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Quirk "buffs" For The Hunchback-4G?


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Poll: How should the Hunch 4G be made competitive with the rest of the hunchbacks? (112 member(s) have cast votes)

Is the Hunchback 4G weaker than other hunchback variants?

  1. Yes, it's the weakest (57 votes [50.89%])

    Percentage of vote: 50.89%

  2. Yes, but only weaker than some (30 votes [26.79%])

    Percentage of vote: 26.79%

  3. No, it's equivalent or better (25 votes [22.32%])

    Percentage of vote: 22.32%

What quirks should be added to the Hunchback -4G?

  1. Increased torso twist (36 votes [17.14%])

    Percentage of vote: 17.14%

  2. Increased torso elevation/declination (54 votes [25.71%])

    Percentage of vote: 25.71%

  3. Increased acceleration (17 votes [8.10%])

    Percentage of vote: 8.10%

  4. Increased deceleration (14 votes [6.67%])

    Percentage of vote: 6.67%

  5. Increased turn speed (32 votes [15.24%])

    Percentage of vote: 15.24%

  6. Larger engine cap (26 votes [12.38%])

    Percentage of vote: 12.38%

  7. None (21 votes [10.00%])

    Percentage of vote: 10.00%

  8. Other (in post) (10 votes [4.76%])

    Percentage of vote: 4.76%

What non-quirk buffs should be made to the Hunchback-4G?

  1. 2 Energy slots per arm (26 votes [22.03%])

    Percentage of vote: 22.03%

  2. Damage reduction for the right-torso (28 votes [23.73%])

    Percentage of vote: 23.73%

  3. None (56 votes [47.46%])

    Percentage of vote: 47.46%

  4. Other (in post) (8 votes [6.78%])

    Percentage of vote: 6.78%

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#21 Deathlike

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Posted 10 April 2013 - 05:50 AM

The 4G is crippled because of the lack of MG buffs. Go complain about MG buffs (especially if you have a Founder's Hunchback) or use the 4H.

It's not that you can't do stuff with the 4G, but you can do more with the 4H.

#22 Aethon

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Posted 10 April 2013 - 05:54 AM

The hunch is able to be hit from literally any angle, so it needs a damage reduction factor, IMHO, like that given to missile hitboxes when the bay doors are closed.

As for quirks, I would leave the accel/decel alone, and increase its torso twist and turning abilities, to reflect its intended usage as an infighter.

I cannot see them doing this, however, as it makes the Wang even more pointless, IMHO. I would love to see it happen, though.

#23 Yokaiko

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Posted 10 April 2013 - 06:00 AM

View PostAethon, on 10 April 2013 - 05:54 AM, said:

I cannot see them doing this, however, as it makes the Wang even more pointless, IMHO. I would love to see it happen, though.


The Wang can run a pair of pulses, the ac20 with adequate ammo and still jam a 300XL in. They are totally different mechs.

#24 Belorion

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Posted 10 April 2013 - 06:06 AM

View PostDeathlike, on 10 April 2013 - 05:50 AM, said:

The 4G is crippled because of the lack of MG buffs. Go complain about MG buffs (especially if you have a Founder's Hunchback) or use the 4H.

It's not that you can't do stuff with the 4G, but you can do more with the 4H.


^_^ I don't think anything is crippled due to the lack of MG buffs.

#25 Aethon

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Posted 10 April 2013 - 06:07 AM

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


The Wang can run a pair of pulses, the ac20 with adequate ammo and still jam a 300XL in. They are totally different mechs.


I find it even easier to de-arm a Wang than to de-hunch a Hunchback. Your mileage may vary, of course.

#26 Josef Nader

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Posted 10 April 2013 - 06:08 AM

The Wang can lose his entire left side and not lose any combat effectiveness. If you're not circling counterclockwise in a Wang, you're doing it wrong.

#27 Belorion

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Posted 10 April 2013 - 06:14 AM

View PostJosef Nader, on 10 April 2013 - 06:08 AM, said:

The Wang can lose his entire left side and not lose any combat effectiveness. If you're not circling counterclockwise in a Wang, you're doing it wrong.


The same can be said for the Hunchback. Except for the third laser which the wang doesn't have in the first place.

#28 Bagheera

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Posted 10 April 2013 - 06:17 AM

View PostOpCentar, on 10 April 2013 - 01:56 AM, said:

In order to bring his big ballistics to bear the best thing would be to - increase his torso elevation/declination.

The rest is OK.


This.

Leave everything else alone. "Damage reduction for Mech Part X" is a road we do not want to start travelling down.

#29 TexAce

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Posted 10 April 2013 - 06:25 AM

Buff MG's

I elited all hunchs except the 4G and this is the only thing I would do.

Edited by TexAss, 10 April 2013 - 06:27 AM.


#30 Yokaiko

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Posted 10 April 2013 - 06:40 AM

View PostJosef Nader, on 10 April 2013 - 06:08 AM, said:

The Wang can lose his entire left side and not lose any combat effectiveness. If you're not circling counterclockwise in a Wang, you're doing it wrong.



Going that slow would assure it, with a standard engine you are going to run into weight issues above 250, that still has you south of 90kph where every swinging **** and his brother is going to get a hit.

#31 Reptilizer

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Posted 10 April 2013 - 06:42 AM

Why do people talk about AC20 when they talk about the 4G???

When you want a fast AC20, you use the 4H. Period. Just the way better mech for that purpose.

4G tweaks and quirks should be about MGs and AC2s, because they are the only weapons you can use to utilize those stupid 3 ballistics hardpoints...

#32 Wizard Steve

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Posted 10 April 2013 - 06:58 AM

Back when we had onlyeight mechs, no upgrades, no ECM, no consumables and no conquest, I ran a 4G almost exclusively. It was a perfectly viable mech even after they introduced engine size limits. It fairs less well in the game today but I don't feel it needs any changes. Some of the stuff that's been introduced since then does though.

#33 One Medic Army

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Posted 10 April 2013 - 01:41 PM

View PostReptilizer, on 10 April 2013 - 06:42 AM, said:

Why do people talk about AC20 when they talk about the 4G???

When you want a fast AC20, you use the 4H. Period. Just the way better mech for that purpose.

4G tweaks and quirks should be about MGs and AC2s, because they are the only weapons you can use to utilize those stupid 3 ballistics hardpoints...

That's pretty much the crux of my point.
Almost all builds I've seen for the 4G have maximum of 1 ballistic used, and in that case the H is straight up better due to the smaller hunch regardless of if you use the torso energy slots.

#34 Commander Kobold

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Posted 10 April 2013 - 01:48 PM

they should "quirk" it like they did the catapult >_> nerf quirk the crap out of it for no good reason

View PostReptilizer, on 10 April 2013 - 06:42 AM, said:

Why do people talk about AC20 when they talk about the 4G???

When you want a fast AC20, you use the 4H. Period. Just the way better mech for that purpose.

4G tweaks and quirks should be about MGs and AC2s, because they are the only weapons you can use to utilize those stupid 3 ballistics hardpoints...


putting ballistics on a medium is a mistake, they're just too heavy for the lack of tonnage (having a single AC not so much I meant in terms of multiples)

Edited by Omni 13, 10 April 2013 - 01:48 PM.


#35 StandingInFire

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Posted 10 April 2013 - 02:04 PM

How about for a hunchback quirk, reduce max armour on arms and increase max armour on left/right torso, seeing how important the torsos are and how spindly the arms are. I'd say something like -/+ 10.

#36 ryoma

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Posted 10 April 2013 - 02:09 PM

I thought PGI was done doing quirks for suits? They didn't do them last patch and the ones for Catapults were blanket nerfs, not individual quirks.

#37 Traigus

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Posted 10 April 2013 - 02:35 PM

All mediums could be made a little smaller..

Mr. HUGE AC20 shoulder is so much bigger than anyone else's AC/20 arm.
shoulder or AC20 anything else.

#38 Reptilizer

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Posted 10 April 2013 - 11:46 PM

View PostBagheera, on 10 April 2013 - 06:17 AM, said:


This.

Leave everything else alone. "Damage reduction for Mech Part X" is a road we do not want to start travelling down.


Except that we are already way down that road. Look at the missile bay doors for cats.

#39 Destoroyah

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Posted 11 April 2013 - 03:47 AM

Instead of a damage reduction they could theoretically lower the armor a bit on say the arms and left torso and shift all that extra armor to the right torso so you can beef it up. Same thing can be done for the 4P and $J since they are in a similar boat. Also centurions could be agmented in the same way.

In TT mechs were somewhat protected by dice rolls to determine hit location, but since MWO has precision aiming I think considerations need to be givin to help players protect their more valuable assets. A number of the hunchback series are good examples cause they got heavy reliance on localized firepower and can't afford to lose those areas while most other mechs have a heathy spread of weapons making them have more battlefield durability.
Example:
4G = -5 armor both arms, -7 armor Left Torso, +17 armor Right Torso.
4H = -4 armor both arms, -2 armor Left Torso, +10 armor Right Torso.
4P/4J = -4 Armor both arms and left Torso, +12 Armor Right Torso.
All Cents = -3 armor Both side Torso's, -4 armor center torso, +10 armor shield arm.

Edited by Destoroyah, 11 April 2013 - 03:54 AM.


#40 Scromboid

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Posted 11 April 2013 - 03:52 AM

If you think it's the weakest, it's because you don't know how to play it.

I have a friend who runs two A/C 5s in it and 3 medium lasers. It is ~nasty~ He's probably a better pilot than most of you, though, so there is that, and he knows where to place his shots.

Anyways, we've demolished stuff together and, honestly, I wouldn't like to be on the business end of that thing. Most folks that do find themselves in a molten pile of slag pretty quick.





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