range and keep things from wanting to get in close for long. Hence why I also gave it 12k ammo.

And if armor should be adjusted obviously adjust armor.

Also I forgot what the range of the machine guns is. But I think you can get a sweet spot where you can hit with machine guns, missiles, and lasers.

Here is a video by someone else on youtube with what appears to be almost the identical build to the 250 engine version:



He has half the machine gun ammo and possibly less LRM ammo and possibly slightly faster engines.

Here is a similar variant to the 360 version from yet another youtube poster:



He has SRM6 instead of LRMs. But as you can see you can get stuck over a hill and LRMs might be useful for sustained DPS during the match. Particularly as Lasers need LOS and LRMs give really good fire opportunities. Although those SRMs probably provide a nice punch. But from what you see in the first video it can be used to disable mech. Or is that a specific thing against that mech?

Edited by Arugela, 30 August 2016 - 11:00 PM.


#2 Audacious Aubergine

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Posted 30 August 2016 - 10:52 PM

Some bullet point responses:
- Not enough heatsinks on either of them
- XL on a King Crab is asking to die prematurely
- Anything below stock engine size (300) will mean that you'll be left behind for the entire game. You're aiming for long range fire support, yes, but if you can't get to the back line in any kind of reasonable time then there's not much point.
- Maximum range for machine guns is 240m, but at that point even six of them on a target with not much armour won't be worth the tonnage. That aside, you have far too much ammo for them. At the most, I'd say even just two or three tonnes will be enough to supply all six of them. Your main damage will be the lasers and missiles. In fact, six machine guns may seem underwhelming on a 100t assault mech - it works on the Blackjack hero due to quirks and the nimble harassment nature of the mech. That's personal taste though.
Maybe try something like this instead KGC-000

#3 Arugela

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Posted 30 August 2016 - 11:44 PM

I can put more heatsinks in the engine. But the website doesn't let me put doubles in it correctly. It gets 1.35 full with the xl engine(checked in game). That is not bad. Use the lasers on the mode that splits them up and you get decent sustained damage.

And I know the xl is dangerous but it does give some good extra weight capacity and alot of room for extra heat stuff for virtually free.

Got it working:

http://mwo.smurfy-ne...22c0e33d3ebbb37

Edited by Arugela, 30 August 2016 - 11:55 PM.


#4 TheLuc

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Posted 31 August 2016 - 12:13 AM

personally I`d go for this instead, http://mwo.smurfy-ne...9c225b68fe94022

#5 NeoCodex

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Posted 01 September 2016 - 12:58 AM

Good lord these builds are horrible. No, just no. Delete this. No ER large and no LRM. Wait.. is that machine gun with LRM and ERL? WTF?! With an XL and 20% cool eff, hahaha... what a pile of junk. This isn't even good to be a paper weight. Just...No.

Use this and this.

You can thank me later.

Edited by NeoCodex, 01 September 2016 - 01:02 AM.


#6 Aleksandr Sergeyevich Kerensky

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Posted 01 September 2016 - 01:43 AM

View PostArugela, on 30 August 2016 - 10:19 PM, said:

I was thinking of making this:
http://mwo.smurfy-ne...d379bcee1d4a394

Or:
http://mwo.smurfy-ne...ee6990fde474f5c

I'm not sure how important speed would be. Is the turn radious justified to help keep off small mechs that get close. the slower engine goes get 10 more dps sustained fire. but it will go through ammo quicker obviously.

the design is going for long range support with some close range bombardment or semi ambush tactics if needed. That is why I would like more movement. Maybe with mods and elite it can go a little faster and seem nice on foot. Or is speed not that important with this mech?

I don't know how affective 6 machine guns are.. I was hoping they could help shred off armor at close range and keep things from wanting to get in close for long. Hence why I also gave it 12k ammo.

And if armor should be adjusted obviously adjust armor.

Also I forgot what the range of the machine guns is. But I think you can get a sweet spot where you can hit with machine guns, missiles, and lasers.

Here is a video by someone else on youtube with what appears to be almost the identical build to the 250 engine version:



He has half the machine gun ammo and possibly less LRM ammo and possibly slightly faster engines.

Here is a similar variant to the 360 version from yet another youtube poster:



He has SRM6 instead of LRMs. But as you can see you can get stuck over a hill and LRMs might be useful for sustained DPS during the match. Particularly as Lasers need LOS and LRMs give really good fire opportunities. Although those SRMs probably provide a nice punch. But from what you see in the first video it can be used to disable mech. Or is that a specific thing against that mech?


First off... Remove the MGs. (especially on the std 250 loadout... And why do you have a trillion tons of MG ammo????)

Ok now, you have an XL engine in your first build and a billion tons of ammo in the side torsos... You got a death wish? If they get an ammo explosion on you, your mech is toast.

In your second build, you got a STD 250??? A direwolf will move faster then you... An urban mech will run laps around you... Words cannot express whats going on in my mind...

Ok now, LRMs, MGs and erLL??? Please just no.

Edited : my original post was rage induced...

View PostNeoCodex, on 01 September 2016 - 12:58 AM, said:

Good lord these builds are horrible. No, just no. Delete this. No ER large and no LRM. Wait.. is that machine gun with LRM and ERL? WTF?! With an XL and 20% cool eff, hahaha... what a pile of junk. This isn't even good to be a paper weight. Just...No.

Use this and this.

You can thank me later.


^nice builds!

Edited by Aleksandr Sergeyevich Kerensky, 01 September 2016 - 01:57 AM.


#7 The Basilisk

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Posted 01 September 2016 - 02:26 AM

I am not quite sure what you want to achieve with your builds arugela....
When I would be required to classify your build I would say its a random troll build for simply using slots up.

With a range of 120m and 0.8dps and beeing virtually useless versus Armor your 6MGs will not even hurt the lightest of mechs without holding the MGs on one spot for several seconds.
Also you need to be able to folow a target to keep the MGs on it.
The KK is to slow to do so since your arms have no lateral freedom.
Remember MGs are continuously firing so you will need the full realtime of 1sec to achieve the stated dps.
With 6 MGs you need to remain on one spot for 1 sec to do 4.8dmg
Even a single IS smal Laser will do 3 dmg in 0.75secs. While the dps of a smal laser is stated as "1dps" its damage is compressed into 0.75s the beam lasts and set of by 2.25s of recharge time.
So the real damage for a firing cycle of any weapon is several times higher than that of MGs.
Only justification for MGs is their hillarious critt rate versus unarmored sections and resulting damage to components and internal structure.

Further your Mech is one of the largest and most easy to hit targets on the field.
Installing a XL engine increses this vulnerability by making your side torsoes vulnerable targets.

One part of beeing successfull with any assault mech is either having a weapon that hinders enemys from returning fire effectively (dakka) or alternatively compressing your damage in short bursts and then returning to cover while distributing the returnfire by torsotwisting.

Your King Crab builds fail this objectives in any possible way.
LRMs require you to hold your reticule on target to achieve locks and you need to wait till the missiles hit -->> extreme face time while low on dps.
ER LLasers are quite the same. Long burn duration without returnfire suppression and lots of possibility for the enemy to distribute your damage.
MGs need to be held on target continuously so absolutely no go for Assaults since you need to twist whilest beeing unable to achieve speeds usefull to dodge shots.

If you wish a multy weapon types layout on your KCrab try something like this
Other possible builds:
For medrange
You could replace the LPLs with PPCs for even more front loaded damage. But this requires training.
For shortrange
Very difficult to use effectively since you have to close in first. Chain the ACs and fire lasers and SRM afterwards.

Edited by The Basilisk, 01 September 2016 - 03:39 AM.


#8 NeoCodex

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Posted 01 September 2016 - 03:59 AM

View PostAleksandr Sergeyevich Kerensky, on 01 September 2016 - 01:43 AM, said:

^nice builds!


Did those builds not save? Somehow Smurfy opens them up empty. What the actual F.

edit: they're ok if you click on my original post but show up empty when clicking on the quote.

For reference, I think that the Gman's 0000 variant with triple large and STD 295 instead of double pulse STD 310 is probably better than mine, so I would probably suggest his version instead.

KGC can do many amazing things but those two are my personal favorite since a) I like gauss and Posted Image I don't like dakka. Not liking dakka is just a personal thing tough, those builds can be good. The other one I prefer single AC20, 3 large pulse with 1.5 heat efficiency and left side shield over the double AC20 boom - that's fun but on it's own is way too niche for a quick play situation. You need to be more versatile, and with the shielded tank build you can also help lead the charge with pugs and share some of that armor. It's way more versatile and less egoistical build than a double AC20 which again, is a specialist niche that doesn't always do good in random games, teams, maps and game modes. You're not a tank anymore, you're a slow turtle vulnerable from all sides with nothing but a knife in your pocket. I don't think KGC is a good platform for double twenties build to be thrown in random fuckfest situations that solo queue can be. And don't even get me started on those LRM crabs.

Edited by NeoCodex, 01 September 2016 - 04:21 AM.


#9 Arugela

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Posted 01 September 2016 - 12:13 PM

Does the machine gun in anyway add heat to the enemies components when you hit them directly or when hitting in general? I almost got that impression watching the videos. Unless it was them overheating themselves.

heck do any weapons, besides flamers) add heat in any way to the receiving mech? I could see it adding to specific components potentially a little depending on the mech design. Or is that level of thing not in the game assuming it's realistic?

And what about this. I can add more engine and I got everything into the torso with cases:

http://mwo.smurfy-ne...568bc88b1ac8fcf

I personally feel safest with max agility. But this is a bit closer. I tend to spam and hurt stuff on the way in in a group then try to finish them off. I also need to turn to deal with light mechs and atleast keep them on my sides if needed..

Here is the same thing with a xl 360 engine and the heatsinks in it this time: (I forgot last time)

http://mwo.smurfy-ne...7a49b70a907da25 <- if you want you can switch the endo for ppcs or ER ppcs.(I'm assuming being lighter does not currently affect mobility outside of the engines stated amount.)

Edit: If you use streak SSRM's and 360 targeting can you hit lights that get behind you?

I saw a video saying LRM 5s tend to hit center so you don't waist as much ammo.

And on a funny side note. Is it possible to get well armored assault mechs and do light weight enough to go in scout matches!! >< Streak SRMs and anti ecm with machine guns or something and small lasers/tags or flamers? And should scout crabs always walk sideways?

Scout crab(?!):
http://mwo.smurfy-ne...08fd442a3553f49
Or
http://mwo.smurfy-ne...e104a87f8f0e16f <- this can fit flamers/smallpulse/mediums in any combination. I just removed the command center for a little extra weight.

^ Take 4 of something like this into a scout match and have them move in circles with their backs always facing each other. Or likewise surround your enemies and trap them with your mighty claws!(pincer claws would be a cool melee tool wouldn't it!)

Edited by Arugela, 01 September 2016 - 06:32 PM.


#10 Aleksandr Sergeyevich Kerensky

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Posted 01 September 2016 - 07:45 PM

View PostArugela, on 01 September 2016 - 12:13 PM, said:

Does the machine gun in anyway add heat to the enemies components when you hit them directly or when hitting in general? I almost got that impression watching the videos. Unless it was them overheating themselves.

heck do any weapons, besides flamers) add heat in any way to the receiving mech? I could see it adding to specific components potentially a little depending on the mech design. Or is that level of thing not in the game assuming it's realistic?

And what about this. I can add more engine and I got everything into the torso with cases:

http://mwo.smurfy-ne...568bc88b1ac8fcf

I personally feel safest with max agility. But this is a bit closer. I tend to spam and hurt stuff on the way in in a group then try to finish them off. I also need to turn to deal with light mechs and atleast keep them on my sides if needed..

Here is the same thing with a xl 360 engine and the heatsinks in it this time: (I forgot last time)

http://mwo.smurfy-ne...7a49b70a907da25 &lt;- if you want you can switch the endo for ppcs or ER ppcs.(I'm assuming being lighter does not currently affect mobility outside of the engines stated amount.)

Edit: If you use streak SSRM's and 360 targeting can you hit lights that get behind you?

I saw a video saying LRM 5s tend to hit center so you don't waist as much ammo.

And on a funny side note. Is it possible to get well armored assault mechs and do light weight enough to go in scout matches!! &gt;&lt; Streak SRMs and anti ecm with machine guns or something and small lasers/tags or flamers? And should scout crabs always walk sideways?

Scout crab(?!):
http://mwo.smurfy-ne...08fd442a3553f49
Or
http://mwo.smurfy-ne...e104a87f8f0e16f &lt;- this can fit flamers/smallpulse/mediums in any combination. I just removed the command center for a little extra weight.

^ Take 4 of something like this into a scout match and have them move in circles with their backs always facing each other. Or likewise surround your enemies and trap them with your mighty claws!(pincer claws would be a cool melee tool wouldn't it!)


What is with your obsession with MGs on king crabs? In the videos you showed me, it took forever and a day to kill a stationary non-moving shutdown centurion... (Which I believe is a medium mech?) and no they dont add heat to the enemy mech. They are literally a waste of tonnage. And because you must equip ammo for them (which may explode), they become a liability...

Stop, go back to the drawing board! Remove the MGs... Start over from scratch!

P.s. Inner sphere streaks suck...

Edited by Aleksandr Sergeyevich Kerensky, 01 September 2016 - 07:47 PM.


#11 FlyingSpaghettiMonster

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Posted 01 September 2016 - 09:34 PM

Honestly, seeing a King Crab using only half its hardpoints makes me cry more than 6MGs and ERLL. Sword and board is a fine style, but its not for a crab. Take your AC20 and 3 LPL back to the metaland from whence ye came Neocodex! And put some SRMS on that Gauss crab, its scuttling around naked!

Arugela, you want a different King Crab to make your dream a reality. Specifically, the KGC-0000, since it has 4 missile hardpoints. 4 LRM-15s, TAG, 3 ML, and you can still run 2MGs :) Sooooo much LRM ammo.

For the KGC-000, i always see people advocate 6 AC2, or 2 AC 20. Why not split the difference? 3 AC2, AC20, and even with 9 tons of autocannon ammo, you can fit in 2 ML, AMS, and 2 LRM5s.

#12 Void Angel

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Posted 01 September 2016 - 09:42 PM

I would never do this to a King Crab.

First, it's not a good LRM 'mech - it's even worse than the Atlas, and that's saying something. A mere two hardpoints don't put out a weight of fire that justifies bringing a 100-ton battlemech to the field - especially if all you're bringing is a couple of LRM-10s.

Second, those machine guns are useless in your weight class, unless you also had much more substantial close-in firepower, and the MGs were just to add heatless damage at extreme close range. Machine guns are almost (though not quite) a weapon for Light 'mechs, if at all. When watching joke builds on Youtube, bear in mind that you are usually not seeing all of the raw footage - most users will edit for content and just give you the highlights. This is particularly the case for joke builds; the build isn't about being effective per se; it's about using an unusual build and seeing how well you can get it to work.

You're also using the wrong variant. The King Crab is already an inferior LRM platform - using the variant with the best ballistic quirks to do it just adds insult to injury - if you must waste a King Crab on LRMs, Use the Quaddo.

Honestly, the KGC-000 is best used as a Dakkacrab; the AC/20 quirk makes some sort of Boomcrab powerful as well (though convergence hurts you.) If you still really want those MGs, then you'll want to do use Something Like This as your LRM crab - but This Is What I'd Do.

View PostFlyingSpaghettiMonster, on 01 September 2016 - 09:34 PM, said:

Honestly, seeing a King Crab using only half its hardpoints makes me cry more than 6MGs and ERLL. Sword and board is a fine style, but its not for a crab. Take your AC20 and 3 LPL back to the metaland from whence ye came Neocodex! And put some SRMS on that Gauss crab, its scuttling around naked!

Arugela, you want a different King Crab to make your dream a reality. Specifically, the KGC-0000, since it has 4 missile hardpoints. 4 LRM-15s, TAG, 3 ML, and you can still run 2MGs Posted Image Sooooo much LRM ammo.

For the KGC-000, i always see people advocate 6 AC2, or 2 AC 20. Why not split the difference? 3 AC2, AC20, and even with 9 tons of autocannon ammo, you can fit in 2 ML, AMS, and 2 LRM5s.

Because then you are a Medium at multiple ranges.

Instead of actually being an Assault.

#13 VitriolicViolet

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Posted 01 September 2016 - 10:27 PM

for myself i havent changed my KGC builds in a long time heres 2. they arent neccesarily the best, but then i play builds i like that work out for me.

KGC-0000
http://mwo.smurfy-ne...b51e10cd9e00583

now i know most people dont recommend LRM assaults but this is good imo.
4x MPL with cooldown modules on chainfire results in nonstop fire, while raining LRM 15 also with cooldown module.
Between BAP, CC, Adv Sensor range and target decay no one gets away.
If you can stay 250m-400m from the enemy it works really good.

KGC-000B
http://mwo.smurfy-ne...8362f73880912ad

this one is more classic though its a mixed build. With 2 AC/10s, 3 ASRM4s and 3 MLs its good at a lot of ranges and hits hard.
Also 320 STD so it moves fairly well.

Hopefully these are useful to you.

#14 The Basilisk

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Posted 02 September 2016 - 12:57 AM

View PostArugela, on 01 September 2016 - 12:13 PM, said:

Does the machine gun in anyway add heat to the enemies components when you hit them directly or when hitting in general? I almost got that impression watching the videos. Unless it was them overheating themselves.

heck do any weapons, besides flamers) add heat in any way to the receiving mech? I could see it adding to specific components potentially a little depending on the mech design. Or is that level of thing not in the game assuming it's realistic?

And what about this. I can add more engine and I got everything into the torso with cases:

http://mwo.smurfy-ne...568bc88b1ac8fcf

I personally feel safest with max agility. But this is a bit closer. I tend to spam and hurt stuff on the way in in a group then try to finish them off. I also need to turn to deal with light mechs and atleast keep them on my sides if needed..

Here is the same thing with a xl 360 engine and the heatsinks in it this time: (I forgot last time)

http://mwo.smurfy-ne...7a49b70a907da25 <- if you want you can switch the endo for ppcs or ER ppcs.(I'm assuming being lighter does not currently affect mobility outside of the engines stated amount.)

Edit: If you use streak SSRM's and 360 targeting can you hit lights that get behind you?

I saw a video saying LRM 5s tend to hit center so you don't waist as much ammo.

And on a funny side note. Is it possible to get well armored assault mechs and do light weight enough to go in scout matches!! >< Streak SRMs and anti ecm with machine guns or something and small lasers/tags or flamers? And should scout crabs always walk sideways?

Scout crab(?!):
http://mwo.smurfy-ne...08fd442a3553f49
Or
http://mwo.smurfy-ne...e104a87f8f0e16f <- this can fit flamers/smallpulse/mediums in any combination. I just removed the command center for a little extra weight.

^ Take 4 of something like this into a scout match and have them move in circles with their backs always facing each other. Or likewise surround your enemies and trap them with your mighty claws!(pincer claws would be a cool melee tool wouldn't it!)


A 100T Mech stays 100T even when you do not use up its payload space.

To reitterate what I've wrote above.

-- MGs are heatless addon weapons that do next to no dmg to armor, they can't be used as primary weapons versus armor.
They do no heat to you or your enemy. They need to be hold on target and hinder you to torsotwist they suck for assaults.

-- LRMs do not go for certain regions.
They randomly spread.
If you've seen LRMs coreing a mech this mech was either shut down or its pilot was incompetent enough to not move and just look right into the flight path and sing "I'm dancing in the rain"
LRMs are okish on mobile mechs that can't afford to take many hits anyway and are able to get to new firing positions fast.
Your Kingcrab is not mobile and will never be mobile regardless what you do.

-- SSRMs have the same firing mechanism as LRMs you can only hit what you are looking at. They hardlock on certain randomly selected regions of the mech. Therefor it is pretty much impossible to focus fire with them.

-- 360° Target retention does not make you see backwards on radar. It just alows you to keep the target information stored so it instantly pops up when the target reenters your line of sight again.
The only thing it does is keeping the information of the emeys paperdoll memorized so you do not have to wait until your mech has finished scanning whe the target reapears in your angle of sight and you do not loose the "push 'R'" when the targeted mech reapears.

A LONE ASSAULT MECH WITH ROOKIE PILOT CAN NOT FIGHT LIGHTS !

Get rid of that idea.
Heck I'm a dedicated if averange assault pilot but got problems with more than a single light. If there is a Locust and a spider at your *** you are in trouble. If its a lone cheeta you are in trouble, if there are two, you are dead when you dont have backup.

The only possibility to effectively fight lights for assault pilots is to stay with the main group or at least other assaults and scrub the vermin of each others back.

You can not just hang back an lob missiles at the enemy in an assault. This only works in situations where the enmy is blind drunk and/or drugged to unconciousness. (or when you have absolute insane luck and a patient and competent light boddyguard)

If you want to simply refuse to use normal Autocannons on the KingCrab use an other model like the KGC-0000
There you got SRMs and lazors and LB-X. Sure it has not much ammo but you won't live that long anyways.Posted Image

Edited by The Basilisk, 02 September 2016 - 01:14 AM.


#15 Mike Oakenwall - the khadoran

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Posted 02 September 2016 - 01:52 AM

Iv played a lot of crab, 3 of them to max xp for extra module slot.

I have to say the only one that stood out is the "meta choise" with 4uac5.
Its the best assault I have,so in the end it was worth the xp grind but the rest didnt work a damn and iv tried a lot of builds.

you kinda need the speed tweak at least to not get to faar behind everyone else, so have fun grinding the other mechs that are kinda bad.

edit: What ever you do, do not put on a XL on a CRAB, just imo, dont be an easy kill but you prob know this.

I loved your machine gun vid, might just set my spare crab up witht that for fun :D

Edited by deanon, 02 September 2016 - 02:02 AM.


#16 Arugela

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Posted 02 September 2016 - 08:10 AM

Here, I made a KGC-0000. But I had to use XL engines again to get the weapons on it. ><

http://mwo.smurfy-ne...e50b25a255f312d
or
http://mwo.smurfy-ne...6689af6ee5003a7

The large pulse lasers would be in one or two groups on the backspace fire mode.

I would love to take credit, but I sadly didn't make any of those videos! 8)

Edited by Arugela, 02 September 2016 - 08:31 AM.


#17 The Basilisk

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Posted 02 September 2016 - 08:21 AM

View PostArugela, on 02 September 2016 - 08:10 AM, said:

Here, I made a KGC-0000. But I had to use XL engines again to get the weapons on it. ><

http://mwo.smurfy-ne...e50b25a255f312d

The lasers would be in one or two groups on the backspace fire mode.

I would love to take credit, but I sadly didn't make any of those videos! 8)

Never fire lasers in chain fire. Thats the worst thing you can do with a weapon that already does dmg over time. You need more time to unload your weapons and so you will need more face time towards the enemy.
Either use 2 LPLs and 2 meds or 3 LPLs so you can fire them at once. ( 2 + 2 would be less desireable but still ok)
Again lock on weapons in MWO are the worst possible option for an assault due to the need to aim and aim and aim for aquiring and keeping the locks till your projectiles aquire target and hit.
LPLs are not that well loved because they do much damage or run cool or are fancy. They have a low burn time and you can fire 3 of them (33dmg) with a very high chance the enemy is unable to distribute this damage too much.

-- The shorter your face time the better
-- The better your combo of weapons focus damage to a point the better.

Again you loadout violates both of this very basic pricipals.

#18 Void Angel

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Posted 02 September 2016 - 11:23 AM

View PostVitriolicViolet, on 01 September 2016 - 10:27 PM, said:

for myself i havent changed my KGC builds in a long time heres 2. they arent neccesarily the best, but then i play builds i like that work out for me.

KGC-0000
http://mwo.smurfy-ne...b51e10cd9e00583

now i know most people dont recommend LRM assaults but this is good imo.
4x MPL with cooldown modules on chainfire results in nonstop fire, while raining LRM 15 also with cooldown module.
Between BAP, CC, Adv Sensor range and target decay no one gets away.
If you can stay 250m-400m from the enemy it works really good.

KGC-000B
http://mwo.smurfy-ne...8362f73880912ad

this one is more classic though its a mixed build. With 2 AC/10s, 3 ASRM4s and 3 MLs its good at a lot of ranges and hits hard.
Also 320 STD so it moves fairly well.

Hopefully these are useful to you.

The Command Console does nothing for your target locking. That Targeting Time boost simply helps your sensor suite get detailed information (loadout, damaged locations, etc.) more quickly. The bonus you're thinking of is "Lock Time Boost," which you can see if you mouse over Artemis under the "Missile Guidance" in the 'Mechlab. If memory serves, NARC missile beacons and TAG stack with this bonus from Artemis, but not with each other, though it's been a while since I hashed all that out, so I could be mistaken which is which - two of them stack with each other, but not with the third. In any case the only thing on the Command Console that helps you out at all is the insignificant boost to sensor range.

Similarly: with a Beagle Active Probe equipped, that Advanced Sensor Range is totally superfluous. You simply do not need 1248 meters of sensor range for a weapon system that only reaches out to just under 1000 meters (the 1000m range for LRMs applies to the arcing trajectory of the missiles, not direct line of sight to the target; on a level field LRMs will reach into the neighborhood of 950m.) Instead, invest in an Advanced Seismic Sensor or Radar Deprivation to help you against other enemies.

#19 Arugela

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Posted 02 September 2016 - 11:47 AM

I was hoping for the free zoom from the command console and very fast target info etc. And If i use er large lasers I can snipe if I want. I can get them to 1485 range.

And I play this atm:
http://mwo.smurfy-ne...279a40d6f3b4e47

This is what I'm upgrading from. so a KGC-000 is a big upgrade! 8)

Edited by Arugela, 02 September 2016 - 11:48 AM.


#20 Void Angel

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Posted 02 September 2016 - 11:47 AM

View Postdeanon, on 02 September 2016 - 01:52 AM, said:

Iv played a lot of crab, 3 of them to max xp for extra module slot.

I have to say the only one that stood out is the "meta choise" with 4uac5.
Its the best assault I have,so in the end it was worth the xp grind but the rest didnt work a damn and iv tried a lot of builds.

you kinda need the speed tweak at least to not get to faar behind everyone else, so have fun grinding the other mechs that are kinda bad.

The key to running those other King Crabs is to avoid getting too close to the enemy - convergence from those arms hits you hard in-close. I enjoyed running an AC/40 build and a Gausscrab on the Quaddo and B variants, respectively.





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