Kgc-000 Build
#1
Posted 27 June 2019 - 01:10 AM
KGC-000 "Gorkamorka"
Armor: Ferro Fibrous
HS: Double
Structure: Standard
Engine: Light 325
Armament:
x6 AC2s
x1 Snub-Nose PPC
SP:
Firepower: 17/70
Survival: 33/35
Operations: 25/25
Sensors: 4/27
With ammo I come in at 99/100 tonnes. I've been having good luck with the AC2s and my overall tankiness is very decent. I am almost Tier 3 and I do want to improve my KGC since I have fallen in love with this mech. Any helpful tips on better builds or what I could do different I am all ears. I do have several million C-Bills to make any changes that are needed.
#2
Posted 27 June 2019 - 04:45 AM
Second, it's recommended that you don't share builds as lists of equipment but permalinks to builds on Smurfy ( https://mwo.smurfy-net.de/ ) or MechDB ( https://www.nav-alpha.com/mech/ )
.
Third, take it from someone in T1 that in higher tiers the 6xAC2 build doesn't really work out perhaps except on Solaris. It's a sustained fire build that's screwed over by your low arm mounts and your mech's extremely wide frontal hitboxes.
Something I've personally had a lot of success with on a KGC is 2xUAC10+MRM40 - kinda toasty, but delivers a large amount of upfront damage. The classic 2xAC20 brawler builds are always a hoot, or you could try 2xMRM30+2xLB10X (which is admittedly a mite better on the KGC-001. If sustained fire appeals to you, experiment with using RACs.
#3
Posted 27 June 2019 - 08:36 AM
#4
Posted 27 June 2019 - 09:29 AM
6 ac2 King Crab is an excellent sniper for Alpine peaks and tourmaline desert .
Although if I had to pick my best KGC it would be 2 lbx10 and 2 mrm 30 build .
Another good one would be 1 ac20 and multiple SRM 6 Artemis .
Don't forget to have fun . A very nice troll build is heavy machine guns and LRM 15 ,s
#5
Posted 19 September 2019 - 02:41 AM
#6
Posted 18 January 2021 - 10:17 AM
I returned to the game after several years of idle - and found it in my hangar, (L) version. But whatever I try with it - it does not seem to work for me. I just can not understand this mech.
I tried several specs from Mechspecs - LBX, AC10+AC2, 6AC2, 3RAC+UAC, MRM, ERPPC etc.
I play Mad Cat DS, Warhammer 6R, Vapor Eagle 1 with dual Gauss plus whatever they can - and have some success with them - but even 2Gau+2MLas+MRM does not seem to work for me in KGS (arms too low? mech too slow?).
What other optimal good lodout can it carry?
Or is it my wrong tictacs?
Edited by Mahotsukai, 18 January 2021 - 10:18 AM.
#7
Posted 18 January 2021 - 10:35 AM
Mahotsukai, on 18 January 2021 - 10:17 AM, said:
I returned to the game after several years of idle - and found it in my hangar, (L) version. But whatever I try with it - it does not seem to work for me. I just can not understand this mech.
I tried several specs from Mechspecs - LBX, AC10+AC2, 6AC2, 3RAC+UAC, MRM, ERPPC etc.
I play Mad Cat DS, Warhammer 6R, Vapor Eagle 1 with dual Gauss plus whatever they can - and have some success with them - but even 2Gau+2MLas+MRM does not seem to work for me in KGS (arms too low? mech too slow?).
What other optimal good lodout can it carry?
Or is it my wrong tictacs?
The main problem is that the King Crab is no longer "meta" anymore.
#8
Posted 18 January 2021 - 11:52 AM
#9
Posted 30 January 2021 - 12:22 PM
I am new here and want to ask some questions about the KGC mech. Since I want to buy one of these intimidating titans I wonder if the following build would be ever possible:
2x cER-PPCs
2x cLRM-15s
I might consider some additional electronic package as well but I mainly want it a zellbringen-duelist...
Thanks for the answers!
#10
Posted 30 January 2021 - 12:54 PM
Duke Falcon, on 30 January 2021 - 12:22 PM, said:
I am new here and want to ask some questions about the KGC mech. Since I want to buy one of these intimidating titans I wonder if the following build would be ever possible:
2x cER-PPCs
2x cLRM-15s
I might consider some additional electronic package as well but I mainly want it a zellbringen-duelist...
Thanks for the answers!
That would be hilariously undergunned.
KGC suffers from abysmal hitboxes and ridiculously wide arms. A handful of loadouts can still work somewhat. The 000 with 3RAC2 + 3AC2 has enough firepower to rapidly dig trough a mechs center torso fast enough the crabs downsides don't necessarily matter that much.
Another option I have enjoyed is the Kaiju using only the very high torso hardpoints that are well positioned. That one can do UAC20+MRM40+MRM20, which is the exact same loadout as on a typical Atlas, but Atlas does it better. The 001 can do stuff like 2Gauss + 2LPL with good quirks, which can also be fine. Or 2LB10 + lots of MRM.
None of the KGC's make a good platform for LRMs or PPC:s.
Edited by Gagis, 30 January 2021 - 12:56 PM.
#11
Posted 30 January 2021 - 03:08 PM
Duke Falcon, on 30 January 2021 - 12:22 PM, said:
I am new here and want to ask some questions about the KGC mech. Since I want to buy one of these intimidating titans I wonder if the following build would be ever possible:
2x cER-PPCs
2x cLRM-15s
I might consider some additional electronic package as well but I mainly want it a zellbringen-duelist...
Thanks for the answers!
You can't put clan weaponry on a King Crab because it is an Inner Sphere mech.
I recommend going to this site to try building a mech before you buy one - https://mech.nav-alpha.com/
Edited by Elizander, 30 January 2021 - 03:09 PM.
#12
Posted 03 February 2021 - 10:57 AM
Gagis, on 30 January 2021 - 12:54 PM, said:
KGC suffers from abysmal hitboxes and ridiculously wide arms. A handful of loadouts can still work somewhat. The 000 with 3RAC2 + 3AC2 has enough firepower to rapidly dig trough a mechs center torso fast enough the crabs downsides don't necessarily matter that much.
Another option I have enjoyed is the Kaiju using only the very high torso hardpoints that are well positioned. That one can do UAC20+MRM40+MRM20, which is the exact same loadout as on a typical Atlas, but Atlas does it better. The 001 can do stuff like 2Gauss + 2LPL with good quirks, which can also be fine. Or 2LB10 + lots of MRM.
None of the KGC's make a good platform for LRMs or PPC:s.
I finally made my choice and bought an updated base model (with FF armour) and reset the payload: 2x UAC5s, 1x L.Pulse laser, 1x LRM20 + Artemis and 1 AMS, not to mention the BAP. Officially it has a firepower of 40\250 but thanks for the double heat-sinks this build (so far at least) can not overheat.
Well, I usually got destroyed but always deal 100+ damage and assist for 4-7 kills (according to the summaries), and I swear so far I could not make the heat go above 80% what is funny as I always use alpha strike if have direct LOS (if no, BAP + friendly LOS help to use my LRMs).
I really enjoy this mech and it looks the most cool IS mech ever in BT universe!
Now try to gather the money for a Summoner Prime what is also a solid build on it's own if the in-game stats are correct...
@Elizander
Thanks the tips and the link! Funny to build mechs from scratch but set-up the armour sometimes a bit boring. Thankfully MWO not strips all APs from the mech whenever I want to modify it...
#13
Posted 03 February 2021 - 11:11 AM
Duke Falcon, on 03 February 2021 - 10:57 AM, said:
Mixed loadouts are not very useful. The ultras are good for medium range but need you to lead with aim. The Large pulse is short to medium but needs hitscan aim, LRM is medium to long range but needs lock-on aim. Thats not great range or damage distribution synergy and THREE different aiming mechanisms. There's no way to effectively put you damage in the right spot with all of your weapons. Mechs work best when you play to their strenghts and do one thing well.
Also, if you never risk overheating, you would probably be better off using some of the tonnage and criticals spent on heat sinks on firepower, ammo or engine size instead.
Edited by Gagis, 03 February 2021 - 11:11 AM.
#14
Posted 03 February 2021 - 11:35 AM
Duke Falcon, on 03 February 2021 - 10:57 AM, said:
...
I really enjoy this mech and it looks the most cool IS mech ever in BT universe!
Now try to gather the money for a Summoner Prime what is also a solid build on it's own if the in-game stats are correct...
If I might say something, ask first before you spend money, C-Bills or effort on any 'Mech or upgrade. It can save you a lot of money and time in the future.
Because honestly, neither the King Crab nor the Thor are especially great 'Mechs.
#15
Posted 03 February 2021 - 11:39 AM
#16
Posted 03 February 2021 - 11:53 AM
Gagis, on 03 February 2021 - 11:39 AM, said:
Sure, but this build performs best when used by the competent players. I have seen a lot of PUGs in Quick Polay struggling with this - from their perspective - big and overheating 'Mech that they do not know how to utilize properly.
#17
Posted 04 February 2021 - 10:22 PM
Duke Falcon, on 03 February 2021 - 10:57 AM, said:
Note that Ferro armour is always inferior to Endo structure in terms of weight-saving. On a 100t mech with maxed out armour you save 2 tons with Ferro but 5 tons with Endo. Both upgrades need 14 slots to fit.
#18
Posted 21 February 2021 - 02:28 AM
Duke Falcon, on 03 February 2021 - 10:57 AM, said:
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Aidan Crenshaw, on 04 February 2021 - 10:22 PM, said:
Yes. It's a common mistake among newbies and casuals to assume that when Sarna says "Ferro offers more protection per ton" it translates to their existing armor allocation absorbing more damage. Which it doesn't, and I'm tired of hitting them with the noob stick.
Edited by Horseman, 21 February 2021 - 02:30 AM.
#19
Posted 04 March 2021 - 10:57 AM
2-RAC2s
2-LBX-2s
2-UltraAC2s
200 Light engine
DHSs
No ghost heat to deal with. Slower than **** but armored to hell and dakka supreme.
#20
Posted 05 March 2021 - 01:43 AM
3 racs2 with 3 ac2 would be just better.
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