SavaShip, on 21 February 2026 - 12:38 PM, said:
Tell me what about this is better for any pulse laser (which is an energy weapon)? I'll wait for your next lie
- CRB-27SL
- Removed Coolshot Capacity +1
- Removed Consumable Slot +1
- Removed Max Heat +15%
- Removed Pulse Laser Heat -10%
- Removed Pulse Laser Range +5%
- Increased CT, RT, LT, RA, LA, RL, and LL Structure to 20 (from various values)
- Added STD/ER Laser Duration -50%
Okay. Here is what is better about those changes:
It removed the 27SL from being bring pulses or PPCs, and makes it so it can now bring any Energy weapon (excluding the Flamer to be real) and still be able to be useful as the jumping version of the Crab. No longer are you restricted to PPCs for instant shoot and hit target while in a jump. You also no longer need to depend upon Pulse lasers for their short beam duration. This change already lets you now be able to be a viable jumping attacker with normal and even ER lasers. An ERLL build can now jump and snipe with these changes, and not have half their burn land in the terrain they drop behind.
As for "only pulse lasers", which as I said was very limiting to be planning for, you also gained extra durability, so when you do get hit while jumping over terrain and shooting, you are more likely to survive it to continue to fight.
Further, in relation to the 27SL being used with "pulse only" weapons, the extra heat wasn't as needed, as in theory you should be able to jump over something, shoot, and repeat till heat starts to get high. Then, if you've done your positioning well, and you have allies to cover your flanks, you should be able to sit behind cover to cool down.
This leaves the only real downfall for the 27SL changes as reduced range by 5% for those pulse lasers. Realistically, a minor issue as best, as you shouldn't be shooting at the outskirts of your ranges anyway. Likely, you will just be needing to be around 600m range, rather than 700-800. Maybe closer to 500.
So. Overall. Those changes to the 27SL helps improve it's build diversity, plays into what it should be doing as it's defining differences amongst other Crabs (which is jumping and poptarting/jump sniping), and the Crab's overall role of being a striker/skirmisher. The extra durability (though I wish it was armor and not structure) all over will help the Crab survive, even if in a front line role. The extra leg health also means you can do max jumps and land hard (damaging yourself) more often with less worry. You also, with said health, are likely to survive crazy good with a little torso wiggle, as the torso of the Crab is known for spreading well to the sides. With the reduced laser duration, you can shoot and wiggle even more efficiently with non-pulse/PPC weaponry, once more making a far more diverse build set even more viable.
As my Crab 27SL has 2 LLs and 3 ERMLs, these quirk changes are a HUGE improvement to my already existing build. Even if I had PPCs or Pulse lasers, it is still mostly an improvement, to maybe a side adjustment. I can also now see 3 ERLL builds as having potential viability, something I wouldn't have even considered on this specific Crab before hand. (That, I believe, would have been the old 27 build before hand.)
So, looking at it as "with pulse lasers only", it was a side shift. It still helped, it also hurt a small bit, hence side shift rather than a straight buff or nerf. But, when looking at the build "beyond pulse lasers only", this was a huge boon to this specific variant of the Crab and opened so many new build options. This, I consider, as a win for this Crab's play style (jump shooting).
Edited by Tesunie, 21 February 2026 - 01:00 PM.