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Hbk-4P Knife Fighter Oldy But Goody A Few Thoughts


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#1 Dazzer

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Posted 19 December 2013 - 12:18 PM

https://drive.google...dit?usp=sharing


[smurfy]http://mwo.smurfy-ne...d652b08c6638028[/smurfy]

Black Betty (named after my wife's D&D PC and like her a thing of b[color=#444444]eauty[/color] and a joy forever)

This is a old build but one I keep coming back too as it really makes the Hunchback shine. I find it a easy mech to run with simple wep groups that are easy to handle in the heat of combat.

Also once you get de-humped which will happen often get used to it :ph34r: you still have a Large laz which come as a supine to many.

Weapons
The 2 Large Laz means you can reach out and touch some one and the 6 small give good fast and low heat damage close in.

Alpha Strike
2 large laz and 6 small las for a total of 36 every 3.25 sec´s
How many ?
Frozen City 3 shutdown on the forth
Forest colony 3 shutdown on the forth
Terror Therma 2 shutdown on the 3rd

Large Laz Only
Large laz is 9 damage so X 2 is 18 damage every 3.25 sec´s
How many ?
Frozen City unlimited ! cools quicker that it cycles
Forest colony 16 group shoots shut down on the 17th
Terror Therma 8 shut down on the 9th

Small Laz Only
small laz is 3 damage so 6 is 18 damage every 2.25 sec´s
How many ?
Frozen City 19 group fire shut down of the 20th
Forest colony 12 Group shoots shut down on the 13th
Terror Therma 8 shut down on the 9th

Suggested weapon groups

I suggest three weapon groups as follows

1) 2 x Large Laz
2) 6 x Small Laz
3) 4 x Small Laz on Frozen City
3 x Small Laz Forest colony
2 x Small Laz Terror Therma

Heat Management
This is a remarkable heat efficient build but when who hear ´Betty´say ´Heat level critical´ but must keep shooting switch to weapon group 3 this will keep your Mech either at the same heat or with a little cooling but still doing damage. You can group or chain fire wep group 3 it does not make any difference.

Tactics

This is a flexible build being able to snipe with the 2 large laz respectable but it real shines in a brawl. Keep pumping out those small laz groups which at 18 damage a pop are very nearly a AC 20 but many people ignore you if they is something ´better´around as the small laz graphic is not impressive.

This makes this mech a great bodyguard for a assault as the opposition tend to focus on the assault rather that the small laz medium mech , so get behind him and let losses with your AC18 ;)

It is also a good mech to stay back with the missile boat as it is has the speed and twist
to give any lights a that come LRM hunting a surprise :o

Its a great mech and highly recommended.

#2 Kai Harper

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Posted 19 December 2013 - 02:34 PM

I can see the merits of the SL6+ Hunchie, with fast recycle times and low heat, but the lack of range is something that irks me - admittedly, the two LL does pad that some, and does more than tickle at 500+ meters, but I find knife fighter mechs to be very touch-and-go. I've got a SPL6 Cicada that I run and have had moderate success on, but the gap closing is hellish on some maps - Caustic comes to mind - and that's running at 137 (pre-elited), let alone the 98 my Hunchie can do. If you can make it work, I've seen them do *great* damage, but I personally just prefer my 275/ML9 build. Basically just keeping it superstock.

#3 DodgerH2O

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Posted 22 December 2013 - 12:35 PM

View PostDazzer, on 19 December 2013 - 12:18 PM, said:



http://mwo.smurfy-ne...091b59b5b1dc95b

FTFY.

Shave 2 points of armor from the head (if you get headshot enough that 2 points matters you're playing against much better opponents than I) and added 1 Small Laser to bring your laser strike up from 18 to 21 points of damage. It's what I use for my "Scalpel" 4P. It's lacking the range of an AC20 but has a tiny bit more firepower and is not ammo reliant. Plus if you torso twist like a madman you'll end up without side torsos, so you really want to have something in the head slot...

Edited: Noticed your smurfy link doesn't match your screenshot build. I'd suggest still that if you're going to drop some armor and go with 6 SLs for the 15 DHS you should swap one of the lasers into the head from your hunch. The head slot still is locked to the torso targeting reticle, and still a high hardpoint location so it doesn't affect your aim and it will give you (a tiny bit of) extra firepower when you inevitably lose the hunch.

Edited by DodgerH2O, 22 December 2013 - 12:43 PM.


#4 zagibu

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Posted 22 December 2013 - 06:26 PM

Or you can put a medlas there if you remove some leg armor. It's also useful for when you're still advancing and aren't in range yet for the smalls.

#5 Dazzer

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Posted 24 December 2013 - 12:38 AM

thank you
DodgerH2O and zagibu


I will give these a try :() never to late to learn new tricks !
Regards

#6 TripleEhBeef

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Posted 07 January 2014 - 07:04 AM

Did a little Smurfy crafting and you can bump the engine up to a 275 by adding FF and trimming some armour.

http://mwo.smurfy-ne...ff5d2a84a707ef5

#7 Dazzer

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Posted 08 January 2014 - 06:20 AM

View PostTripleEhBeef, on 07 January 2014 - 07:04 AM, said:

Did a little Smurfy crafting and you can bump the engine up to a 275 by adding FF and trimming some armour.

http://mwo.smurfy-ne...ff5d2a84a707ef5



cool thank you I will try this out , much obliged.

#8 Krujiente

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Posted 17 January 2014 - 10:02 PM

I used the small laser build when I was running it with Single Heatsinks but once I got doubles I went with a standard 225, 6mls 3mpls. The hunch having the longer range lasers is great because you can peak with them and those 3 mpls keep lights thinking twice and add to your ML alpha without inducing ghost heat.

knife fighter is great when you're having heat issues in other words.





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