

Just Started Running A Hunchback
#1
Posted 10 June 2013 - 02:36 PM
I had piloted the trial Hunch a few times and liked most of it, except for the heat issues in the trial version. So I decided to buy one (the all energy -P) and try and build some more cooling into it. I'm still running the std engine (200), I upgraded to DHS's, and I took out the SL, and 3 ML's and put in an ERPPC. It still runs hot with 13 DHS's and my current fire control, which is a 2 button mouse, #1 for the ERPPC, and #2 fires all 5 ML's. I can fire the PPC constantly without heat build up, but the 5 ML's at once I can only fire 2 times, the 3rd time will shut me down.
I've never needed to worry about heat in my Jenners before. So how does "cool shot" work (worth it, not worth it, etc), and is it just one shot per module bought, or is it multiple shots of cooling?
I'd like an easy way to split the 5 ML's to fire 2 and 3 at a time, but convenient to fire. I'd also like to be able to hit all 5 ML's at once easily. What 3 or 4 button mouse would you recommend? Can the game controls be set up to recognise a 4 button mouse? Or what other setup would you recommend. Just using a keyboard number is harder for me to reach for in a firefight, as I don't want to take my "hands" off the controls while brawling.
I see my role as a med to short range brawler. I want to keep the ERPPC to keep other snipers and LRM boats head's down. I also feel my role is to support and defend the assault mech(s), and plan to stick by them and lend my guns (and armor) to them. My speed is slow 60+ kph, (ok, dreadfully slow compared to my unlocked Jenner), but I can hang with the assault class no problem. I'm also running an AMS module.
I see why folks are recommending the Hunch for new players. Coming off of the lights, the big med is MUCH easier to pilot, easier to aim and hit your target, just a real stable weapon platform. I got over the feeling of invincibility pretty fast, as I can still get carved up by multiple enemy mechs, but I last much longer than running my little Jenner through the same fight!
One of my first drops was just me and an Atlas against an enemy lance+ (rest of the team ran off and abandoned us). We did really well, I think the Atlas pilot was just as green as I was, but we tore hunks off of every one of them, and we killed several before they brought us down. Our team found there way back and was able to mop up the enemy for the win, from all the damage we dished out. So I realize the potential is there.
Thanks as always, for the help.
#2
Posted 10 June 2013 - 03:37 PM
#3
Posted 10 June 2013 - 04:00 PM
#4
Posted 10 June 2013 - 04:45 PM
4P ERPPC variant w/3xMLas
4P 9xMLas variant
4G variant I've gotten 639 points with this one, averages about 300-350
4SP variant I run an 2xSSRM2 variant of this one too
Edited by Gremlich Johns, 10 June 2013 - 04:59 PM.
#5
Posted 10 June 2013 - 04:52 PM
http://gaming.logite...al-gaming-mouse
You would be able to use the extra two buttons on the left immediately by assigning them as "3" and "4" for the firing groups. The LGS (logitech gaming software) is required to program the buttons on the right (as by default they are LCTRL and LALT or under different colors they are C and V).
Best of all is the mouse can take all kinds of abuse (it gets knocked on the ground about 2 to 7 times a day, slams into wooden furniture, has been stepped on, etc.).
Normally my mice don't last a few months. This one's been with me for about three years.
(Btw, if you have only one ER PPC, store it in your left arm. This way even if you lose your Hunch, you still have the heavy hitter.)
Edited by Koniving, 10 June 2013 - 04:54 PM.
#6
Posted 10 June 2013 - 05:48 PM
OldOrgandonor, on 10 June 2013 - 02:36 PM, said:
Thanks as always, for the help.
Looks like you've got the basics of hunching down. Well done.
OldOrgandonor, on 10 June 2013 - 02:36 PM, said:
I've got a cheap *** 2 button, 1 scroll wheel/button Microsoft mouse. It came with a laptop some 7 years ago. As long as its light weight and durable you don't need much.
To fire the other weapon groups you can rebind your keys to use Q and E for weapon groups 4 and 5. Though if you have a 4P you want to practice firing them at once and keeping them on target for the duration.
To control fire you could also put the second group on chain fire and rapidly click when you need more lasers.
Edited by Hauser, 10 June 2013 - 05:49 PM.
#7
Posted 10 June 2013 - 06:28 PM
OldOrgandonor, on 10 June 2013 - 02:36 PM, said:
I had piloted the trial Hunch a few times and liked most of it, except for the heat issues in the trial version. So I decided to buy one (the all energy -P) and try and build some more cooling into it. I'm still running the std engine (200), I upgraded to DHS's, and I took out the SL, and 3 ML's and put in an ERPPC. It still runs hot with 13 DHS's and my current fire control, which is a 2 button mouse, #1 for the ERPPC, and #2 fires all 5 ML's. I can fire the PPC constantly without heat build up, but the 5 ML's at once I can only fire 2 times, the 3rd time will shut me down.
I've never needed to worry about heat in my Jenners before. So how does "cool shot" work (worth it, not worth it, etc), and is it just one shot per module bought, or is it multiple shots of cooling?
I'd like an easy way to split the 5 ML's to fire 2 and 3 at a time, but convenient to fire. I'd also like to be able to hit all 5 ML's at once easily. What 3 or 4 button mouse would you recommend? Can the game controls be set up to recognise a 4 button mouse? Or what other setup would you recommend. Just using a keyboard number is harder for me to reach for in a firefight, as I don't want to take my "hands" off the controls while brawling.
I see my role as a med to short range brawler. I want to keep the ERPPC to keep other snipers and LRM boats head's down. I also feel my role is to support and defend the assault mech(s), and plan to stick by them and lend my guns (and armor) to them. My speed is slow 60+ kph, (ok, dreadfully slow compared to my unlocked Jenner), but I can hang with the assault class no problem. I'm also running an AMS module.
I see why folks are recommending the Hunch for new players. Coming off of the lights, the big med is MUCH easier to pilot, easier to aim and hit your target, just a real stable weapon platform. I got over the feeling of invincibility pretty fast, as I can still get carved up by multiple enemy mechs, but I last much longer than running my little Jenner through the same fight!
One of my first drops was just me and an Atlas against an enemy lance+ (rest of the team ran off and abandoned us). We did really well, I think the Atlas pilot was just as green as I was, but we tore hunks off of every one of them, and we killed several before they brought us down. Our team found there way back and was able to mop up the enemy for the win, from all the damage we dished out. So I realize the potential is there.
Thanks as always, for the help.
Hello!
After trying a few combinations, I've found this 7 mlas configuration to my liking.
It does not have the alpha punch of some builds, but with all those heatsinks you will be able to mantain relatively high damage output for a very long time. It's really fun when you provoke someone into a prolonged fight and shoot gim in the face when he shuts down.
#8
Posted 10 June 2013 - 08:26 PM
If you're not already doing it, definitely make sure you're twisting into enemy fire so that they're shooting at your left torso, since you can safely lose that with a minimal hit to combat effectiveness.
#9
Posted 11 June 2013 - 12:58 AM
This is Gremlich's HBK-4G
This is what I suggest:
Extremized HBK-4G (same ammo albeit localized in the legs and cooling but 13 kph faster)
More conservative HBK-4G (less but cased ammo always with 90kph speed)
3 Ammos for the ac 20 are sufficient most of the times, since you're going to lose the huch usually before you even start to employ the 4th ton. Getting the 250 engine allows you much better cooling, better responsivity and extra speed.
Getting back IT and speaking of the 4P, later on I've been having some fun with this HBK-4P 2xPPC + 7SMLas and 12 DHSs (STD 255+ENDO+DHS) but it runs hot.
However the above fits the current gameplay/meta allowing you some decent sniping capabilities (you can literally spam those two PPCs) then if anything comes under 150m you completely forget them and have 1,5x times the DPS of an AC 20 in close range. Until your hunch is in place, you'll toast lights or bigger mechs with that 42 dmg in 5"!
After you've reached the basic skills, I'd suggest to go straight for the 4SP variant, then pick up the 4H (avoid the 4G, the 4H can do the same things with more backup weapons like a 4th ML or 3xSMLs+2MLs) or really eventually the 4J if you want to try some lrms, but it has the biggest hunch along the 4G and it's not fast as trebs to be seriously competitive with LRMs; for me the good hunchies are 4P, 4SP and 4H (in this order, once SRMs will be buffed 4SP will take the lead back).
Edited by John MatriX82, 11 June 2013 - 01:19 AM.
#10
Posted 11 June 2013 - 01:14 AM
Heat efficiency and speed are vital to the 4P. What I opted for was to have something hard-hitting in the left arm to offset the fact that the hunch is the primary target and it will be blown off in the end by any decent opponent. The ERLL in the left arm gives me some punch even after the hunch is gone, and can be used at safe range when cored. I lack one slot for going PPC on the left arm, tried it but every heat sink is vital on an energy mech so the tradeoff isn't worth it imho.
The torso twist and decent armor of the hunchie makes it ideal for close range fighting, so I'd recommend that over going ranged builds. It still runs hot, so try to get in fast and do your damage (1-2 alphas) then fade from the fight to cool down.
Also, move armor from the back to the front on the hunch side, since the back RT is very small but the front RT can be hit even from behind.
#11
Posted 11 June 2013 - 01:17 AM
You've got a heat eff of 1.26, which is not quite good enough to brawl for a normal mech, and since you have no low-heat weapons it means you shouldn't really try it in this loadout. What you are not is durable, heat efficient, or long range. What you are is fast, relatively inconspicuous, and with great burst damage. When you combine these, this means you can excel in midrange to close quarters- run straight at people while you try to core them in one or two shots, and then instead of turning to keep facing them and firing, just keep your throttle up and run past. You will cool down and avoid taking fire, and unless they are a ppc boat their damage is delivered more slowly than yours. When you have some more heat cap to play with, make another pass at them if your teammates haven't already noticed the cored mech and eaten it.
The other thing you have going for you is that you are usually the last target when the assaults begin to rumble, and two alphas into the back of that atlas can swing the whole match your way. Anything you target that has armor removed, you can take it off in two shots max. Never fire anything except alphas unless you're backed into a corner and their internals are lit up already, giving you a chance for a kill and escape. Alphas are always better, because even if you don't hit what you are aiming for, it is better to destroy an arm than splash damage across an arm and two torsi. So in your case, this is a good mech to play; you really only need one button. Even Mac users can play the 4P!
#12
Posted 11 June 2013 - 07:47 AM
Gremlich Johns, on 10 June 2013 - 04:45 PM, said:
4P 9xMLas variant
You still have a lot of free weight on that 9 ML 4P, try this build instead.
#13
Posted 11 June 2013 - 08:03 AM
Redshift2k5, on 10 June 2013 - 03:37 PM, said:
I agree. Cool shots are your friend. Upgrading this should be one of the first priorities; there's two pilot tree upgrades under consumables. One is a 20% increase in effectiveness, and the other is a "9x9" coolshot which makes the 40,000 cbill version equal to the 15 MC version.
There's also this, which is the most recent of my Hunchback 4P use. I'll try to squeeze in some more tonight with a Hunchpack (lots of hunchbacks).
#14
Posted 11 June 2013 - 08:34 AM
#15
Posted 11 June 2013 - 09:38 AM
#16
Posted 11 June 2013 - 09:56 AM
Edited by Spheroid, 11 June 2013 - 09:56 AM.
#17
Posted 11 June 2013 - 10:02 AM
Hauser, on 10 June 2013 - 05:48 PM, said:
The old ways are the best ways.
(It seems you guys have this covered, thanks for helping him out

#18
Posted 11 June 2013 - 12:40 PM
This is my suggestion:
Group 1 - all lasers
Group 2 - all lasers in your right torso
Group 3 - all lasers in 2 arms
Enjoy

#19
Posted 11 June 2013 - 12:54 PM
http://mwo.smurfy-ne...ecee06b37e5cc37
I group the two arm lasers together, the 6 together, and save the head laser for zombying. Basically, I move in while people are distracted, firing the two arm lasers, and when I see a vulnerable spot I hit it with the six. It's very effective.
You can take out the AMS and AMS ammo to fit in another heat sink and increase your leg armor. You'll have to watch your heat no matter what you do, obviously. :-)
#20
Posted 11 June 2013 - 07:06 PM
This is my take on the others.. (first buy a STD 250 to use in your HBK's once you do, you will be glad you did)
I have the 4G, which i love.. AC-20 30 rounds, and 3 ML, Double heatsinks, FF armor, 250STD,
I also have a 4sp, with SRM4+SRM6 artemis, 5ML (I'm thinking about going back to dual SRM6's with no artemis since this latest patch or droping to dual 4's, and adding another heatsink.. this mech runs hot..
My take on the play styles with them..
the 4SP,
is much more of a damage dealer/armor shreader for the most part.. I almost always get assists in this mech outside of the occasional kill..5-7 is average with this mech. I think of this mech as assault lance support. Take away fire from others, while avoiding, and dealing armor shredding damage.
the 4G on the other hand with AC-20 is a killer. I don't fire often in this mech, and rarely use the lasers which really just give away my position. I play this mech much more sneaky, as you are a high value target when spotted. I have even thought about about droping them down to small lasers, adding another Ton of ammo, and bumping the engine a notch.
the only time i really use the ML's on this mech is when i am brawling in close..
the play style on this one is take any shot of opportunity you can. Look for any smoking mech, or damage mech, and click your radar on him.. If he is missing armor on a torso get in to position to fire on it. I can't tell you how many times I've take down a mech firing on it once.
t also never hurts to try a leg shot on a light.. (but don't get carried away, you don't have much ammo) But often it will pop their leg in one shot. Also it never hurts to take on shots on any assaults arms.. pulling some limbs off a catapult, or stalker is a very good thing.
Flanking your assault lance, getting into sneaking into position taking 3-4-5 shots from the side, or behind the enemy is something i really like to do in this mech. You really can break up their line, and get 1-2 chasing you, which leaves your lance a few less mechs to worry about.. Just be sure you have a well planed escape route or some Back up to run to.
I do want to buy the H version of the HBK, perhaps pulse lasers and an LBX-10 with the biggest engine i can fit to be some sort of light mech stalker. I am considering using my last mech bay on it..
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