Crab
Crab | |||||
---|---|---|---|---|---|
Class | Heavy | ||||
Weight | 85 tons | ||||
Armor | 1475 | ||||
Perk Armor |
1844 | ||||
Heat Dissipation | 8 | ||||
Speed | 0 | ||||
Buoyancy | 0.0 | ||||
Jump Heat | 15 | ||||
Load-points | 46 | ||||
Perk Load-points |
57 | ||||
Hard-locked | No | ||||
Hard-mounts | Heavy Laser, Reactor Cannon X2 | ||||
Omni-mounts | Crab Pulse Laser | ||||
Shutdown Level | 100 | ||||
Resistances | |||||
Ball | 0% | Ener | 10% | Expl | 0% |
Acid | 0% | Chem | 0% | Sonic | 0% |
DoT | 0% | Electronics | 0% | Melee | 0% |
Creator | razi soyinka |
The crab is a heavy mech with a loadout that includes a large number of energy weapons.
History
A creation of Tridak Munitions, the crab is little more then a reactor on legs. Like the Mudkip, the aim of this mech was an energy based platform to press the assault, even when supply drops were not an option. The main reactor feeds a high yield heavy laser which has significant range, and a pair of reactor cannons which hurl blobs of coherent yet energetic reactor mass. A pulse laser was added for lighter targets that were harder to peg with the heavy weapons.
When initial workers saw the clawed reactor cannons they started to call the platform The Crab. The name stuck. The mech sees some deployment in areas where supplies are low.
Description
The Crab is a long mech with a curved in cone of a snout ending in a laser with two clawed reactor cannons on either arm. The Pulse laser sits on its upper right side. The cockpit sits on top of the reactor-like body with only a small view port. It's design leaves it slightly resistant to energy, but otherwise it's got rather middle-line stats a heavy mech.
Tactics
Default loadout for a crab fires a ton of energy with some range. The reactor cannons might not hit like sniper rifles, but they got broad projectiles and stay accurate at long range, making for relatively easy hits for a projectile weapon. Engage your foe at range, let the energy assault whittle your foe down.
The crab has empty shoulder slots which could allow for some LRMs to counter air, some Heavy MD for additional long range sniping power, or maybe a heatsink or two. Anything that can off-set the heat production of those heavy energy weapons is a plus on the crab, so heatsinks or coolant of any sort is handy.
Against a crab it may be advantageous to get in close where accuracy games become less of an issue and unload with high yield weaponry. If you're playing a light sniper mech you might have a heck of a fight ahead of you, watch out for that heavy laser, it hurts.
Gallery
-
Left side
-
Rear
-
Right side