Jump to content

Quirk "buffs" For The Hunchback-4G?


  • You cannot reply to this topic
46 replies to this topic

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%

Vote Guests cannot vote

#41 Zyllos

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,818 posts

Posted 11 April 2013 - 05:59 AM

This is where I think a complete redux of the hardpoint system is important.

Having a Large and Normal Hardpoint system would balance this mech by being the only Medium mech to equip an AC/20.

Weapons considered large:

Energy:
PPC
ERPPC

Missile:
LRM/20

Ballistic:
Gauss Rifle
AC/20

This makes the largest of weapons needing special hardpoints. Thus, only certain mechs that are equiped to utilize them would be unique.

This would make the HBK-4G stand out over the other HBKs because it's the only one able to carry the AC/20 or Gauss Rifle.

Edited by Zyllos, 11 April 2013 - 06:01 AM.


#42 LethalMezzle

    Member

  • PipPipPipPipPipPip
  • 200 posts
  • LocationEngland

Posted 11 April 2013 - 06:13 AM

Hunchback's RT either needs a damage reduction or the max armour value for it needs to increase (lower max armour values for other areas except CT & Head to compensate). It's just way too easy to clip the RT and the Hunchback is then completely impotent; HBK-4SP doesn't have this problem so that's fine as it is.

Head hitbox needs to be reduced too, it's massive.

#43 Trauglodyte

    Member

  • PipPipPipPipPipPipPipPipPip
  • 4,373 posts

Posted 11 April 2013 - 08:17 AM

I'd say that it could use a little loving but it is more about the issue with running a stock weapons loadout. YOu've got to get awfully damned close to use that 20 when you may be better off switching out to a Gauss and skirting the edges.

#44 JayVrb

    Member

  • PipPipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 507 posts

Posted 11 April 2013 - 06:28 PM

View PostGODzillaGSPB, on 10 April 2013 - 05:41 AM, said:

The 4G is often compared to the 4H, which can carry the same and more. And that's where the problems started. I carried "more" and the thing I found out is that it runs worse. More lasers, more heat, less HE, less firing. You can work against it by adding small lasers in the mix, but in the end you loose range, get slighty more damage and are still running hotter.

The perfect Hunchback 4G/4H has one ballistic weapon and three lasers and more is just wasted. The three ballistics on the 4G are also wasted.


I'm in complete disagreement with you. An AC20, 2 medium lasers, 3 small, 3 tons of ammo, and a standard 250 will rip. 3 small lasers pack not only a punch at brawlers range (where you'll be if you know how your AC20 works), but they work as quick and constant damage while your other weapons recharge or you're r pushing heat.

Edited by Vrbas, 11 April 2013 - 06:30 PM.


#45 N a p e s

    Member

  • PipPipPipPipPipPipPipPip
  • The People's Hero
  • The People
  • 1,688 posts
  • LocationQuebec

Posted 16 April 2013 - 12:43 PM

I voted other for the quirks and here's just my 2 cents.

Considering the size of the hunch relative to the AC20 which can fit into a much smaller package (Yen Lo's arm for example) I'd imagine there being some empty space inside the hunch. Space which could be made to optimize the weapon inside the compartment with some sort of quick loading mechanism. A small ROF boost to the ballistics weapon(s) inside the hunch could be interesting and it could balance out having less lasers than the 4H.

#46 Sephlock

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 10,819 posts

Posted 16 April 2013 - 12:53 PM

Honestly I would be willing to compromise, and accept it as it is, IF they make it so the Hunch changes in awesome ways depending on what you have placed in it. Ultra autocannons or multiple autocannons would have rotating minigun barrels (like on the jagermech). Ditto for machineguns- or maybe they'd just be in an array. I also want a huge flame to come out the back and sides of the canon if I am firing an ac/20 round (if it came out the front it could get pretty annoying, but hell, sure, I'd put up with that just for the awesome factor).

If they really wanted to play it cautious though, adding just 1 more energy hardpoint on the left arm (the non-hunch side arm) would be fine, I think. I'd prefer that it have 1 more energy hardpoint on each arm but I can understand why some might see that as too much, and TBH if they ever fix chain fire (for 3x ac/2s) or make machineguns viable (for 3x mgs), the 4G won't seem so ridiculously underpowered... the problem is, when are they going to do that, and when they do, will the buff(s) be enough?

#47 akakiwu490

    Member

  • PipPip
  • Stone Cold
  • Stone Cold
  • 31 posts
  • LocationMcTucky

Posted 16 April 2013 - 09:09 PM

My first owned mech in MWO--not too long ago--was a 4J. I love that bad boy, even if its hunch is such a tempting target. That is mitigated by usually just staying at range. It's probably my favorite mech to date.

In order to unlock elite for the HBKs, I bought a 4H. I loaded that thing up and managed to cram a gauss rifle in there with 50 shots and still some serious MLas damage for the close range fights. The gauss was mostly for ***** and giggles, but I ended up loving it. Regardless, my KTD ratio in my 4H started off at a sprightly 2.0 and is increasing steadily as I get better at the game.

When I finished with basic proficiencies in my 4H I got the 4G. I never intended to keep it, figuring I'd load it up similar to my 4H--with the gauss, etc.--and just play it until I got everything unlocked. I'm looking at just about half the KTD ratio of my 4H (I sold it, so it's at 1.05) right now. I could not, for the life of me, figure out what it was that was so different.

I think the saving grace for the 4G, regardless of any other weapon or all-HBK buffs, would be giving it a bit extra torso pitch. Maybe--as was previously suggested--giving the hunch more armor at the expense of other parts of the mech would help as well. But as I said above, I often end up in bad situations or losing easy kills because I can't fire my gauss at a crippled target from my current position. Giving that extra pitch gives the 4G more ability to choose confrontations on it's terms, rather than those of the enemy. That small advantage can pay off huge in battle.

I think I'd like to see more torso pitch on the 4H and 4G, but I think the 4H is sufficiently better than the 4G that it would be a reasonable quirk for the G to be the only one to get the pitch.

Edited by akakiwu490, 16 April 2013 - 09:11 PM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users