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Hunchback Piloting Tips Needed


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#1 JC Daxion

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Posted 09 April 2013 - 01:05 PM

I've moved on from the dragon, to hunchback. One thing i have noticed is they only have 2 combo,s vrs 3. I have the 5 energy/ 2 missle, and 3 ballistic/ 3 energy versions now, think i will add the all energy version for the final mech.


I am on to the short ranged Ballistic version, which at this point in time i have set up default with the AC 20, two medium lasers+ small laser..


Matches have been tough at best with this mech so far. Perhaps it is cause i spent so much time with the Large laser+ Gauss dragon, but man is this mech giving me fits. I have been trying to stick with the assault mechs, then move in for flank positions for attacks of opportunity. By that i mean the opportunity to shot at an assaults mech arms/back, with out them having the chance to shoot me. This has worked ok to a point.

My big problem are those darn ECM mechs which don't show up on radar. My radar is clear, and next thing i know i'm being drilled from i have no idea where. Either a large lazer, or PPC go whizzing by my head or sometimes a LRM boat. before i realize what is going on and i really need to move i'm toast and now spectating.

I have gotten surrounded on more than one occasion and not even realized it. (even in valleys, or places they can't snip me, but then suddenly i have a bunch of big boys short ranging me and again same outcome.

so i suppose my question is how do you short range mechs with out getting killed by snipers, or even being short ranged yourself after a couple more assault mechs snuck into the battle? Im really not getting caught solo... It is much more of a case that it looks like 1 or two mechs, and my team is fighting them, but suddenly things go bad, and 2-4 team mates have just dropped..

Edited by JC Daxion, 09 April 2013 - 01:09 PM.


#2 JayVrb

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Posted 09 April 2013 - 01:18 PM

http://mwo.smurfy-ne...549d80f9d3c414a


I have spent months perfecting this build and IMO, this is the best brawler HBK you can build at the moment. Once SRMs get back to where they should be damage wise, take a look at the 4SP.

In this 4H, know your place. You can't take everyone head one. But you WILL get their attention with the AC20, so be ready for that Atlas to turn around and lay into you if you hit him w/ it. Stay with a mech your size/speed or bigger than you. Torso twist using your left side to absorb damage. You can have your left torso blown off and still keep the majority of your firepower. Get your lasers in first, fire your AC20, then immediately turn your torso and give them your left side to soak up damage while your weapons recharge. This is very important.

With the 250, you're fast enough to get in and out of situations... sometimes even get around behind people and do real damage w/ that AC. Don't waste those AC rounds outside their max damage range or on lights, 3 tons so make them count. I personally like it that way because it makes me discipline my shots.

Here are my weapon groups (5 button mouse: 1left, 2right, 3middle, 5thumb, 6thumb)
1. Left Medium Laser
2. Right Medium Laser
3. AC20
4. All lasers
5. Head small laser
6. Torso small lasers

Edited by Vrbas, 09 April 2013 - 01:32 PM.


#3 IceSerpent

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Posted 09 April 2013 - 01:31 PM

View PostJC Daxion, on 09 April 2013 - 01:05 PM, said:

My big problem are those darn ECM mechs which don't show up on radar. My radar is clear, and next thing i know i'm being drilled from i have no idea where. Either a large lazer, or PPC go whizzing by my head or sometimes a LRM boat. before i realize what is going on and i really need to move i'm toast and now spectating.


Just a few points:

1. Relying on visual target detection instead of radar applies equally to all mechs and is an extremely useful skill.
2. When you are piloting a medium mech, you have to be moving all the time. The "I realize that I need to move" situation should never, ever happen.

Quote

so i suppose my question is how do you short range mechs with out getting killed by snipers, or even being short ranged yourself after a couple more assault mechs snuck into the battle? Im really not getting caught solo... It is much more of a case that it looks like 1 or two mechs, and my team is fighting them, but suddenly things go bad, and 2-4 team mates have just dropped..


Battlefield awareness. If an assault mech manages to sneak up on you, then you are not keeping your eyes open.

#4 JayVrb

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Posted 09 April 2013 - 01:36 PM

In regard to field tactics, you have to remain aware of your teammates. Never go anywhere alone, I'm sure you know. But hang out with the Atlas or the heavier mechs that can take the attention away from you. They may think that AC20 came from the Atlas and continue focusing on it giving you the chance to continue pounding away w/ a critical weapon.

I usually keep other mechs in front of me, you want to attract as little attention as possible. People eat up hunchbacks quick. Nowadays, it's PPCWarriorOnline... it'll be a little bit of time before that changes. So now that you know that, you have to choose your steps carefully in how you get to people. If you drop in Alpine, you've got a lot going against you. But you can still stick with your team and remain behind hills; be patient.

#5 JC Daxion

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Posted 09 April 2013 - 01:40 PM

View PostIceSerpent, on 09 April 2013 - 01:31 PM, said:


. The "I realize that I need to move" situation should never, ever happen.





this was more about, yes i am moving, But with the amount of fire i'm taking and will only increase in the direction/place i am going is no longer anything but instant death.

Basically the issue is more i don't see the mechs move in, and running is not saving me. So more of how to avoid that in the first place.



Are there any radar things i can do on a hunchback? It looks like i can stick a BAP in it, but not really sure what that does in this version. In mech commander, it was a giant range and picked up everything including powered down mechs, some how i don't think it is the same here.

Edited by JC Daxion, 09 April 2013 - 01:41 PM.


#6 JayVrb

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Posted 09 April 2013 - 01:45 PM

View PostJC Daxion, on 09 April 2013 - 01:40 PM, said:


Are there any radar things i can do on a hunchback? It looks like i can stick a BAP in it, but not really sure what that does in this version. In mech commander, it was a giant range and picked up everything including powered down mechs, some how i don't think it is the same here.


Don't bother with the BAP at the moment. Unless you have missiles it's useless, and most would argue it's still useless with missiles.

It will pick up mechs that are shut down but at a short range (300M maybe?). Either way, you're better off spending that tonnage on armor, heatsink + ammo, or AMS + ammo.

Edited by Vrbas, 09 April 2013 - 01:48 PM.


#7 Koniving

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Posted 09 April 2013 - 02:25 PM

You're currently using the Hunchback 4G. Using this guy is perhaps the most challenging of the hunchbacks.

Most people know they will take out 3 ballistics and one energy just by destroying your right side. It is important that you protect this side as best as you can.

This video is of me using the default 4G. Skip to the 2:48 mark.


Remember to try to use the 4G in cover. Never go out into the open with the AC-20. People see "AC-20" and think "MUST KILL." After all you are extremely dangerous. To counter this, you need lots of cover. Fighting in groups is best. Let your enemies focus on a larger, sturdier teammate and drill your AC-20 into their front or rear. If you lose your cannons but are part of a group, you'll likely be left alone as they focus on bigger threats. If you lose your cannon and you're alone, you're dead.

As you could see from above in Caustic, despite the open area I stuck near the team, and in doing so I did not become a prime target. Even when shut down due to overheating. I screwed up however on frozen city. I got myself trapped, and did not have the cover I was expecting. It was very easy to kill me then.

This next hunchback also using default, is the 4H. Very similar to the 4G. I was a bit braver with this, but it is still difficult to use. You would use this similar to the 4G.

--------------------------------------

Beagle Active Probe or bap does this...
http://www.sarna.net...le_Active_Probe

Essentially it gives you a longer sensor range for spotting enemies, allows you to detect enemies that are powered off. Any other benefits won't really have an effect on how you use the hunchback.

If you have mechs with ECM above their head on your team and they are slow enough to keep up with, follow them. A pair of them may counter the crap done by enemy ECM mechs.

Another tip is to try this. Go here on your computer.
Drive:\\Installpath\MWO\MechWarrior Online

There you'll find a file called user.cfg (Visual instructions).

Insert this line.
  • CL_FOV = 75
I say 75 because that is what I use. I didn't like 80 because it made the monitors on my mechs "bend" and curve unnaturally.

What this does is it widens your perspective. It's like sitting back in your seat, allowing you to see more. But you'll also see more of your cockpit at once, too.

Another thing you can do is at any time, you can press and hold the Left CTRL key. This allows you to look around. Check your left and right side windows. When you see "Low Signal" on your map, an ECM mech is nearby.
----------------------
And finally, the 9 energy Hunch (4P) and the 4SP side by side.


#8 IceSerpent

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Posted 09 April 2013 - 03:20 PM

View PostJC Daxion, on 09 April 2013 - 01:40 PM, said:

this was more about, yes i am moving, But with the amount of fire i'm taking and will only increase in the direction/place i am going is no longer anything but instant death.

Basically the issue is more i don't see the mechs move in, and running is not saving me. So more of how to avoid that in the first place.


That's just a problem with batlefield awareness - the ability to spot inbound enemies kind of comes with experience. Also, when you find yourself in a tough spot, spreading incoming damage by torso twisting comes very handy.

Quote

Are there any radar things i can do on a hunchback? It looks like i can stick a BAP in it, but not really sure what that does in this version. In mech commander, it was a giant range and picked up everything including powered down mechs, some how i don't think it is the same here.


BAP allows you target shutdown mechs at a very close range and increases your general sensor range, but it is countered by ECM. In other words, it's of very little use in most cases - don't bother with it.

#9 JC Daxion

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Posted 09 April 2013 - 03:32 PM

I tried Tip... rotate your torso to protect your AC 20

Worked like a charm! the last match i stuck my head out around a corner and ran into an awesome sitting there ( i knew something bit was there, just wasnt sure what. .. I had a Awesome just in back of me, and to my right about 50m away, So i fired and jammed off a round right into his right upper torso/head area and took out a huge chunch of armor. My team mate was coming still, and i hit full reverse and twisted.. i took a decent shot but nothing to severe.. i think i missed most of it.., the awesome on my team took up the attention and i continued backwards, and i circled around using cover. Finally got behind him and the ac 20 finished it. Defiantly made me rethink the power of an AC 20..

#10 Koniving

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Posted 09 April 2013 - 04:05 PM

Good work, JC! Now you're getting the hang of it!

At the moment, the AC-20 is the most powerful weapon in the game in terms of damage per shot. Know how armor is counted in points, say 10 points rear torso, 60 points front torso? That's what it means. "AC-20" does 20 points of damage with a direct hit. The 10 does 10. The 5 does 5. The 2 does 2. The UAC-5 is a fully automatic AC-5 (as the developers have built it here), but it jams frequently. The LB-10X is a shotgun where each "pellet" does 1 damage, and it fires 10 pellets.

The second most damaging weapon is the Gauss Rifle. It is also the heaviest and very explosive when destroyed. It also has the longest range. It deals 15 damage.

PPCs and ER PPCs deal 10 damage. These are energy weapons that behave like cannons.
Standard PPCs have a minimum range of 90 meters.
ER PPCs have no minimum range, and a higher maximum range, but generate insane amounts of heat.

Good luck! Make sure to come back to share your success, it'll inspire other new players who are having trouble.

#11 Ashley Ophelia

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Posted 10 April 2013 - 05:33 AM

From one Hunchback pilot to another, especially if you are new like me, I have found hiding behing the big boys not only improves your chance of survival but allows you to get in range and take a few down. Also be aware of your surroundings. I liken my Hunchback to an Gunship Helicopter using the terrain to play hide and seek because we really don't have the speed to get out of the mess we so quickly get in and when you see your team running run with them...remember you only have to out run the Atlas ;)

#12 Urdnot Mau

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Posted 10 April 2013 - 06:00 AM

I have a lot of sucess with my 4SP. 2 SRM 6 + Art IV and 4 medium lasers. You are a brawler with this build, so you need a very good heat efficiency (1.3+ in this build). As a medium brawler, you don't want to be alone. Also be very aware of your surroundings. I mean.. you are very fragile. If you are at least 100m appart from your buddies you better be aware of everything. If you have ANY contact, run back to them. If you notice you are under ecm RUN back to them, maybe you'll drag that filthy ecm to you buddies and he'll get wrecked. Never be the center of attention. Be aware of how many enemies are firing at you. You are fragile and you want your enemies paying attention to other mechs. Stick with atlai mostly, but other assaults works as well. Never engage in an open area, unless your buddies are ahead of you. If they are behind cover, pop off cover, take a good shot, and pop right back to cover.
Use the biggest engine avaiable ! This is very important. You need that maneuverability. When engaging any enemy use that. Make them turn those hips as hula hula dancers. Specially assault mechs. You have a hell of an advantage when talking about maneuverability. Assaults are big targets and if you are close, those SRM+ArtIV will mostly sure hit them.
So many tips... but this is the basics. Keep these in mind when going to matches and if a few dozen matches you'll be getting 500+ damage for sure !

***Also, try to play more in the morning than at night. Morning matches are easier ^_^ Night matches can be frustrating sometimes.

#13 Julius Scaramanga

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Posted 10 April 2013 - 06:27 AM

View PostUrdnot Mau, on 10 April 2013 - 06:00 AM, said:

I have a lot of sucess with my 4SP. 2 SRM 6 + Art IV and 4 medium lasers. You are a brawler with this build, so you need a very good heat efficiency (1.3+ in this build). As a medium brawler, you don't want to be alone. Also be very aware of your surroundings. I mean.. you are very fragile. If you are at least 100m appart from your buddies you better be aware of everything. If you have ANY contact, run back to them. If you notice you are under ecm RUN back to them, maybe you'll drag that filthy ecm to you buddies and he'll get wrecked. Never be the center of attention. Be aware of how many enemies are firing at you. You are fragile and you want your enemies paying attention to other mechs. Stick with atlai mostly, but other assaults works as well. Never engage in an open area, unless your buddies are ahead of you. If they are behind cover, pop off cover, take a good shot, and pop right back to cover.
Use the biggest engine avaiable ! This is very important. You need that maneuverability. When engaging any enemy use that. Make them turn those hips as hula hula dancers. Specially assault mechs. You have a hell of an advantage when talking about maneuverability. Assaults are big targets and if you are close, those SRM+ArtIV will mostly sure hit them.
So many tips... but this is the basics. Keep these in mind when going to matches and if a few dozen matches you'll be getting 500+ damage for sure !

***Also, try to play more in the morning than at night. Morning matches are easier . Night matches can be frustrating sometimes.


This ^. I have a very similar set up: no artemis, but I do have the largest standard engine available (260). With speed tweak I run 92.7kph. Endo, DHS (14), max armor (shave 1 point per leg), 4 med laser, 2 srm6 (2 tons ammo), AMS (1 ton ammo). It's a wrecking machine. 500+ damage is no joke as I run this regularly. Perfect for hit and run on assaults, chasing off and destroying lights, toe to toe with mediums and some heavies. I even cap with it like a light sometimes. It's a very well rounded mech.

#14 Urdnot Mau

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Posted 10 April 2013 - 06:46 AM

View PostJulius Scaramanga, on 10 April 2013 - 06:27 AM, said:


This ^. I have a very similar set up: no artemis, but I do have the largest standard engine available (260). With speed tweak I run 92.7kph. Endo, DHS (14), max armor (shave 1 point per leg), 4 med laser, 2 srm6 (2 tons ammo), AMS (1 ton ammo). It's a wrecking machine. 500+ damage is no joke as I run this regularly. Perfect for hit and run on assaults, chasing off and destroying lights, toe to toe with mediums and some heavies. I even cap with it like a light sometimes. It's a very well rounded mech.

Have you tried using Art IV ? It's a hell of an upgrade ^_^ I'm looking into getting 3 free tons and droping 2 medium lasers to get an ER Large. I'm also thinking that the AL is a better option than the 4SP because if i lose the arms on the AL i only lose 2 hardpoints and on the 4SP i'd lose 4. Same logic to torsos. What do you think ?

#15 Julius Scaramanga

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Posted 10 April 2013 - 11:09 AM

I've used Art IV for my stalker lrm boat but never for srm. I might have to try it (maybe dump a couple of heat sinks). I like the 4sp hard points because they are symmetrical, but that's just my quirk.

#16 WANTED

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Posted 10 April 2013 - 12:33 PM

On the hunchback sometimes I run an ER PPC on one arm to throw off the enemies who like to focus on my RT. I put this on the left arm. It can knock out ECM, has long range punch and can surprise those who think you are ineffective after losing the RT.

Usually though my big damage is the like above, 4 Med Lasers and 2 SRM6+Artemis.and I run 92.7kph. The speed and torso twist really makes this fast hitting hunchback effective. My problem I notice is after the new patch, SRM6's don't hit like they use too and lights and heavies usually dispose of me before I can take them down.

#17 Koniving

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Posted 10 April 2013 - 06:58 PM

View PostAshley Ophelia, on 10 April 2013 - 05:33 AM, said:

From one Hunchback pilot to another, especially if you are new like me, I have found hiding behing the big boys not only improves your chance of survival but allows you to get in range and take a few down. Also be aware of your surroundings. I liken my Hunchback to an Gunship Helicopter using the terrain to play hide and seek because we really don't have the speed to get out of the mess we so quickly get in and when you see your team running run with them...remember you only have to out run the Atlas :P



This is very true. Personally I hide behind the big boys of the enemy team at every opportunity. LRMs coming for me? Get behind the big enemy brawler that's coming at me and put him in between myself and those missiles. Oh no! He got team killed! Good enough for me.

Also any pilot in any mech -- when you fight on the front lines and take a beating, fall back behind your comrades. Let them have a turn. Much like a sports team cycling its players, cycle your mechs. It's the same as distributing enemy fire around your body, be certain to distribute it around your team so that no one is single-handedly focused. Once that begins; once all enemies focus on one target and kill it, the battle is effectively over. It will devolve into a one-sided slaughter.

If your comrades start to take a beating and you are fresh you should draw attention to yourself. Enemies spreading their fire against many targets are enemies that are not effective. Defend your team mates, but know when it's time to pull out. Should you see your comrades running from the front line to your position, they are ALWAYS bringing a lot of enemies behind them. Be ready.

----------

Use R to target-shuffle enemies to find the weakest. Lots of smoke is usually a strong signal on where to focus.
Announce your targets if you can type or speak quickly enough. If multiple allies focus on a single mech even if that target is not called, that target is the one you should shoot as well.

-------

Killing lights: This is a lot easier than most people think. Aim for legs. Any shots to a healthy light's torso is a waste. The most effective and time-efficient way to deal with any light is to the leg. Once the leg is gone, take out the enemy in any way you like.

Edited by Koniving, 10 April 2013 - 08:30 PM.


#18 Koniving

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Posted 10 April 2013 - 07:08 PM

View PostJC Daxion, on 09 April 2013 - 03:32 PM, said:

I tried Tip... rotate your torso to protect your AC 20

Worked like a charm!


While trying to make room, I found an old vid I failed to upload in the past and have placed it up.

This was when I first got the Fang (a hero variant of the Dragon). No unlocks. My first dragon since Closed Beta. Me and a rival Fang got isolated from the main fight and began duking it out. I am running my Fang in a purely default loadout (yes, STD heatsinks too). My opponent is custom-built and given his equipment, he may have double heatsinks.

The tip that was presented, rotating your torso, was one of the many tricks used here to survive this fight against superior firepower.

Both of us worked under the assumption the other had an XL engine. I really did think I had an XL so I fought as such.

I only started the recording after the first exchanges of fire. We both started with full health.

Edited by Koniving, 10 April 2013 - 07:11 PM.


#19 Lord Psycho

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Posted 10 April 2013 - 07:20 PM

oh sighs..I run the G, 4SP and 4P variants..and trust me the G is hard to play with BUT, I have 3 simple builds for the G.

run 1 gauss rifle, 3 ML. run 1 ac20, 3 ML, and 2MG(optional). the third one I havejust found and I love it to nearly death...I prefer not to tell anyone but..3MG, 2 LargePulselaser and 1 ML.

keep running and only stop to hide behind cover in case of LRM fire.


I run around and sow chaos among enemy ranks. Always go after the bigger guys!. they are supposed to be much slower.

remember only initiate first comabt IF and only IF you sneak up behind enemy ranks and shoot the assault mech in the back and beat him senseless.

the gauss rifle one is very fragile and you can throw some MGs on it if you like. it's a snipe build..soften them up and finish them with a nicedance of Medium lasers.

Similarly you can use 2 ac2 instead of 3 ac2..why 2? because 3 is far too heavy without using a smaller engine or less armor or back up weapons.

always use your longrange weapon for whittling the enemy at the farthest. anduse your short rane weapons for the kill.

Please watch Phil of the No Guts No Galaxy podcast and watch how he uses his CN9-A.

mind you the ac20 build is what I call the "backstabber" build.


you can always change it up and use an LB10X, 2MGs, and 3 ML variant. it's so much ahrder for people to steal kills..but even if you don't get the kill you can get the component destruction bonuses.


Have fun. Enjoy. and terrorize your enemy in to submission.


-This message has been brougth to you by your local psychopathic Mechwarrior brethren.

#20 Zombie Gandhi

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Posted 11 April 2013 - 10:21 PM

The Hunchback is one of my favorite mechs in the game. They're tough little nuggets that can hold up to running into an Atlas or two, should one make a wrong turn.

Do not use an XL engine in them, ever. This is a general rule for most mechs, sans the lights.

If you're to use a variant that has missiles, the 4SP is the best choice; and is my primary mech. It has perfect hardpoints, spread wise; 2 Energy in each arm, Missile in each torso. Since it doesn't have a majority of weapons in a single body section, you can lose an arm, torso, and still be useful. As a side note, my 4SP runs 4 Medium Lasers, and 2 SRM4+Artemis. Endo, DHS, etc. 260 Standard engine. You can Alpha all day long.

I love the AC20. My Founders 4G is simple and effective; AC20 (3 tons ammo), 2 Medium Lasers. 260 Standard engine, Endo, DHS, etc. Heat Efficiency of 1.54; even Caustic doesn't bother me heat wise.


Hunchback's are best suited as Skirmishers. Use your speed to flank, and to disengage. When you are receiving fire, torso twist, as it will cause lasers of all sizes to spread the damage. Let those Fatlases ponder about in the open. Always stay with cover, whether that's a hill or building. They can't hit what they can't see, and weapons can't penetrate said cover. Always be on the move, and never play into the enemy's strength. Know your optimal range on your weapons, and minimum, if that's also the case.

Sorry for the ramble, but it's late, and I've had too much coffee.





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