Crab Champions

Crab Champions

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what is your favorite loadout?
just an honest question for the bois

including your weapon, ability and melee, what is the combination you enjoy most, and why?

mine is the seagull, grappling hook and knife. just a big damage and mobility crunch.
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Showing 1-10 of 10 comments
Rideps Mar 7 @ 10:29pm 
I almost exclusively run the dual beam pistols or the flamethrower now that I'm at diamond, then black hole and the (still beta) katana.

Oh right, reason. Now that I'm just playing for fun I just love lobbing as much lead as possible, and grouping up the enemy while having an aoe.
Last edited by Rideps; Mar 7 @ 10:39pm
Bug Guy Mar 7 @ 11:24pm 
Burst pistol, pickaxe, and good ol classic grenade!

Pickaxe is really nice for taking shields off of enemies from a safe distance, especially on TRUC where enemies can leap out of nowhere if you get too close.

Burst pistol has really reliable damage and decent odds of proccing both on hit and on shot weapon mods.

And classic grenade does good single target damage while also having a low CD, so its the best for spamming out grenade mods (usually). Im usually never starved of finding something that gives me decent AOE, so I usually just want as much easy single target damage as I can get while being able to keep myself at a respectable distance

Honorable mention to crossbow because I love it and bubble shot bow is my best friend
Limdood Mar 7 @ 11:57pm 
Sniper or autorifle usually, grenade and katana.

I used to be all about that hammer, but despite the airtime, the katana is much much MUCH ore consistent for me at getting out of harm's way. It seems to count as a dash for parrying, so if i'm about to be hit by a projectile, i can katana THROUGH it.

Grenade is the only really logical option for ability damage....it has the shortest cooldown and solid damage. If you get slapped with a glut of grenade mods and need to swap to an ability build, or are blessed with turrets or particularly strong ability mods, they pretty much ALL hinge on being able to actually USE that ability often.

Sniper is just comfortable to me, and I like being able to max shot pattern proc chances in 2-3 copies. Autorifle is good fun for proc mods and things that rely on a higher rate of fire.

honorable mention to arcane wand and burst pistol, the former does stupidly good with additional projectiles, and the latter seems to have the highest baseline "on firing" proc chance per time of any weapon. RIP to autoshotgun, the former king of "on hitting" proc chance
Arcane Wand/Marksman's Rifle
Basic Grenade/Icy Grenade
Hammer/Claw

I like running Hammer for True Ultra Chaos as a means of getting into an area where dead enemies' crystals are, in order to collect them, you hammer in, and before you hit the ground, just dash away. You are always in the air, giving you extra evasiveness, and you will be close enough to collect them all

For non-TUC runs I like Claw too, just spam it 24/7 and you can't go wrong with its knockback

I find Marksman's Rifle to be most consistent ballistic weapon in the game right now (in beta). A bit too much dmg per burst, but may not always hit. It actually gives you a reason to build Grip Tape which other weapons besides Minigun/Orb Launcher don't really give, but Minigun is so OP, I don't like picking it to ruin the whole fun of it, and Orb Launcher isn't my thing

Fav stuff to pick? Anything NOT related to Crits or Turrets. Those 2 are in their own way, ridiculous and I don't want to end up 1 shotting stuff with Crits or spawning a gazillion turrets even before I clear Diamond Bosses

Anything goes for favorite stuff. I can do almost anything, really. Whatever I get from home totem, I sometimes re-roll, if its a very bad perk like Tasty Orange, but a good one, like Ice Aura, I keep and just run with it

I think there's a lot of fun to be had in this game with all these possibilities of using different builds

I wish Greed stuff could be given more often. It's so rare, it's a bummer. It could make you run greed-related stuff a whole lot more, and not the RNG one from occasional Greed Totem. Just purchasable Greed perks in the store happening more often, for instance
Casurin Mar 8 @ 9:55am 
Currently - Katana + Sniper + BlackHole.
then pretty much whatever. Right now often trying to go for some elemental nade-effects.

And testing how all the things interact. So far i noticed that some enchantments are just bad in general. Spiralling on a mortar and it becomes 90% useless.
Originally posted by Casurin:
Currently - Katana + Sniper + BlackHole.
then pretty much whatever. Right now often trying to go for some elemental nade-effects.

And testing how all the things interact. So far i noticed that some enchantments are just bad in general. Spiralling on a mortar and it becomes 90% useless.
Exactly. I already mentioned this in beta thread but it seems that Noise actually likes having that enchantment-random totem in shops which I will sometimes not be able to even take because it may act like a greed totem, totally ruining you with some enchantment you totally don't need. And it even costs crystals, on top of all that. I feel like there definitely should be something we can either pick up and apply to a mod of OUR choice, or something that will give us the ability to revert the enchantment back to the previous state

Doing a random enchantment on a single-focused mod in the middle of a run can be a total runkiller
Originally posted by Casurin:
And testing how all the things interact. So far i noticed that some enchantments are just bad in general. Spiralling on a mortar and it becomes 90% useless.
yea, i can sympathies with this one. i was running marksman rifle with a DoT build, i had maxed the chance on time bolt, i even got the time ring for 400% damage on my weapon, and when i was experimenting with enchantments on time bolt, i took spiraling at an anvil and noticed the range on it COMPLETELY TANKED, which is a damn shame since i had put so much work into it at that point. so yea, i can definitely agree that there should be a way to disenchant mods for situations like this. maybe you could spend crystals somewhere to toss an enchantment you dont like?
Rideps Mar 8 @ 3:27pm 
I am curious how anyone running Claw (or, god forbid, dagger) deals with Shielded Sniper Crabs (if you haven't gotten Bigger Claws already at least). Their melee reflex is so fast, even with the bigger radius weapons I get clipped half the time they show up.
Sédrio Mar 8 @ 4:50pm 
Rocket Launcher (or any other projectile-focused weapons), Claw, Black Hole.

I found the most late-game success with this set-up and it has never failed me. The moment you get a single projectile+ perk, the Rocket Launcher becomes a straight up nuke; just pure raw damage. Claw because I think it's the best overall melee that covers all bases. Black Hole for crowd control.

Originally posted by Rideps:
I am curious how anyone running Claw (or, god forbid, dagger) deals with Shielded Sniper Crabs (if you haven't gotten Bigger Claws already at least). Their melee reflex is so fast, even with the bigger radius weapons I get clipped half the time they show up.

I only play with all modifiers on, and my preferred melee is Claw. It's the most versatile melee to use. Fast, decent radius, decent damage, pushes enemies away, and it doesn't displace you like hammer/pickaxe so you can keep your momentum. It's the only melee I run. I don't really like the others.

And you don't need Bigger Claws to deal with Shielded enemies. As far as I know, all melee attacks that enemies have are shorter than the Claw radius. So you can just run at them at full speed just close enough for a drive-by melee. That gets rid of Shielded pretty easily, regardless of which enemy has it. I even think Shielded skulls are easy with the claw.
Last edited by Sédrio; Mar 8 @ 5:12pm
Originally posted by Rideps:
I am curious how anyone running Claw (or, god forbid, dagger) deals with Shielded Sniper Crabs (if you haven't gotten Bigger Claws already at least). Their melee reflex is so fast, even with the bigger radius weapons I get clipped half the time they show up.
First off, they have NO melee reflex. Nobody does, actually. Enemies follow their attack pattern and don't really change it depending on how close you are to them.

Secondly, you melee them just like anybody else, you cover, if you want to. Like a pillar or a rock or something. Claw's range is enough for you to strike from around the corner, without getting hit. So do that

Other than that, sniper crabs already got nerfed in beta so it should be safer
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