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.