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Un-Nerf The Crab


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#41 Void Angel

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Posted 19 February 2026 - 05:12 PM

View PostTesunie, on 18 February 2026 - 05:43 PM, said:

I just want to add, as much as the extra cool shot was nice to have... I barely used them myself. I will miss the higher heat cap (and cooling on some I believe), but overall it isn't going to break builds that I created before most of those quirks were even on the mech. Posted Image

Though, I currently can't recall if Crabs were in game before quirks, or what quirks they individually had over the years. I recall them starting with no quirks, but my memory could be off on that one.


I resisted running Cool Shots for a while; but there's a reason one of the major unofficial tournaments is named "Run Hot or Die." Some builds - Gauss Snipers, skirmishers, etc - can ignore Cool Shots, but the consumable eliminates part of the main limitations of hot builds, and I've found there to be no near substitutes for any build that builds up heat in sustained combat. Even my Fafnir 6U uses them.

But I'm not surprised you noticed the lowered heat cap, either; plugging in that bonus makes a difference. It effectively doubles the skill nodes, which gives you at least an extra alpha, and gives you a longer window until you're losing effective dps from zeroed heat.

#42 Tesunie

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Posted 19 February 2026 - 05:23 PM

View PostVoid Angel, on 19 February 2026 - 05:12 PM, said:

I resisted running Cool Shots for a while; but there's a reason one of the major unofficial tournaments is named "Run Hot or Die." Some builds - Gauss Snipers, skirmishers, etc - can ignore Cool Shots, but the consumable eliminates part of the main limitations of hot builds, and I've found there to be no near substitutes for any build that builds up heat in sustained combat. Even my Fafnir 6U uses them.

But I'm not surprised you noticed the lowered heat cap, either; plugging in that bonus makes a difference. It effectively doubles the skill nodes, which gives you at least an extra alpha, and gives you a longer window until you're losing effective dps from zeroed heat.


The way many of my Crabs are set up, I don't always Alpha with them. I typically can get 3 Alphas before risking heat (on testing grounds after changes), and then I space my shots between three weapon groups. I have each arm on a weapon group and a third one for torso mounted weapons. I do this because I can't tell you how many times an ally will walk in front of one of my arms, and it's either alpha and hit them too, or hold off on that arm's fire. I also, when I get hot, start to rotate my weapons fire to keep the pressure on opponents if I can't hide and cool.

I still need to find time to play a real match with my Crabs, but testing grounds seem to show all of them are really almost unaffected by it, if not improved (if I got lucky and had weapons that matched the new quirks already). I might change some up, as they currently basically all run LLs and ERML mixes...

Edit: Future me, booting up the game and testing on Tourmaline. My worst heat (27B with 3 ERML and 3 LLs) got to 4 full alphas to hit shutdown. If I pace myself after the third, I can get even more damage out... My other Crabs all could alpha 8+ times before overheat. The 27SL quirks really helps it play into jumping and attacking with lasers, so my old 2 LLs and 3 ERML build should do far more concentrated damage in a location, and standing still I got 10 alphas to get to shutdown.

So yeah. I barely notice the decrease in max heat with my builds. Even on the 20, which has 5 MPLs...

Edited by Tesunie, 19 February 2026 - 05:48 PM.


#43 Void Angel

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Posted 19 February 2026 - 05:35 PM

I generally organize my primary weapon groups in a left-right pattern matching my main mouse buttons. It's always good to be able to fire through a press, or in a tight corner peek, without wasting heat and/or ammo firing weapons into buildings or inattentive teammates. Though I do suggest putting the CT weapons on both left and right weapon groups (heat scale limits permitting,) and then using group 3 for the arms, to hit UAVs or engage across a large differential in elevation. I have a couple of builds where the number of lasers doesn't evenly divide into the heat scale limit, and this gives maximum firepower while still allowing me to moderate my heat use in sustained combat.

Edited by Void Angel, 19 February 2026 - 05:35 PM.


#44 Tesunie

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Posted 19 February 2026 - 05:51 PM

View PostVoid Angel, on 19 February 2026 - 05:35 PM, said:

I generally organize my primary weapon groups in a left-right pattern matching my main mouse buttons. It's always good to be able to fire through a press, or in a tight corner peek, without wasting heat and/or ammo firing weapons into buildings or inattentive teammates. Though I do suggest putting the CT weapons on both left and right weapon groups (heat scale limits permitting,) and then using group 3 for the arms, to hit UAVs or engage across a large differential in elevation. I have a couple of builds where the number of lasers doesn't evenly divide into the heat scale limit, and this gives maximum firepower while still allowing me to moderate my heat use in sustained combat.


1st, I edited my post above with additional information.

2nd, and more to this posts point, I have each arm on a left to right (matching mouse) arms, with my CT and Head weapons being a third group (left shift for me). With this setup, I can comfortably shoot the arms separate from the torso, an individual arm if needed, and if I run hot I can really manage my heat well. A lot of my mechs typically follow something like this for weapon groupings. Of course, depending upon the mech.

#45 SavaShip

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Posted 21 February 2026 - 10:30 AM

View PostVoid Angel, on 17 February 2026 - 04:42 PM, said:

Sava, if you'd apply the same level of effort to improving your game as you exhibit in performing these mental gymnastics, you'd not be having trouble playing your Crab.


It's obvious you're an apologist for Cauldron, so I said what I needed to say, now I'm going to other games until there's a reason for me to come back here, like they allow it to be dangerous again. If the heat balance was so off why did so many players not use it? Yeah, not holding my breath for your reply, don't really care what you have to say. Your backhanded comments about improving my game etc, that's just outright low jabs which you exhibited from the start, not realizing I play entirely for fun. I don't need to be a sweaty tryhard, and I don't need to play a game I'm not having fun with anymore, particularly when people like you are in it.

#46 Tesunie

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Posted 21 February 2026 - 12:17 PM

View PostSavaShip, on 21 February 2026 - 10:30 AM, said:


... now I'm going to other games until there's a reason for me to come back here... not realizing I play entirely for fun. I don't need to be a sweaty tryhard, and I don't need to play a game I'm not having fun with anymore, particularly when people like you are in it.


First, there are tons of reasons to still play this game. You just seem to feel entitled about how the Crab alone should be played, and that your way of playing it apparently is the only way? So, one of the reasons you could stay would be to adjust your Crab play to the new normal. There are also how many different mechs in the game? Each one of those is another reason to continue to play this game.

However, rather than any attempt to adjust or find a new favorite, you've instead seemed to lash out with conspiracy theories about how the group that handles game balance are apparently out to get you, and only you, as you seem to think you are the last and only remaining fan of the Crab, and/or that the game permits you to only own and play a single mech, and that the game is unplayable because the only mech you are allowed to play was changed.

I do hate to break it to you, but the changes to the Crab really were not that bad. This is coming from someone else who loves Crabs. Most of these changes actually either did little to change it, was a side shift, or greatly improved it. (I'm looking at the 27SL for greatly improved. Now it works better with any energy weapon, not just pulses and PPCs.) If the Crab isn't working for you anymore (and I honestly do not see how they suddenly can't be playable anymore after these changes, as they seem to still be good mechs), there are a ton of different things you could try. I find I enjoy the Huntsman. The Vulcan and Wolfhound can play in similar manners to the Crab too while being different. You also have the Nova as a fellow medium option with a very similar play style option. For a heavier mech, the Black Knight is an all energy build as well, and the Battlemaster can do similar tricks.

I feel your reaction, though understandable to be disappointed with these changes, is a little extreme. You are basically throwing a tantrum to try and get you way. You are threatening to quit (and also, making a "I'm quitting" post is actually against the ToS/CoC).

However, as my last point for this post, if you aren't having fun with the game anymore, no one will fault you for leaving to a different game you do enjoy. In the end, this is a game. It's made to be fun. If it isn't fun for you, then you should put it down and play something else.

#47 SavaShip

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Posted 21 February 2026 - 12:38 PM

View PostTesunie, on 21 February 2026 - 12:17 PM, said:


I do hate to break it to you, but the changes to the Crab really were not that bad. This is coming from someone else who loves Crabs. Most of these changes actually either did little to change it, was a side shift, or greatly improved it. (I'm looking at the 27SL for greatly improved. Now it works better with any energy weapon, not just pulses and PPCs.)


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%


#48 Tesunie

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Posted 21 February 2026 - 12:57 PM

View PostSavaShip, 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.


#49 SavaShip

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Posted 21 February 2026 - 01:03 PM

View PostTesunie, on 21 February 2026 - 12:57 PM, said:


As my Crab 27SL has 2 LLs and 3 ERMLs, these quirk changes are a HUGE improvement


EXACTLY my point. Classic Cauldron: gut the heat efficiency that defined pulse builds (my playstyle), hand out poke/sniping toys instead, and call it "balance." When someone complains, Cauldron apologists must dogpile them to silence them or make them appear like they have no reason to be upset. Really, makes pulses better because they added a couple structure points here and there but removed a TON of heat bonuses? Gimme a break

#50 Tesunie

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Posted 21 February 2026 - 04:02 PM

View PostSavaShip, on 21 February 2026 - 01:03 PM, said:


EXACTLY my point. Classic Cauldron: gut the heat efficiency that defined pulse builds (my playstyle), hand out poke/sniping toys instead, and call it "balance." When someone complains, Cauldron apologists must dogpile them to silence them or make them appear like they have no reason to be upset. Really, makes pulses better because they added a couple structure points here and there but removed a TON of heat bonuses? Gimme a break


I think you missed the point. The point was, when thinking of balance, you have to think beyond one aspect. In your case, you have to think of other uses beyond just a pulse build on the Crab 27SL. In that mindset, the new perks actually did a lot to help the 27SL fulfill the role that makes it different from other Crab's in the game. The loss of 15% extra heat cap stings, yes. But it isn't a negative value compared to what a standard mech can get, so it isn't exactly a nerf either but more a debuff of the mech from previous.

The only other aspect you are missing out on Pulse specific builds with these changes are -10% heat and +5% range, which is rather a small difference. For every 9 heat before hand, it is now 10. But as that was very specific to only Pulse lasers, it hampered the mech into a specific set of weapons, Pulse lasers. The new changes help diversify the build, so more builds are viable beyond just two, Pulse boat or PPC boat (for it's typical role). The range is minimal, at 5%.

The coolshot was basically kind of gimmicky, and likely should have been removed a long time ago, to be honest.

Otherwise, when thinking of more than just "my build", which for you happened to be pulse laser focused, this actually did a lot of good. It diversified the builds that can be more effectively taken on the 27SL, and it's playing more into what makes the 27SL not a 27, jumping. Otherwise, why play the 27SL if you aren't going to use that jump?


So, I have a proposal for you. Post your build up here (typed out, mechlab screen shot, an online mechlab, mech build code, whatever). I'll take it for a spin on the testing grounds (Tourmaline, one of the hot maps) and see how it performs there and/or if I can keep the spirit of your build while making possible adjustments to optimize it better (if even needed). Meanwhile, I'll get my own build for it, and you can take that for a test drive and see how it feels to you. Maybe this change impacted your build more than I am estimating, because none of my builds seem to be "unplayably" worse.

#51 Tesunie

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Posted 21 February 2026 - 06:03 PM

crb-27sl

A=5:2:m0|Ug|i^|F@|F@p^0|i^|OGq^0|i^|OGrJ0|`?sJ0|`?t`0|OG|OGu`0|OGv>0|F@w302020

LFE 295
5 JJs
2 LLs
3 ERMLs (torso)
Armor up to flavor.

#52 Tesunie

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Posted 22 February 2026 - 02:10 PM

View PostSavaShip, on 21 February 2026 - 12:38 PM, said:


Tell me what about this is better for any pulse laser (which is an energy weapon)?
  • 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%


So, I have played around with Pulse Lasers on the 27SL. I can make (what I feel is) a solid LPL version.

LFE 250
3 additional DHS
Endo and LFF
5 JJ
2 LPLs
3 ERMLs
Armor to flavor.

The LPLs pair well with the ERMLs for ranges and, with the new quirks, the duration between the two weapons is very close now as well as their cooldown. It's a little slower than my Crab 27, but I had to give up speed to relieve the extra heat produced from the LPLs.

Previously, this build would have been less advised because of the beam duration difference between the LPLs and the ERMLs. However, with the new quirks, they now blend very well providing a light weight option to compliment the LPLs.

I don't know what your pulse build was, but if I was to use pulse weapons on this Crab, this is how I would likely do it.

#53 Void Angel

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Posted 25 February 2026 - 12:05 PM

I think he's gone. I can summon him back, if you desire - Posted Image .

#54 Tesunie

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Posted 25 February 2026 - 07:46 PM

View PostVoid Angel, on 25 February 2026 - 12:05 PM, said:

I think he's gone. I can summon him back, if you desire - Posted Image .


Oh. Please do! I feel that LPLs on the 27SL would still work good. Just got to pair them with ERMLs. An all MPL version I think would be better served on the 20, where you can fit a good sized engine into it with those weapons and still do well. The limited range of MPLs (even with a 5% increase) just isn't a good fit for the jumping crab's role.

I'd rather discuss how to adjust his build, rather than him leave and give up because the Crab changed slightly. But, I believe he may be gone already, which is sad. He has a lot of passion for this, and passion is rarely a bad thing.

#55 Void Angel

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Posted 26 February 2026 - 03:41 PM

OK... Remember: you chose this.

View PostSavaShip, on 21 February 2026 - 10:30 AM, said:

I realize that I have lost this argument, so I'm going to claim victory with a genetic fallacy. My fragile ego cannot accept the justified criticism my claims have received, so I'm going to try a mot and bailey and switch out to "I play for fun," not realizing that my own complaints have indicated that I'm not having fun because I cannot be effective with my preferred Crab build. Instead of adapting to a game that is always changing, I'm instead going to call everyone who disputed my complaints a "sweaty tryhard," and insinuate that their bad character is driving me away from the game - and not just that I didn't get my way, and lost an argument about it.

Translated that for you.

It takes a very special kind of person to ask "what's better about these quirks?" then, when given 6 paragraphs on the subject, to take a quote that says "these quirk changes are a HUGE improvement" and reply "That's exactly my point! The Cauldron is ruining the game, see?! SEE?!"

As a caveat, the spell only works if he actually logs back in, which could take a while. He hasn't logged on since the day of your first two posts trying to help him. It's a lost cause, but I wish you well in it.





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