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The king Crab with 2 gauss rifles is unstoppable
I stopped it, pretty easily actually :p

The KGC-0000 works in BATTLETECH because we are forced into knife fighting range by the small maps, so the short range of its main guns isn't an issue. In fact I swap out the LL and LRMs for MLs and SRMs and up-armour to stay n the fight longer. You won't be generating evasion with this brick. On TT however it's a different game, the LL and LRMs give you somewhat of a punch at range (nothing that will threaten anything bigger than a toddler, but still it's something) but you really need to close the range to bring the AC20s into the game. With the slow movement this can be difficult if the enemy keeps backing up. It's an ambush mech really, relying on letting the enemy to fall into a carefully crafted trap; it can be a scary surprise in urban environments, but the lack of JJs on the stock model hampers it there as something can easily drop into the rear and open the KGC up.
 
I do like the King Crab. It is possibly my favorite Assault Mech in the game (if not the franchise as a whole). Afterall, it is a chicken walker, so that goes a long way in my books :).

It seems to have a good combination of loadout and armor. It's a bit slow, but then again, what Assault worth it's beans isn't. It's fearsome, and it is extremely dangerous. A cool Assault Mech for sure.

BTW, I also like running dual gauss in it :).
 
That last mini picture looks like the tripods from the 1950s War of the Worlds.

That's a good thing. :)
 
The KGC-0000 is a rare mech that's far more useful in the AI's hands than the player's. As part of the player's lance, the King Crab suffers from its low ammunition reserves. It has enough for 5 combined salvos from its AC/20s, and while that's incredibly dangerous to any individual mech it's up against, that's not enough to last it through a fight, especially when playing against the AI with its lategame tendency to use 2 or 3 assault lances at a time. As part of an AI force, however, it's only one of many mechs the player will be facing, meaning its lack of longevity isn't an issue because a single AI mech usually doesn't last long anyway, and all it needs to do is soften up the player's mechs enough for one of its many friends to finish off. The King Crab is one of the reasons Sensor Lock has a use even in the lategame so you can do as much damage to it as possible before it can bring those big guns to bear.

There are lots of great King Crab variants, but my favorite might be the KGC-005r from 3071. The AC/20s are upgraded to LB-X models and it now carries a total of 6 tons of ammunition, enough for 15 shots for each gun, making it dangerous for an entire fight and enabling you to make good use of both kinds of ammo. Its short range firepower is enhanced further -- because clearly it needed that -- with a Streak SRM-4. Its long range firepower of a Heavy PPC means it has less total damage than some other variants, but it has great damage concentration. All told, it can headcap at any range, and can singlehandedly punch holes in the enemy and then critseek them to death, making it extremely deadly. It's also highly durable, mounting a standard engine, 18 tons of armor, and CASE. And yet there's still more, because it also carries a C3 slave unit, so while it's up close doing King Crab things, it can also be enhancing the accuracy of its lancemates. It's a solid part of any force in its era.
 
The King Crab is a BATTLETECH Apex Predator. : )

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(*my ever-appreciative thanks to @SpOoKy777 for the above Work of MechArt / DeviantArt / Patreon)