

#21
Posted 04 March 2017 - 02:11 AM
Those side torsos take a ton of damage, which turns from a liability to an asset with and STD engine. As you lose so little of your firepower with one arm/ST, and even with both ST's gone still shoot with e.g. 3xML. One of those 'mechs you regularly go down to 20% health with, and are in the fight to the end. Plays very much like a pocket heavy because it tanks so much damage.
I ran the STD250/3xERLL CRB-27B for the longest time in my FW drop decks. Dual-AMS CRB-27 with overload module is something I've enjoyed in public queue.
#22
Posted 04 March 2017 - 02:15 AM
jss78, on 04 March 2017 - 02:11 AM, said:
Rock with a STD engine and a weapon load out like a Jenner. Nice thing. Unfortunately, I can equip a STD engine on my HBK-IIC too. And with it's 8 laser slots, using clan ownage technolgy ™ I can do an 42 to 56 alpha on 460 m with high hardpoints and 21 heat sinks - sponsored by 1 ton clan large laser (called C-ERML)
http://mwo.smurfy-ne...132998951d299e4
I can also equip the 2 ton clan large pulse laser (called C-ERMPL) and have even more fun. Or I can simply take a 12 C-ERSPL nova or SCR and beat the crap out of a crab in brawling.
Edited by xe N on, 04 March 2017 - 02:24 AM.
#23
Posted 04 March 2017 - 02:36 AM
Edited by El Bandito, 04 March 2017 - 02:36 AM.
#24
Posted 04 March 2017 - 02:59 AM
The big issue for those considering purchases is that these are all IS Mechs, and the new Skill Tree will widen the Clan advantage over IS Mechs.
Quite a few IS Mechs will become 'non-viable' in higher levels of play once they lose their quirks. The PTS shows that, even if you expend all 91 Nodes trying to recreate their current quirks, you can't achieve the same level as their quirks. Meantime, Clan Mechs get access to the same skills, and can improve on their already-superior baseline.
Why PGI don't/realise or care about how a one-size-fits-all Skill Tree is going to screw over the IS is a mystery to me. Have they forgotten why they had to introduce kludgey Quirks in the first place? Or are they really as ignorant/apathetic about their own game as some claim allege them to be?
Edited by Appogee, 04 March 2017 - 03:06 AM.
#25
Posted 04 March 2017 - 04:39 AM
xe N on, on 04 March 2017 - 02:15 AM, said:
Rock with a STD engine and a weapon load out like a Jenner. Nice thing. Unfortunately, I can equip a STD engine on my HBK-IIC too. And with it's 8 laser slots, using clan ownage technolgy ™ I can do an 42 to 56 alpha on 460 m with high hardpoints and 21 heat sinks - sponsored by 1 ton clan large laser (called C-ERML)
http://mwo.smurfy-ne...132998951d299e4
I can also equip the 2 ton clan large pulse laser (called C-ERMPL) and have even more fun. Or I can simply take a 12 C-ERSPL nova or SCR and beat the crap out of a crab in brawling.
That's not really a fair comparison, the 2c hunchies melt fast and the crab can outrun, out twist and out tank it. If anything goes in it's favour it's that most crabs are shitfit with large lasers and a low engine ala metamechs. Gman did well, fair play to the guy, but some of his guides are just plain wrong. The crab guide and the cicada guide are just bad guides. The 250 engine 2c hunchie is sluggish as eff' and often overgunned.
Edited by The Lobsters, 04 March 2017 - 04:42 AM.
#26
Posted 04 March 2017 - 04:51 AM
El Bandito, on 03 March 2017 - 06:45 AM, said:
Same question on the Hoppers, since I need them for CW.
The jumping crab costs about as much as the is xl 250 in it. I don't like crabs overly but there have been occasions I've wanted or would have at least preferred the jj one. Might get that one... can always use engine if nothing else. Though I really shouldn't be buying anything till the dust settles on ST
#27
Posted 04 March 2017 - 06:53 AM
Holding off on the sale isn't a bad choice either given that we don't know how the skill tree is going to work out.
#28
Posted 04 March 2017 - 07:15 AM
Grasshoppers - I know they are said to be what IS should consider for their decks in CW, but I have never really liked them. I have retried them a few times, but just have not enjoyed them.
#29
Posted 04 March 2017 - 05:38 PM

yum crabs just need beer
#30
Posted 05 March 2017 - 12:36 AM
The Lobsters, on 04 March 2017 - 04:39 AM, said:
That's not really a fair comparison, the 2c hunchies melt fast and the crab can outrun, out twist and out tank it.
Are you playing the same game? My HBK2 espacially with a STD engine is quite sturdy and can even zombie with 2 laser slots in it's torso.
Twisting too much left or right in a crab is bad, because you increase your profile and thus risiking to expose your side torso or even your rear side torso. It's not a humoanoid mechs. It got no good shielding arms. So their quirked better twist gets you nothing.
Edited by xe N on, 05 March 2017 - 12:39 AM.
#31
Posted 05 March 2017 - 01:08 AM
xe N on, on 05 March 2017 - 12:36 AM, said:
Are you playing the same game? My HBK2 espacially with a STD engine is quite sturdy and can even zombie with 2 laser slots in it's torso.
Twisting too much left or right in a crab is bad, because you increase your profile and thus risiking to expose your side torso or even your rear side torso. It's not a humoanoid mechs. It got no good shielding arms. So their quirked better twist gets you nothing.
So don't twist too much then.
Yes the HBK2 is sturdier with a standard, but still squishy compared to a mech with structure quirks. Not to mention the agility losses with the lower engine and no quirks. (prob all rendered moot with the upcoming patch mind)
My point is that these comparisons that have been put forward to the Crab are comparing apples to oranges. The Crab is an IS 50 tonner with IS weapons that goes over 100kph (over 120kph with max engine), has great shielding side torsos and is great at rolling damage. I'm not saying the 2c hunchie is rubbish, it's just a different mech with a different engagement profile, same with the Nova. If we are comparing it to Stormcrow's why not keep going up the weight and compare it to a Linebacker or Orion 2c.
The Crab has it's niche, and it sits in it very well. If you are running it with a 280 engine, then yes, there are many mechs that are just the better choice at that engine size, and you are correct if you are finding it a bit lacklustre.
ed. Personally, the lowest I go in a Crab is a std 295.
.
Edited by The Lobsters, 05 March 2017 - 01:15 AM.
#32
Posted 05 March 2017 - 07:33 AM
Me, nothing but STD for my 4 since I bought them. It may lower firepower but I view it as the Crab has a long easy to hit side profile, not as bad as the Stalker but similar so STD is the way to go to tank damage. Limits the weapon choice but so be it.
Of my Crabs, 27 and 27B have positive W/L and K/D for those who care, the 20 and 27SL are close.
20 - Most STD firepower though it will run hot.
27 - Seems an odd weapon arrangement but it gives better speed while keeping a mid range poke.
27B - Most brawling.
27SL - Brawling with jump mobility.
For the first 2, LL cooldown module + ML Range bring those weapons into closer sync, you can fight mid or close range.
Last 2, MPL modules, short range brawlers.
All 4 focus their limited firepower on alpha striking then twist the return fire onto a ST while maneuvering either away or for another alpha. All 4 become tanky alpha strikers, best way I have to run 50 ton Crabs.
Seems to have been working for me.
If you want to buy Crabs, the 20 for the duration quirk using either my 20 or 27 loadout works, Duration helps alpha striking then twisting, the 27 has a Range quirk that might be nice but not a big deal.
Then the 27B for MPL brawling, it may not have JJs but has a 6th E spot plus the 27SL structure quirks are half the other 3 Crabs except the legs, don't know why.
Run STD, alpha then twist, alpha then twist.
Edited by Wildstreak, 05 March 2017 - 07:41 AM.
#33
Posted 05 March 2017 - 09:01 AM
3 lpl, 3 er ll or 5-6 med pulse, XL if you want but with a STD they are super tanky. I only run XL on the longer range ones, does really well with the 3 er ll version going that fast.
Edited by Revis Volek, 05 March 2017 - 09:01 AM.
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