Hbk-4Sp Build Advice
#1
Posted 16 March 2013 - 02:23 PM
I run a HBK-4P and decided to try a 4SP and I came up with this. I wonder if I will have problem with heat? I know it's a bit slow too. I wanted to go with Pulse for a change.
Thanks
#2
Posted 16 March 2013 - 02:36 PM
Rhialto, on 16 March 2013 - 02:23 PM, said:
I run a HBK-4P and decided to try a 4SP and I came up with this. I wonder if I will have problem with heat? I know it's a bit slow too. I wanted to go with Pulse for a change.
Thanks
5 M.Pulse and 27% heat efficiency, it will burn. You will definitely have heat issues. Pulse lasers are not made for boating, too hot and heavy.
[This] might be worth trying, you really need speed with short-ranged Pulse lasers. Streaks(1t ammo) to take up space, ECM will probably shut it down anyways.
[Default] -4SP loadout for most pilots.
Edited by Stingz, 16 March 2013 - 02:38 PM.
#4
Posted 16 March 2013 - 03:33 PM
Stingz, on 16 March 2013 - 02:36 PM, said:
5 M.Pulse and 27% heat efficiency, it will burn. You will definitely have heat issues. Pulse lasers are not made for boating, too hot and heavy.
[This] might be worth trying, you really need speed with short-ranged Pulse lasers. Streaks(1t ammo) to take up space, ECM will probably shut it down anyways.
I run my 4SP like that, but with a 255 engine and a TAG. Use it as anti-light, spotting for lrm boats, and to finish off damaged mechs. It doesn't flank as well as the SRM versions, but does hit and run tactics much better. Always always always follow another mech (good tactic for any HBK pilot) but tactics will vary immensely based on your team composition. If out-ECM'd the build tends to lose a large amount of its effectiveness.
#5
Posted 16 March 2013 - 05:16 PM
Endosteel, Ferrofibrous, and double sinks
260 std engine and max armor
1 medium laser and 1 medium pulse laser in each arm
2 SRM6's with 3 tons of ammo
1 AMS with 1 ton of ammo
2 DHS
Every crit slot is used, with only 0.07 tons remaining. It does run a bit hot, so you need to exercise fire control, but it's as tough as possible, as fast as possible, and hits nearly as hard as possible. I don't trust streaks on anything without ECM these days, but you can use lasers and a bit of foresight with the srms to mess up lights anyway.
#6
Posted 16 March 2013 - 07:31 PM
For quite awhile, I ran the standard 2x SRM6, 5x MLAS build. I did well in it.
#7
Posted 16 March 2013 - 09:28 PM
These simple changes will vastly improve your build.
#9
Posted 17 March 2013 - 05:10 AM
Well, since yesterday I had something very similar to Graysen build and after seeing and comparing yours I made some change.
So from this, I came up with this. A bit less armor but 1 more point to sustained DPS. I wonder if I should lessen armor a bit to get Artemis?
The reason there is a 255 engine is simple because I already had one in standby in the shack.
I still try to figure out if TAG is useful or not, I think it greatly depends on others builds in your team. So I either keep it or remove and get back all my armor.
Thanks for all your inputs!
Edited by Rhialto, 17 March 2013 - 06:10 AM.
#10
Posted 17 March 2013 - 05:54 AM
#11
Posted 17 March 2013 - 06:08 AM
Rhialto, on 16 March 2013 - 02:23 PM, said:
I run a HBK-4P and decided to try a 4SP and I came up with this. I wonder if I will have problem with heat? I know it's a bit slow too. I wanted to go with Pulse for a change.
Thanks
A lot of people might not agree with me on this, but this is what I have been playing lately. HBK-4SP Quad Medium Pulse.
It lets me leg lights and alternating them 2 at a time (each arm) gives me enough control to keep them firing almost constantly (assuming I don't waste shots on parts that I don't intend on hitting). It's nothing special, but the simplicity of it allows me to focus on other things and just get the job done while constantly shooting lasers. It's pretty good for legging lights. You can tag their legs no matter where they run and it really doesn't overheat too much when I play it.
It's no 1-man army but it is a great support brawler given you can fire from your left or right side to avoid damaging facehuggers or people who run in front of you and you can move with maximum speed for a Hunchback. I still like the 5ML/2SRM6 version, but this one is just more relaxing to play right now with State Rewind working for lasers. Perhaps when it works for missiles I might go back to it.
#12
Posted 17 March 2013 - 06:30 AM
std engine 230 (speed at 74.5 with elite boost value)
13 DHS
endo
std armor
2xSRM6+artemis w/2t ammo
3xMED Pulse
AMS
I have 48 firepower
1.29 heat eff.
336 armor
Edited by Gremlich Johns, 17 March 2013 - 06:36 AM.
#13
Posted 17 March 2013 - 07:36 AM
MODOK
#14
Posted 17 March 2013 - 06:24 PM
260 engine
DHS
Endo-Steel
Artemis IV
318 armor
Groups are:
1. Left arm MLs x2
2. Left and right torso SRM6 + Artemis x2
3. Right arm MLs x2
More detail here -
http://mwo.smurfy-ne...b7adc9d19a09774
Edited by Ozone, 17 March 2013 - 06:26 PM.
#15
Posted 17 March 2013 - 07:01 PM
Don't need all the close range weapons, the lasers do fine, I have done well with 5 MLs on a Trebuchet and even though the LRMs are small they allow me to function when no one is close.
#16
Posted 17 March 2013 - 09:35 PM
Merchant, on 17 March 2013 - 07:01 PM, said:
Don't need all the close range weapons, the lasers do fine, I have done well with 5 MLs on a Trebuchet and even though the LRMs are small they allow me to function when no one is close.
That's almost exactly what I use, except I have a smaller engine and a Beagle Active Probe. I've found that four medium lasers is more than enough to be a decent brawler. It's not optimal, but anyone saying you aren't carrying your weight is either a liar or a fool. The missiles rarely kill anyone, but they're good for harrying opponents at long range and for getting you lots of assists. All in all a very versatile and fun mech build.
Edited by Ravingdork, 17 March 2013 - 09:37 PM.
#17
Posted 18 March 2013 - 12:34 AM
5 Med Lasers
2 SRM6 + 2tons of ammo.
Rocks.
#18
Posted 18 March 2013 - 07:24 AM
Let's compare this to a 5 medium laser, 2 SRM6 build. 5 mediums have a higher alpha and DPS under 325 meters. Beyond that, the 2 large lasers out range and out damage them. This lets you stick back with your heavier allies and still dish out damage at a range. And withing 325 meters, the sustainable DPS of both builds is within .03 if you have elite skills. Now, my 2 large laser build has knocked down the armor values a bit, but I almost always lose a torso before either an arm or a leg, so this isn't a real problem. You could drop a ton of SRM ammo for more armor if you felt so inclined.
So that is why I generally think that dual large lasers is better than five medium lasers on a hunchback.
Edited by Chalkman, 18 March 2013 - 07:24 AM.
#19
Posted 18 March 2013 - 07:49 AM
Quote
Yeah, but the MLas x5 is build is for chodes. You would be at an objective disadvantage against one that has not had it's potential squandered by poor loadout choices, say with 4 MLas, no FF, and many more DHS instead. Also, your effective range is 270m with SRM or MLas, but if you fire SRM6 at over 180m, you're wasting missiles...
#20
Posted 18 March 2013 - 08:49 AM
The thing I like about my build is that it still can be a good brawler, but also has the range to support Atlases and Catapults on large maps like Alpine and Desert (soon enough).
And I wasn't factoring in the missiles beyond 180 meters, don't worry.
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