Add the remaining 5 tons of weight into all armor for a total of 1720. 2 tons of LRM ammo and 1 ton of SRM ammo and 2 tons of AC-5 ammo is plenty. A custom build I came up with I find extremely effective is swap out the AC-20's for AC-5 tactical cannons (preferably the 4 acc 20 stability if you can find) Swap out the LRM 15 for an LRM 20, stick a SRM 6 alongside that, 2 medium lasers and 4 machine guns.In the campaign, the jump jets can be replaced with targeting computers if they can be found. Alternatively, for clarity of purpose, remove the secondary weapons entirely for additional armor, ammo, and jump jets.Dump the Jump Jets if you need more heat sinks or want to max out the armor. But don't worry, you won't need the PPC in close quarters, not with that sort of loadout. Either use the PPC when out of range of your main systems OR use your 2x AC/20 and 2x SRM-6. Just DO NOT fire your PPC with your other weapons once you close, you will overheat yourself rapidly. Dump the LRM-15 for a pair of SRM-6's and upgrade the LL to a PPC.The damage potential outclasses the AC/20s and if you load a couple of SRM-6's and run with those four weapons you can annihilate anything that looks in your general direction. You triple your ammo and extend your range significantly, and the leftover 2 tons can be put to use however you see fit. One of the simplest swaps is AC/10s and 2 tons of ammo for the AC/20s.With a proper pilot and weaponry, it can destroy most smaller mechs' in a single salvo. A pair of AC/20s form its primary weaponry, backed up by an LRM-15 rack and one Large Laser. 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. The sequel is much better, fortunately.King Crab KGC-0000 is a Assault-class 'Mech in Battletech. It's the ultimate tinkerer's assault mech.Ītlas looks cooler though. The KC is more flexible and can mount more weapons of a given type across pretty much all categories. The only real advantages the Atlas has that matter a little bit to me are its melee (which is minor) and being a more accurate platform for a pair of PPCs or a couple lasers which are less necessary. KC gets 4 to Atlas's 2, giving it much stronger SRM potential. KC get 4 support slots in its arms.īoth put missiles in their left torsos. Atlas puts ballistics in its right torso so might be a safer but less accurate spot for the Gauss Rifle which doesn't really need accuracy help.Ītlas gets 2 support hardpoint in its arms. Not sure you could squeeze 4 PPCs in that space but certainly quad LLasers.īoth get 2 Ballistics in parts with plenty of space but the Banshee's are in its more accurate arms which give ballistics a more-needed (IMO) accuracy boost. The torso hardpoints are kind of a bummer. Maybe up to two LLasers in the torso if you don't want a gyro (can't remember if 2 or 3 slots for LLaser), but that's crazy talk. 2 in the arms which are more accurate and 1 in the torso which would have to be an mLaser. KCs hardpoints are much, much better for most build strategies IMO:Ītlas gets 3 energy slots assuming you want a gyro in the torso. KC has weaker melee 125 vs 140 (only other stronger melee stat is 130 on Banshees).Īside from that and hardpoints they're essentially the same mech.
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