(its related to the cockpit views, w/e)
And three, reading up on INYC's "Hunchback needs help" forum post, which did devolve into a bit of a "HE DOESN'T PLAY ONE" reposting, but none the less, very valid points arose.
INYC's Thread - http://mwomercs.com/...ack-needs-help/
Now, to start off right, Yes. I am a Hunchback euthuist. No, I have not played every mech religiously, but I have played them all, save for the Highlander.
So how does the Hunchback measure up to other 'Mechs?
Granted, Every mech -will- come up short compared to another...
Stalker can't Torso Twist as good as a Dragon, and blah blah blah.
Mediums are just less armored, firepower, and minimally better speed Heavies, yadda yadda.
With that in mind, lets delve into what the Hunchback is.
1. Ripped from MWO:Wiki and just Battletech bibles in general...
The Hunchback is the quintessential street brawler. Its weapons are ideally suited to knife range fighting common in urban combat and few models carry weapons that reach farther than medium range.
I'm fairly certain no one can dispute the Hunchback's viability in Urban/Heavy Cover maps.
2. The Hunchback is a potential boat in (nearly) every make, save for the HBK-4G. Every other model has at least 5 hardpoints in Energy. 6 for the HBK-4J, and 9 for the HBK-4P.
The potential firepower from all these slots is astounding, but come at a great cost. Placement. That said, have you ever been hit with 9 Medium Lasers at once? It is amazingly painful. The HBK-4P isn't the only laser boat either. With nearly all Chassis being able to field 5 Energy points, your pinpoint alphastrikes will melt tons of armor off in moments. It also makes you pay attention to Heat, like you don't do that in other 'Mechs already.
3. Hunchbacks are extremely mobile.
... In TORSO! We can easily say HBK's are not built for speed. They do have some impressive Torso and arm flex which is key in their (and everyone in general's) gameplay.
4. The Hunch. The Hunchback's defining feature, save for the HBK-4SP.
This is the hotly contested part of the Hunchback debate. It's greatest weakness and strength. The gimmick of the HBK, more or less. This is the key component of your Mech you want to torso twist to save. Your AC/20, Your 6 Medium Lasers, Your 3 machineguns (Lol 4G.) are stored here. If you die by engine failure with your Right Torso still alive...
You won a moral victory, Sir.
Why is this also a weakness? Save for the Chassis' Goldstar Kid, the HBK-4SP, everything you have that hurts is stored in your Right Torso. If your Right Torso goes, say goodbye to everything except your Zombie weapon (Headslot Energy) and your Left Arm Energy.
5. Hunchback, Y U NO RANGED?
Most Hunchback Builds, lack serious threatening firepower outside of 270meters. With lack of cover to advance safely on your quarry, You will most likely explode and die. That said, people have made Gauss Hunchies. The targeting reticle lies a bit though (usually shoots a little left and downward. Annoying!)
That is the Hunchback in general. I believe I nailed it all on the head, save for not talking about the size of the 'Mech.
Now, we come down to the real question.
Does the Hunchback need a Gimmick... or does it already have one?
If I had to weigh in, I would have to say it already has one. I'll make my case in a moment. Many people say Hunchback's are terrible because A. No RT and you are no threat, and B. Your RT is generally huge. (I'll leave the HBK-4SP to the side for the moment.)
In the thread mentioned above, a lot of good and fresh ideas came out. The most common ones were...
"HBK should be able to have an XL engine that only slots in the CT and LT."
"The RT-Hunch should have a higher armor rating."
"Make the HBK have engines up to 275." (the current Centurion max.)
On the first point, XL would be great. Stuff your Hench with 6 Large Lasers and the like without much pain. To me, that sounds like trying to fit the Hunchback into a role it wasn't intended for, trying to keep up with PPC boats and SRMcats, dual AC20 Jagers, etc. Its still Beta. Damage will be subject to change (as we saw with LRMs). The Chassis will play the same, or at least a lot similar, on launch.
The Second point...
It, sort of already does? OKAY, Don't close the window yet. Hear me out... WITH YOUR EYES AND THE USE OF PICTURES!

Here is HENRY THE HUNCHBACK. Cheery fellow. A little lopsided. He likes illegal knife fights and women that like his hideous... ugly frame. Now... Stay with me.

Here is a picture of Henry's Right Torso, or his Hunch. As you see, the highlighted piece is the entire hitbox of his Right Torso. And it is massive. It is a weakness. I agree. But with this... doesn't that mean...?

Henry the Hunchback has an AMAZINGLY small Right Torso Rear! The weakness of the Hunchback is it's lack of symmetry, in a sense. So in a 'Mech with a lack of symmetry, isn't is silly to try and level your armor points symmetrically? It doesn't add entirely too much armor to your Right Torso, but you will notice the difference. And on this topic, (hopefully I'm not painting a target on my back...)

Isn't the size of the Left Torso's... hunch-thing more of a weakness? Not much is stored there unless you are a HBK-4P (for DHS), but food for thought.
As for the third point... I agree. The Hunchback is slow and could use a speed buff, but not in the fashion you are thinking. I believe the best gimmick, if we were to get an addition one other then odd-hitboxes, would be added turning speed. For a 'Mech designed to be a "Knife Fighter", shouldn't Lights be scared to get in your killzone? Why should they be? They can pinwheel you quite easily if you have no Elites up. Your torso is fast and your arms can shoot them nearly 24/7, but still, with a 'Mech marketed as a Knifefighter with nothing but torso weapons... You should at least be able to turn a bit faster to face your target.
Anyways, that's my thought on all of it. It's a forum though, and while I believe the Hunchback is pretty valid, many people disagree with me. What would be a gimmick worthy of the Hunchback that hasn't been mentioned? What would make the Hunchback something to avoid in 180m Combat as it was intended in Battletech?
Edited by DrDucker, 18 April 2013 - 05:15 AM.