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Improve My Hunchback 4Sp Build


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#1 Zealus

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Posted 04 March 2013 - 11:26 AM

Just starting out with MWO and I decided to start with the Hunchback 4SP. This the build I'm currently running with. Looking for info on maybe adding AMS or Artemis. Any suggestions helpful. Thanks

HBK-4SP

#2 Roughneck45

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Posted 04 March 2013 - 11:51 AM

Honestly, I wouldn't change a thing.

You hit the nail on the head with that build.

Only thing you could do to tweak it would be to mess with the engine size and get artemis or more ammo, but I wouldnt change anything unless you feel you really need to.

Only thing I noticed, max that head armor and take it from the legs. Minor thing though.

Good choice too. It is a superb mech for a newer player.

Edited by Roughneck45, 04 March 2013 - 11:52 AM.


#3 Red Line Pilot

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Posted 04 March 2013 - 11:55 AM

You can't really go wrong with that thing. There are numerous posts about that mech and loud-out already. But the things that stay the same with all the 4SP builds i have seen are the 2 SRM6's, the 2x2MedLasers in the arms, double heatsinks and endo steel.

Where the builds differ are the engine, 230-260, 3-4 tons of ammo (you will need at least one more), 12-16 Heatsinks, 5th laser and Artemis yes/no. This comes down to how to spend those last 4 tons and that is just pilot preference imo.

In your case, dont take the Antimissile system. You are better off staying under (ECM) cover of your teams Atlasses. But overall you already have a pretty good mech.

I run my 4SP with a 260 engine, Artemis and cut on the heatsinks and 5th laser. But it runs kinda hot in a prolonged fight. If i'd make another i'd cut off the Artemis for 2 more heatsinks.

#4 kevin roshak

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Posted 04 March 2013 - 11:56 AM

http://mwo.smurfy-ne...0d83def23216b5e

I run that, a bit hotter, but nothing you cant handle once you get a feel for things.
It also gives you an extra ton of SRM ammo, which i find useful and with 12v12 soonTM, it will be necessary imo.

Once you get it speed tweaked you run at 80.2 KPH which i feel is a good balance between keeping pace with the heavys and assaults you should try and escort and being fast enough to rtb or be mobile support.

You will never outrun a light anyways so, IMO 225 engine is fine

#5 Helmstif

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Posted 04 March 2013 - 11:58 AM

Take off two heatsinks and add two more tons of ammo. That's all I can say for now.

#6 beniliusbob

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Posted 04 March 2013 - 12:27 PM

I've been running mine with MPLs, SSRM2s, and TAG. Once I started playing the Centurion 9A, the SP's missile pod spread became intolerable.

And I love the sound of MPLs.

http://mwo.smurfy-ne...8931296c43f6f58

#7 malibu43

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Posted 04 March 2013 - 12:58 PM

View PostHelmstif, on 04 March 2013 - 11:58 AM, said:

Take off two heatsinks and add two more tons of ammo. That's all I can say for now.


What he said. That's how I run mine and I haven't changed it in months. It is awesome.

Just tune it to find your sweetspot between two of the heatsinks and two extra tons of ammo.

#8 Zealus

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Posted 04 March 2013 - 01:16 PM

Thanks for all the quick reply's everyone. I will add another ton of ammo and fix the armor on the head. Thanks again.

#9 malibu43

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Posted 04 March 2013 - 01:22 PM

View PostZealus, on 04 March 2013 - 01:16 PM, said:

Thanks for all the quick reply's everyone. I will add another ton of ammo and fix the armor on the head. Thanks again.


Make sure you are actually running out of ammo with your current build. Otherwise the extra ammo won't matter. If you aren't running out of ammo with your current build, try a couple of matches where you're a little more "liberal" with your use of the SRMs. If you still don't run out of ammo, then the extra ammo probably doesn't suit your play style.

Likewise, if you remove a heatsink and don't run out of ammo but you start overheating all the time, then your playstyle probably utilizes the extra heat sink more than the extra ammo.

I personally found that I didn't run out of ammo with 2 tons, but once I added the extra ammo and made an effort to use the SRMs more often, I was getting much higher damage numbers and was using the extra ammo.

#10 Zealus

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Posted 04 March 2013 - 04:09 PM

I did what u said and made it a point to use the ammo and it made a big difference my numbers went up and I was running low. Would trying to fit in Artemis make a difference?

Thanks again everyone for all the help.

#11 KrazedOmega

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Posted 04 March 2013 - 06:40 PM

View PostZealus, on 04 March 2013 - 04:09 PM, said:

Would trying to fit in Artemis make a difference?


Not really worth it with SRMs. The change is barely noticeable.

#12 Regrets

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Posted 04 March 2013 - 06:58 PM

As hot as this mech runs, drop the head ML, it is just not worth it until you drop a torso. Artemis probably isn't worth it as tight on weight as you are.

I don't run this mech so I'm just theory crafting. Try 2xSRM4+Artemis. It maybe better due to better ammo conservation.

I would try to stay at 15DHS.

#13 Frank the Tank

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Posted 04 March 2013 - 07:26 PM

View PostRegrets, on 04 March 2013 - 06:58 PM, said:

As hot as this mech runs, drop the head ML, it is just not worth it until you drop a torso. Artemis probably isn't worth it as tight on weight as you are.

I don't run this mech so I'm just theory crafting. Try 2xSRM4+Artemis. It maybe better due to better ammo conservation.

I would try to stay at 15DHS.


Yeah SRM4+Artemis is almost always better than a plain SRM6 for the same weight/slots. Its a tighter spread, so about the same or more focused damage, but better ammo conservation. Also I can't believe that you would need 16 DHS to keep it reasonably cool if you've split you MLs into 3 groups. You might be able to drop 1 or 2 DHS and add ammo or a bigger engine.

#14 Valrock

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Posted 04 March 2013 - 09:30 PM

Running the SRM4+A over a 6 will show a slightly lower drop in end game damage report, but your practical (accurate) damage done will be slightly higher.

Another valid option for the SP is to switch out your SRM's for 2 x LRM10's. I run this with 4 ML (arms) and a TAG in the head, 250 engine with speed tweak pushes out 89.5kph. I dont do random, out of LOS carpet bombing with the LRM's, save it for direct fire support from 180-250m, especially against D-DC's which think they're invincible from LRM fire under ECM.

#15 Neput Z34

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Posted 04 March 2013 - 10:03 PM

I used to run a HBK-4SP with stock weapons load out + artemies with a STD235, DHS, Endo and 3 tons of ammo. When people targeted me they saw stock = trial mech config and by the time they figured that i wasn't they were preaty much dead.

#16 cman

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Posted 07 March 2013 - 07:58 AM

I run mine with artemies 4 ML and 2 SRM 6 3 tons of ammo, and a STD 250 motor. With the bigger motor I was able to drop a double heat sink since the motor heat sinks are more efficient. I run 3 tons of ammo and just about run out by the end of the match but my numbers are pretty good by the end. Average 600 per round with 2-3 kills. This is by far my favorite mech to play.

#17 sarkun

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Posted 07 March 2013 - 08:06 AM

The head laser will be practically useless until you get zombied. I'd dump it for one of those
  • another ton of SRM ammo - it's your primary damage dealer, the more the better.
  • another DHS - less heat = more damage
  • engine upgrade to 260 - more speed is always better
in this order of usefulness :)

Also - hunchbacks are not that hard to headshot. You really want max armor on the head.

#18 GeorgieBoy39

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Posted 07 March 2013 - 08:51 AM

My primary mech is a Hunchie 4SP and I run it with a 260 engine, but if I had to make it again I would probably do it with the 250 like yours. My advice would be to add artemis and an extra ton of ammo. to do this I dropped one heat sink, the head laser, and a ton of armor from the legs. with 25 armor per leg you are gonna get legged a little more than you usually would, but it will still only be about 3% of the time.

http://mwo.smurfy-ne...7efd1c5d4c63bb2

#19 malibu43

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Posted 07 March 2013 - 09:02 AM

Hmmm... I think it might be time to look into artemis for my HBK...

#20 Flapdrol

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Posted 07 March 2013 - 09:10 AM

I run mine like this

http://mwo.smurfy-ne...e9829b2d4644fcd

well, the weapons and heatsinks, might have the ammo on other places and slightly diff. armor distribution.

you dont lose that much punch going from 6+6 to 6+4, and the 4 has a slightly tighter grouping, so a bit better at range.

Edited by Flapdrol, 07 March 2013 - 09:11 AM.






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