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one thing i CONSTANTLY advise for people wondering about a potential mech purchase.
Civil War is coming, new tech that will change the face of how many mechs are run.
I'd suggest taking the variant with 4 ballistic hardpoints. Can't remember the variants name, they're all too similar.
If I'm not mistaken, this one still has some decent ballistic quirks (around 10% ballistic cooldown I think?), and with 4 ballistic mounts you will be able to do most of the things you'd like to try.
Right now the most common builds are either 4x UAC5 or 2x AC20 from what I can tell, so this variant can do both.
With the new tech coming shortly, you should still be well prepared with 4 hardpoints. Only thing this variant can't do would be 6x AC2 or 6x UAC2.
And yes, the King Crab does have some problems. Like every 100 ton assault, he's slow as all hell right now, making him an easy target. Additionally, this one's torso hitboxes are huge and his head is basically the biggest missile collection dish in the game.
But all variants recently got some nice armor quirks, which can be amplified by the skilltree to almost reach atlas-levels of armor. And with the new tech and light fusion engines, the speed issue will at least get somewhat better.
Really looking forward to playing my King Crabs more often again with the Civil War tech.
the 0000 makes a good long range mech in any design, my current setup on mine is a twin gauss with 4 ER large, fire the lasers in pairs or individual and your good. before that as a joke i ran it with 4 LRM 15, a tag, 3 med pulse with lots of LRM ammo. it did a ton of damage regardless but got eaten as a result of being slow. i plan to bring MRM to it with LB5 and some energy of some kind, maybe ER small if it came down to it.
Right now I'm running 6 medium lasers and 2 lbx10s. Placed somewhere in the mid 30s in the leaderboard they ran when it was released.
I was wondering the same thing though, it's really the only assault I have that I'm not terrible in.
The 2 ballistic hardpoints are for a dual AC20 build.
The 4 ballistics are for 4 UAC5 or AC5.
The 6 ballistics are for 6 AC2.
Roughly. Can play around, but its the 3 main builds for KG.
BTW, the KG is alot better now that it received armor bonus to its torsos and center.
But assaults in general were nerfed since the skill tree patch. Huge nerfs to their pitch angle, torso speed and climbing speed make them even less manoeuverable.
As with the nerf to the whole clan UAC weapon line, clan engines and so on, its another "fix" to mainly cover up the mess of the crappiest mech design ever(Kodiak-3). We will never see a mech that is even 50% OP as it was when it was released. Instead of changing the skin of Kodiak-3, PGI prefered to nerf the weapons it can use, nerf the engines for all clan mechs and nerf its mech class. Yes its also to balance IS and Clan, but the OPiness of Kodiak-3 is a big reason too behind it all. If you were not around the first week or two when the Kodiak was launched, you have no idea.