my newest KGC-000 build, it is brutal it gives 700+ damage matches with a higher consistency then the machine gun build, its low on ammo and as such not good for CW. it has however the finishing power the original lacks, the 2LL are just the boost it needs to be able to reliably finish of the poor mech you just molested with its macrod UAC5's used modules; UAC5 range, UAC5 CD, seismic and radar dep. macro; macro for a masterd crab; >pres key6 >delay 64ms >relase key6 >delay 93ms >pres key3 >delay 64ms >relese key3 >delay 93ms >pres key4 >delay 64ms >relese key4 >delay 93ms >pres key5 >delay 64ms >relese key5 >delay 93ms >loop 70 times weapon groops UAC5 1 2 3 4 5 6 UAC5 1 2 3 4 5 6 UAC5 1 2 3 4 5 6 UAC5 1 2 3 4 5 6 LL 1 2 3 4 5 6 LL 1 2 3 4 5 6 DAKKA!
I'm getting alot of jams with this build. The only difference in our macros is the loop at the end of yours. I know what a loop does generally, but why would you need it here?
Not sure if an XL engine is such a great idea on a Crab, as its side torso's are huge... Plus, you can easily run 4 UAC5's on a STD engine, just drop the LL's
my reasoning is (and i have more then 600+ maches in the KGC) the 4xUAC5's is a dps build. - you will face your enemys to do damage (so no torso twist) - the supresion and screen shake makes your enemy fire at center mass (this is almost always the case) -if u insist on std engine you will need case as well -the added speed makes you able to survive nascar and get in to cover when you jamm. -the added torso twist with a big engine makes the KGC a master at shooting the legs from under a light (this works hilariously well) and if i die do to a ST my CT is cored anyway and i would die to the next shot as i have to face tank .. dps.. the build i run most of the time (i have 2 KGC-000's);