Here are some of my builds, i hope it be of use to you.
The6thMessenger, on 23 November 2016 - 04:08 AM, said:
King Crab Frigate - 2x AC10 [60] + 2x LL + SL + 4x LRM5 [540] + TAG, 14 DHS, STD300
It's the "Frigate" build, optimized for between 400m - 500m, it's where the weapons are at their peak efficiency. LRMs don't take too long to hit, AC10s deal good PPFLD (pin-point front-loaded damage) at a better range than AC20 which is at 450m, Large Lasers' range is at 450m that has shorter duration which allows you to deal most of it's damage at a smaller window of time.
King Crab Frigate - 2x AC10 [60] + 2x LL + 4x LRM5 [630] + TAG, 14 DHS, STD300
Likewise you may forgo the small laser for extra LRM ammo, because you will be using it quite more often than your other weapons due to it's indirect-fire capability. Still, experiment and find what ammo distribution you prefer. Otherwise for best situation where you have the capacity to use all of your weapons at once, a near 50:50 distribution between your AC and LRM is preferable.
Barreling down a single enemy (not alpha strike but just holding down the trigger, the LRM5 is chainfired while LLs and AC10s are not), tested on the Academy turrets, yields around 210 damage before overheating at normal temperature, 240 at cool temperature. Hot areas, with all weapons chainfired, produced at around 180 damage before overheating.
Using alpha-strikes, provided that all weapons are available to fire, you can four-times on a cool area before shutting down for about 240 damage, about 170 damage on a normal and hot temperature area and three alpha strikes before shutting down.
King Crab Frigate - 2x AC10 [60] + 2x LL + 4x LRM5 [540] + TAG + AMS [2000], 14 DHS, XL360
You may also remove some leg and arm armor, and some LRM ammo to opt for an AMS + Overload, or even go XL engine. While it's not advisable, sometime it's advantageous as you can either move fast with the team to prevent being singled out and potentially doing more damage than otherwise, and/or that AMS can work together with your allied AMS to shoot down missiles - your pick. You may remove that AMS for extra ammo for the AC10s and/or LRM5s.
Skills
It's the "Frigate" build, optimized for between 400m - 500m, it's where the weapons are at their peak efficiency. LRMs don't take too long to hit, AC10s deal good PPFLD (pin-point front-loaded damage) at a better range than AC20 which is at 450m, Large Lasers' range is at 450m that has shorter duration which allows you to deal most of it's damage at a smaller window of time.
King Crab Frigate - 2x AC10 [60] + 2x LL + 4x LRM5 [630] + TAG, 14 DHS, STD300
Likewise you may forgo the small laser for extra LRM ammo, because you will be using it quite more often than your other weapons due to it's indirect-fire capability. Still, experiment and find what ammo distribution you prefer. Otherwise for best situation where you have the capacity to use all of your weapons at once, a near 50:50 distribution between your AC and LRM is preferable.
Barreling down a single enemy (not alpha strike but just holding down the trigger, the LRM5 is chainfired while LLs and AC10s are not), tested on the Academy turrets, yields around 210 damage before overheating at normal temperature, 240 at cool temperature. Hot areas, with all weapons chainfired, produced at around 180 damage before overheating.
Using alpha-strikes, provided that all weapons are available to fire, you can four-times on a cool area before shutting down for about 240 damage, about 170 damage on a normal and hot temperature area and three alpha strikes before shutting down.
King Crab Frigate - 2x AC10 [60] + 2x LL + 4x LRM5 [540] + TAG + AMS [2000], 14 DHS, XL360
You may also remove some leg and arm armor, and some LRM ammo to opt for an AMS + Overload, or even go XL engine. While it's not advisable, sometime it's advantageous as you can either move fast with the team to prevent being singled out and potentially doing more damage than otherwise, and/or that AMS can work together with your allied AMS to shoot down missiles - your pick. You may remove that AMS for extra ammo for the AC10s and/or LRM5s.
Skills
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KGC-000B Dakka Brawler - 4x AC5 [180] + 3x ML + 3x SRM4 [300], 13 DHS, STD300
With the heat nerf of the UAC5 and/or you don't fancy the jam, you can always opt for the old reliable AC5 for dakka, and make use of the missile slots for 3x SRM4s at a total of 12 missiles to be more bursty even more so at close range. That 3x ML is for backup purposes, but usually included when you are to shoot a missile volley.
This Dakka Brawler ain't more powerful than a bonafide King-Crab Brawler or a Dakka, but you could be decent at either all the same, and work at most ranges.
Skills
With the heat nerf of the UAC5 and/or you don't fancy the jam, you can always opt for the old reliable AC5 for dakka, and make use of the missile slots for 3x SRM4s at a total of 12 missiles to be more bursty even more so at close range. That 3x ML is for backup purposes, but usually included when you are to shoot a missile volley.
This Dakka Brawler ain't more powerful than a bonafide King-Crab Brawler or a Dakka, but you could be decent at either all the same, and work at most ranges.
Skills
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KGC-000B Plink Brawler - 4x AC2 [450] + 3x SRM4 [300] + 3x ML, 16 DHS, STD 315
KGC-000B Plink Brawler - 4x AC2 [600] + 3x SRM4 [400] + 3x ML, 17 DHS, STD 300
A different take on the Dakka Brawler, the Plink Brawler instead comes with AC2. It has less DPS, but it's a lot cooler, and that faster rate of fire is a bit more fun to barrel down an enemy. If you can feel you can go slower, with more ammunition and armor. Switch to STD300.
Skills
KGC-000B Plink Brawler - 4x AC2 [600] + 3x SRM4 [400] + 3x ML, 17 DHS, STD 300
A different take on the Dakka Brawler, the Plink Brawler instead comes with AC2. It has less DPS, but it's a lot cooler, and that faster rate of fire is a bit more fun to barrel down an enemy. If you can feel you can go slower, with more ammunition and armor. Switch to STD300.
Skills
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KGC-000B PPC-Gauss - 2x Gauss [80] + 2x PPC, 12 DHS, XL360
This my build of the meta King Crab, but it goes with XL360 instead, for fast movement. It goes as any other PPFLD-Meta Driven builds, it puts immense damage at a single component instantly. The PPC can be replaced with ERPPC, but it's already hot.
This my build of the meta King Crab, but it goes with XL360 instead, for fast movement. It goes as any other PPFLD-Meta Driven builds, it puts immense damage at a single component instantly. The PPC can be replaced with ERPPC, but it's already hot.
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KGC-000B Skirmisher - 2x AC10 [80] + 3x LL, 14 DHS, STD325
KGC-000B Skirmisher - 2x AC10 [120] + 2x LL, 17 DHS, STD325
A skirmishing build for the King Crab, it makes use of AC10 and Large Lasers for that quick hit-and-run style. Not that it's fast as many other mech to do so. But this peeking style also comes with good DPS to boot.
Skills
KGC-000B Skirmisher - 2x AC10 [120] + 2x LL, 17 DHS, STD325
A skirmishing build for the King Crab, it makes use of AC10 and Large Lasers for that quick hit-and-run style. Not that it's fast as many other mech to do so. But this peeking style also comes with good DPS to boot.
Skills
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KGC-000 AC20 Brawler - 2x AC20 [31] + 2x ML + SRM6A [250], 13 DHS, STD325
KGC-000B AC20 Brawler - 2x AC20 [42] + 3x SRM4 [300], 14 DHS, STD300
Not really the most powerful brawler out there, but it's a lot of fun. You can get a way of few AC20 shots fired at the same time, but generally they are chainfired which involves a lot of stare. Just use a full-on alpha for opening volleys, but other than that partition your fire. You can shoot the Medium Lasers in the initial volleys and as finisher, but it's generally left out. A pseudo-alpha can be done by shooting the SRMs at the same time with the ML, but the AC20 left at chainfire, the other AC20 will only be shot after a 0.5s delay. It's pseudo alpha, but it doesn't go through ghost heat.
You can shift for the other build with the 000B, though it has less CD for the AC20, it has better velocity for landing shots. And you can use the 3 missile hardpoints to use 3x SRM4s and forgo the Artemis. It runs kind of cooler without backup weapon, and the SRMs can be used much more immediately.
Skills
KGC-000B AC20 Brawler - 2x AC20 [42] + 3x SRM4 [300], 14 DHS, STD300
Not really the most powerful brawler out there, but it's a lot of fun. You can get a way of few AC20 shots fired at the same time, but generally they are chainfired which involves a lot of stare. Just use a full-on alpha for opening volleys, but other than that partition your fire. You can shoot the Medium Lasers in the initial volleys and as finisher, but it's generally left out. A pseudo-alpha can be done by shooting the SRMs at the same time with the ML, but the AC20 left at chainfire, the other AC20 will only be shot after a 0.5s delay. It's pseudo alpha, but it doesn't go through ghost heat.
You can shift for the other build with the 000B, though it has less CD for the AC20, it has better velocity for landing shots. And you can use the 3 missile hardpoints to use 3x SRM4s and forgo the Artemis. It runs kind of cooler without backup weapon, and the SRMs can be used much more immediately.
Skills
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KGC-000B Dakka - 4x UAC5 [240] + 3x ML, 14 DHS, STD300
This is the bonafide dakka -- it differs from the champion build by a slight decrease with engine rating. It has plenty of ammo, 240 shots would equate to 1200 damage anyways. Your Medium Lasers are simply for backup, but don't be shy to use them with spare heat and when in range, and make sure to use them when you're jammed. Remember to pepper the fools in the face for maximum panic.
Skills
This is the bonafide dakka -- it differs from the champion build by a slight decrease with engine rating. It has plenty of ammo, 240 shots would equate to 1200 damage anyways. Your Medium Lasers are simply for backup, but don't be shy to use them with spare heat and when in range, and make sure to use them when you're jammed. Remember to pepper the fools in the face for maximum panic.
Skills
Spoiler
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KGC-000B Gauss Vomit - 2x Gauss Rifle [50] + 3x LL, 14 DHS, XL360
KGC-000B Sniper Gauss Vomit - 2x Gauss Rifle [50] + 3x ER-LL, 14 DHS, XL360
Just your average Gauss Vomit build with the King Crab. Uses XL engine for that high risk high-reward playstyle, at least that way you get to throw punches before you go down, than being swarmed by lights. As basic Gauss Vomit gameplay, use both Lasers and Gauss Rifle at the same time, but then when nearing overheat, just use your Gauss Rifle. You can fire the Gauss Rifle as you please; either charge it up and then shoot it at the same time as the laser, or shoot the laser, charge it up in the middle and then release when you can land it. Of course it's best to partition Gauss Rifle and Laser, because of the difference of points of fire to put adequate lead with the slugs.
Skills
KGC-000B Sniper Gauss Vomit - 2x Gauss Rifle [50] + 3x ER-LL, 14 DHS, XL360
Just your average Gauss Vomit build with the King Crab. Uses XL engine for that high risk high-reward playstyle, at least that way you get to throw punches before you go down, than being swarmed by lights. As basic Gauss Vomit gameplay, use both Lasers and Gauss Rifle at the same time, but then when nearing overheat, just use your Gauss Rifle. You can fire the Gauss Rifle as you please; either charge it up and then shoot it at the same time as the laser, or shoot the laser, charge it up in the middle and then release when you can land it. Of course it's best to partition Gauss Rifle and Laser, because of the difference of points of fire to put adequate lead with the slugs.
Skills
Spoiler
Edited by The6thMessenger, 19 May 2017 - 04:02 PM.