It's pretty commonly known that besides the 4SP hunchback, most hunchbacks are currently rather maligned in this game right now. With almost all of their firepower concentrated in a single torso location, and said location inflated in size by the huge turret-like bulge, most Hunchbacks end up losing the majority of their firepower very early on in the match. I decided to try fielding a 4J, as I'd not had many LRM fire support 'mechs up until that point, and most LRM support players up until that point were using Catapults, Stalkers, Atlases, and Awesomes, so I thought I'd mix it up a little.
However, if ever there was a 'mech that frustrated me to use, it would have to be the 4J. Even more so than the other hunchbacks, that Missile pod is even larger than any other weapons system. Plus, the fact that three of it's energy hardpoints are in the same location means that you're likely to lose the lions share of your weapons when that location goes.
Now, as you can tell from my signature, the last thing I want to do is deviate from the Canon Battletech stats for this unit. However, there are other things that exist only in MWO that can be tweaked to make this 'mech - if not good, then at least much less frustrating.
My first suggestion would be to - obviously - reduce the size of the launcher, or move it further down into the Torso. So long as it presents a smaller target, the torso may be a little more defensible, and twisting the RT away from a given opponent might actually help to protect the location. However, this could require a major redesign of the model, and I'm not sure how open the devs would be to this.
My second suggestion would be to model some of the same bay doors that can be seen on the Catapult and Centurion onto the launcher of the 4J hunchback. That benefit of an additional 10% damage absorption may not be much, but every little bit helps. Again, it would require some more intensive work, but it would be considerably less so than the first suggestion, I would imagine.
My third suggestion would be to tweak the number of weapons the 'mech can carry. Boosting the arms to carry two energy weapons would be handy, but another option could be to boost the launcher to carry three missile weapons instead of two - which would separate this mech a little more from the 4SP and help to make up for it's vulnerabilities with increased potential for missile weapons. This would be the easiest suggestion to carry through on, I would imagine.
Those are my suggestions so far - I'd appreciate any input that you could offer.
Edited by ice trey, 22 February 2013 - 05:41 AM.