Founder's Hbk-4G(F) Problems
#21
Posted 08 July 2013 - 11:58 AM
#22
Posted 08 July 2013 - 01:56 PM
The HBK is not an easy mech to start the game with and requires a lot thinking before running into a fight. I love calling mine 50/50, since there's a 50 percent chance I will either die during the first 3-4 minutes of the match or survive till the end.
Yet I like using it in a well balanced team. It can fullfill all clase range support roles for the big guys as long as you have enough cover at your disposal that is. A couple lucky shots with the LB 10-X and you can be a real pain. Also the mediums keep you alive since everybody IS going for your...well...your hunch...back.
Edited by Barranoid, 08 July 2013 - 01:57 PM.
#23
Posted 08 July 2013 - 04:47 PM
#24
Posted 08 July 2013 - 11:19 PM
Endo Steel
Ferro Fibrous
10 Double Heatsinks.
Standard 250 Engine (81/89kph)
AC 20 (3 ton ammo, 2t in RT, 1t in CT) (CT ammo is spent first and if hunch gets critted, you're mostly game over anyway.)
3 Med Lasers
Almost Max armor (reduce some from arms and legs, everyone shoots your hunch anyway.)
Tactics:
-Stay hidden, do not peek.
-Don't waste AC20 ammo on long shots nor fast targets, unless certain to hit. Ambush or flank instead.
-Wait for friendly mechs to engage enemy at medium range, before moving in.
-Try flanking if reasonably possible, as 2-3 shots at any mech's backside will take it down.
-Run behind friendlies when enemy decides to seriously target you, move in again when they have something else to focus at.
-Target bigger mechs first if possible (easier to hit with AC and damage done from behind makes more difference), remember to lock targets and focus your shots on already damaged components, so you can reduce enemy firepower as fast as possible. (Use target info gained from friendlies to decide target before moving in if possible.)
-Staying around too long just gets you killed, so pick your shots well and break off soon enough. You can always come back for the kill later.
-Always think twice before running on open ground, enemy will take out your hunch in few seconds if you give them a good opportunity.
-While enemy tries to target you, your friends might get to give some free shots. Try arranging those if possible, break off if friends can not or do not use the advantage.
I've enjoyed driving my Hunchback quite a bit, and it actually has better stats than most of my mechs, so it is certainly viable machine.
Edited by xRatas, 08 July 2013 - 11:33 PM.
#26
Posted 09 July 2013 - 03:22 AM
Sh4nk0h0l1c, on 08 July 2013 - 11:26 PM, said:
Probably worth shaving another ton of armor from the head/arms/legs to get a fourth ton of ammo. I could always get away with three tons in my AC20 HBK-4H, but I also brought five lasers instead of three, which makes a pretty big difference when you're out of ammo.
#27
Posted 09 July 2013 - 03:35 AM
aniviron, on 09 July 2013 - 03:22 AM, said:
Probably worth shaving another ton of armor from the head/arms/legs to get a fourth ton of ammo. I could always get away with three tons in my AC20 HBK-4H, but I also brought five lasers instead of three, which makes a pretty big difference when you're out of ammo.
Sure, I got the 4H too, but the OPs question was abaout the 4G. I am fine with 3 Tons of ammo, of course you can put in a 4th ton if you like but that Comes at the cost of a lot FF-Armor...
Edited by Sh4nk0h0l1c, 09 July 2013 - 03:36 AM.
#28
Posted 09 July 2013 - 03:55 AM
http://mwo.smurfy-ne...4c5aa00f81c2afc
Cliffnotes:
XL260, ES, FF x3 AC2, 6 tons of ammo
I realized that the hunch is a problem you just can't get around. If you're brawling, you're so close that any enemy can concentrate their damage the way they want to; there's nothing you can do about it, as no amount of ninny torso-twisting will block the hunch from LOS.
The solution is to get farther away. Don't brawl! No one shoots at the hunchie that's 700m away when there's an atlas in their grill, and you need to exploit your opponents' target priority. In addition, distance is really the only way to minimize the chances of them hitting your hunch.
I realize an XL on a hunchie is akin to blasphemy, but it seriously works well and it's the longest my hunchie has ever gone without a redo
Also, the AC20 is a trap. Don't use it. Unless you brought 2 or some ppc's as well you're going to be outgunned and die very quickly.
#29
Posted 09 July 2013 - 05:12 AM
http://mwo.smurfy-ne...f667fe8c276f403
-I stay away from the AC20 because it gets slaughtered in a brawl
-2 UACs give you some decent midrange sniping ability, and a good kick up close as well
-Yes, it's slow as balls
-Don't bother with back armor on the right torso, because the actual rear hitbox is tiny and almost no one aims for it
Your success in this mech mostly comes down to your situational awareness more than anything else. As others have mentioned, you want to wait a bit until the enemies have engaged other targets before you poke your head out. Also, try to stay in semi-cover where you can slide your right torso around a corner and retreat if you start taking fire. It's also good to choose targets you're reasonably sure you can kill, such as other hunchbacks, catapults, and uhhh... yeah. Basically, if you're the only one shooting at a particular enemy, you're doing it wrong.
#30
Posted 09 July 2013 - 05:40 AM
I currently use a Gauss and 1xPPC build which increases range a good deal with only a little loss to Alpha damage.
SinnerX, on 09 July 2013 - 05:12 AM, said:
I always aim for it, but more speed is a better asset, and any buffing of the back armor reduces the front which is bad.
#31
Posted 09 July 2013 - 05:43 AM
aniviron, on 09 July 2013 - 03:22 AM, said:
Probably worth shaving another ton of armor from the head/arms/legs to get a fourth ton of ammo. I could always get away with three tons in my AC20 HBK-4H, but I also brought five lasers instead of three, which makes a pretty big difference when you're out of ammo.
Not worth it at all. You got 21 AC20 rounds. I'm 50/50 if I run out of ammo or hunch. No need to have a lot of ammo sitting there after losing your hunch when you could be needing that armor. Be smart, 3MLs are good for maneuvering and stripping a heavy or assault's back armor. Plus this way, heat management is easier.
#32
Posted 09 July 2013 - 05:43 AM
MisterFiveSeven, on 09 July 2013 - 03:55 AM, said:
http://mwo.smurfy-ne...4c5aa00f81c2afc
Cliffnotes:
XL260, ES, FF x3 AC2, 6 tons of ammo
I realized that the hunch is a problem you just can't get around. If you're brawling, you're so close that any enemy can concentrate their damage the way they want to; there's nothing you can do about it, as no amount of ninny torso-twisting will block the hunch from LOS.
The solution is to get farther away. Don't brawl! No one shoots at the hunchie that's 700m away when there's an atlas in their grill, and you need to exploit your opponents' target priority. In addition, distance is really the only way to minimize the chances of them hitting your hunch.
I realize an XL on a hunchie is akin to blasphemy, but it seriously works well and it's the longest my hunchie has ever gone without a redo
That's pretty much my build. I did sacrifice some speed (and a bit of ammo) for 3 MLasers though. Nothing quite like 3 A/C2s ripping away.
3 AC/2s (grouped together). It's like an UA/C5 that does 1 extra damage, goes farther, and doesn't jam. Bonus. Just really heavy LOL.
Edited by MeiSooHaityu, 09 July 2013 - 05:46 AM.
#33
Posted 09 July 2013 - 08:18 AM
MeiSooHaityu, on 09 July 2013 - 05:43 AM, said:
That's pretty much my build. I did sacrifice some speed (and a bit of ammo) for 3 MLasers though. Nothing quite like 3 A/C2s ripping away.
3 AC/2s (grouped together). It's like an UA/C5 that does 1 extra damage, goes farther, and doesn't jam. Bonus. Just really heavy LOL.
I figure if I run out of ammo, I did 600-700 damage.
That means that the hunchie did its part and my team needs to step up
#35
Posted 09 July 2013 - 02:33 PM
cdlord, on 09 July 2013 - 05:43 AM, said:
I get what you're saying- I think it's preference though. I don't really mind losing an arm in my hbk, so I'm willing to sacrifice a little armor from them. 21 shots is often enough, but not always- I tend to shoot about 85% ac20, but on days when the hitreg is bad and shell after shell explodes dead centre for 0 damage, I find myself wanting more firepower. Again, part of why I prefer the HBK-4H is that you get the same build as the G but with more laserpower.
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