In the late-game Comm Tower mission, it was standing on the Comm Tower, taking out mechs on the diagonally opposite side of the base. No hardpoints in the head or center torso. In my 1.0 campaign, my King Crab had a Gauss Rifle, 2x LRM20, and a +100m rangefinder.Slightly better at hill climbing than the Atlas, even though both are 100 tons.Three high mounted energy hardpoints in the RT.More balanced hardpoints that the other two variants.Weapon Value: 3,495 / 3,495 (Ratio = 1.96 / 1.The King Crab KGC-000B is the most balanced variant, with three missile hardpoints in the left torso, three energy hardpoints in the right torso, and two ballistic hardpoints in each arm. Weapons and Equipment Loc Heat Ammo Crits Mass (Armor Crit Loc: 1 HD, 2 LA, 2 RA, 1 LT, 2 RT, 2 CT, 2 LL, 2 RL) Once the King Crab's shelling stops, enemy 'Mechs often try to pounce on it before it can withdraw from battle.Īctuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16. Even when I run into assaults I dont see them, but I believe its random. they seem to pack the most free room for gear, and have a nice assortment of hardpoints that fit a variety of builds. Without constant resupply, the 'Mech is little more than a slowly moving target. The King Crab, Atlas, & Highlander 733B are the best mechs in the game, as far as I can tell. If both cannons are lost or run out of ammunition, the King Crab will usually retire from the field. A pair of AC/20s form its primary weaponry, backed up by an LRM-15 rack and one Large Laser. Description One of the most heavily armed and armored Assault 'Mechs ever constructed, the King Crab 0000 is capable of going toe to toe with an Atlas and surviving. One internal hit to either arm will usually silence the cannons. King Crab KGC-0000 is a Assault-class 'Mech in Battletech. Though well-armored by any standards, the King Crab's arms are the appendages most susceptible to damage. The 'Mech's only obvious weakness-a small one-is the location of its autocannons. The King Crab will still take several enemy 'Mechs with it before it goes down, however. The only proven way to destroy the King Crab is to outnumber it with heavy or assault 'Mechs. When the missiles run out, the 'Mech can still blast away with its huge Exostar laser. Opponents of other slow but lethally equipped 'Mechs usually try to keep their distance while attempting to pick away at the 'Mech's armor, but the King Crab's longrange missile system makes that tactic risky at best. Its secondary weapons systems are the Simpson-15 long-range missile launcher in the left torso and a huge Exostar large laser in the right. Its primary weapons are the twin Deathgiver autocannon/20s located in its huge arms. The King Crab carries sixteen tons of ferro-fibrous armor with no weak points. Built for sheer firepower rather than speed, with state-of-the-art electronics, armor and communications gear, this 'Mech is a power to be reckoned with. Less versatile than the later-built 100-ton Atlas, the King Crab is ideally suited to close fighting, with armor nearly as heavy as a light 'Mech and enough firepower to destroy a medium 'Mech in one salvo. Weighing 100 tons, the King Crab was the largest 'Mech ever designed at its introduction in 2741. Targeting & Tracking System: Dalban HiRez-B
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