Hero KGC-KJ looks worst of all King-Crabs.
Attempting to make a PPC-oriented model looks unsuccessful because this mech is too slow to keep distance against fast opponents who kill you in the near radius. And to hot for fight VS ballistic KGCs.
Looks god way is to change quirk 15% PPC heat gen to 10-15% energy heat gen for laser builds


Kgc-Kj P2L?
Started by Manei Domini Krigg, May 23 2019 10:08 PM
4 replies to this topic
#1
Posted 23 May 2019 - 10:08 PM
#2
Posted 23 May 2019 - 10:35 PM
The PPC Quirks are there to encourage the use of the stock build or slight variations thereoff. You could use Snubnoses if you fear the min range. Or you ignore the low slung energy arms and play to the mech's other strengths, namely the high-mounted ballistic and missile hardpoints.
KAIJU
KAIJU
#5
Posted 24 May 2019 - 12:31 AM
Manei Domini Krigg, on 23 May 2019 - 10:08 PM, said:
Hero KGC-KJ looks worst of all King-Crabs.
Attempting to make a PPC-oriented model looks unsuccessful because this mech is too slow to keep distance against fast opponents who kill you in the near radius. And to hot for fight VS ballistic KGCs.
Looks god way is to change quirk 15% PPC heat gen to 10-15% energy heat gen for laser builds
Attempting to make a PPC-oriented model looks unsuccessful because this mech is too slow to keep distance against fast opponents who kill you in the near radius. And to hot for fight VS ballistic KGCs.
Looks god way is to change quirk 15% PPC heat gen to 10-15% energy heat gen for laser builds
You must've been using it wrong.
The underslung arm of the King Crab always has been a problem just as it's oversized torso. The Kaiju actually allows a formidable set of missiles and ballistic mix to be both high-mounted with good convergence.
For example: Kaiju 2x MRM + UAC20 + 4x ERSL, you can wreck faces by pumping them with 100 damage (MRM60 + doubletap of UAC20). And guess what, the highmount means it's easy to hill-hump, the convergence means it's also easier to hit with.
Edited by The6thMessenger, 24 May 2019 - 01:49 AM.
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