How To Huginn?
#1
Posted 14 March 2015 - 06:44 PM
#2
Posted 14 March 2015 - 06:57 PM
Your best prey is either alone or already under pressure of your team. In both cases the Huginn can take on almost everything bigger than himself.
#3
Posted 14 March 2015 - 07:03 PM
I see a lot of people firing one SRM at a time, is there a reason to do that rather than just shoot off both as a pair?
#4
Posted 14 March 2015 - 07:09 PM
joelmuzz, on 14 March 2015 - 07:03 PM, said:
I see a lot of people firing one SRM at a time, is there a reason to do that rather than just shoot off both as a pair?
I do this with most of my weapons to not waste ammo in case of a miss; I'll hold my fire for the second one if the first didn't hit.
#5
Posted 15 March 2015 - 09:20 AM
k05h3lk1n, on 14 March 2015 - 06:57 PM, said:
Your best prey is either alone or already under pressure of your team. In both cases the Huginn can take on almost everything bigger than himself.
^^ This
+ set your rockets to chain-fire. Circle your enemy, blow off their legs if they are light or medium. CT for the rest. This little monster is crazy.
#6
Posted 15 March 2015 - 09:31 AM
Get yourself the SRM4 cooldown module, and do this but with the SRMs grouped!
#7
Posted 16 March 2015 - 05:01 AM
The SRM4 cooldown also helps, it basically turns your missile launchers into a machine gun, the DPS is unreal.
#8
Posted 16 March 2015 - 05:25 AM
#9
Posted 16 March 2015 - 06:54 AM
One other is as a striker with zipping in and out during a brawl, zip out to cool down a bit and return.
You can circle strafe, but some people are able to get the weapons on you, so do what you can to stay in the rear of your target. Now at the end of the match depending on your armor level, allow your self to take them on from the front to pop the CT's or torsos.
Edited by Barkem Squirrel, 16 March 2015 - 07:06 AM.
#10
Posted 17 March 2015 - 03:45 AM
I LOVE HUGINN
I probably don't play it properly but I have masses of fun using the speed and JJs to get into position then run around cackling like a loon, fingers pressed firmly on the triggers, spraying machine gun death and SRMS around...bagged myself a Catapult, a Jenner and a third (couldn't see what it was through the smoke, flames and tears of joy) before disappearing in a ball of mech-pieces myself. Don't think I've enjoyed myself so much with my clothes on in years...
Seriously, Huginn is fast, mobile and surprisingly hard hitting, is a great harasser and punishes isolated heavies. Other lights may be able to take you (Firstarters?) but I am currently learning the maps and trying not to be where they are. Hopefully, I will eventually learn how to survive in it as well!
P.S. 4 machine guns "feels" a hell of a lot better than 2x 2 machine guns. That doesn't make much sense but that's how it feels, weird...
Edited by Jimmy DiGriz, 17 March 2015 - 03:47 AM.
#11
Posted 17 March 2015 - 09:09 AM
I'm still terrible with my Huginn except for a few stellar games. I've figured out that this is an 'end of match' mech unless you're lucky enough to find a lone LRM boat. It's gotta be one of the most efficient 'finishers' in the game. Spend most of the match scouting and hitting 'R' to see which targets have the biggest profiles and slowest turning ratios.
After you start seeing open components in the Target Info, that's when you think about engaging. But I think it's more important for this mech to stay in hiding until the last moment because people will warn others specifically if they see FS9-A's and Huginns.
I tend to avoid lights unless you really have to engage them. It's not because you can't win, but more because I think that ammo is better spent hitting assaults and heavies.
#12
Posted 17 March 2015 - 10:04 AM
Huginns aren't up front brawlers, and they aren't great knife fighters. They're up-close assassins and light mech thugs.
#13
Posted 17 March 2015 - 10:07 AM
#14
Posted 21 May 2015 - 06:26 AM
#15
Posted 21 May 2015 - 07:59 AM
Huginn is also great for hunting missile boats. Actually had a drop with another Huginn and we crushed the enemy LRM boats and snipers, it was awesome.
Or solo kills vs assaults who can't decide if you are a threat or not and ignore you till it is too late.
#16
Posted 21 May 2015 - 08:04 AM
Been debating switching back. Cutting back on SRM ammo in favor of adding the MGs has not worked so well for me.
Any opinions either way?
#17
Posted 21 May 2015 - 08:22 AM
2 SRM 4
1-2 jump jets
All the ammo you can carry
Chain fire group 1
Alpha strike group 2
Fight everything 1v1, get in close (hugging distance), blow the legs off of everything unless you get right behind a clueless Dire Whale.
Edited by Dino Might, 21 May 2015 - 08:22 AM.
#18
Posted 21 May 2015 - 08:59 AM
if you are flanking an assault, you can make a direct run for next cover, and make him eat some srm, then wait a few secs - long enough to be unpredictable and also have cooled off... and do a driveby back to your team
if there are lights involved you should make a driveby route that makes a good, safe looping path back to your team, you have to watch your legs when you do this.
peeking around corners will get you wrecked
i also know that assault mechs are weak to huggin, so play this to your advantage, you can take the slowest targets you find - like a dire wolf or an atlas, but messing with nimble assaults will get you killed i wouldn't charge at a zeus or an awesome 9m
#19
Posted 21 May 2015 - 04:27 PM
#20
Posted 22 May 2015 - 12:38 AM
Tylerchu, on 21 May 2015 - 04:27 PM, said:
you're right, oxide is more of a hit and run and huggin is more of a brawler with the same weapon.
but still you want to be doing driveby more than brawling at least for the first moments of the game with huggin still
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