Jump to content

- - - - -

Hunchback 4J


18 replies to this topic

#1 Im A White Guy

    Rookie

  • 6 posts

Posted 05 August 2013 - 05:55 PM

How do you set each weapon to a specific number in-game?

I want my Small lasers to be #3 and my LRM 10's too #1

Using Crtl + R i can get them selected but i cannot set them.

Edited by Im A White Guy, 05 August 2013 - 07:57 PM.


#2 Marvyn Dodgers

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,859 posts
  • LocationCanuck transplanted in the US

Posted 05 August 2013 - 06:12 PM

I will defer to those (okay, everyone) much wiser that me, but I thinki joysticks are still a crapshoot at this point. . . .

#3 NineTails

    Member

  • PipPipPipPipPip
  • Bad Company
  • 137 posts

Posted 05 August 2013 - 06:52 PM

I strongly advise against using a joystick to play MWO. You'll get much better results from keyboard/mouse.

#4 Nothing Whatsoever

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 3,655 posts
  • LocationNowhere

Posted 05 August 2013 - 06:55 PM

To regroup weapons you need to use the arrow keys and R-Ctrl. I suggest dropping in Training Grounds to set them up after making a change.

You can do that in the beginning of a match, but I don't recommend that.

You need to click on button of the "tiny grey Catapult figure surrounded by an orange Gear" to the left of the green "Launch" button to select Training Grounds when you are in the MechLab.


http://youtu.be/vnNTome2K8Y?t=6m12s

Be careful though, cuz I know from experience when I dun goofed a few times when trying to go to Training Grounds and instead dropped unprepared into a match, it can be both funny and frustrating depending on what you loaded up with or not.



As for your 4J, you are actually better off trying something more like this: http://mwo.smurfy-ne...164416204712669

The two LRM 10s give you better spread than an LRM 20 and 4 tons should be plenty if you stick with an Assault. TAG is very helpful when combined with Artemis. And eventually the Target Decay module in the Pilot Lab. BAP will give you faster locks too.

And you would still have two MLs if you lose your Hunch. The Small Lasers are there as emergency back up if somebody gets in your face, and can easily be swapped out for more ammo and leg armor if you like, heat should be an after thought if you keep the Lasers under control and focus on using the LRMs first.

So you can have them in the same group (such as keeping Arm Lock on), but it would be better to have Arm Lock off and have the Mediums in separate groups, since the Arms can track faster.

So for me, I'd say set grouping something like this:
  • Group 1: TAG - (and you can use the arrow keys to switch this group on your primary fire, for me Left Mouse)
  • Group 2: Left Medium Laser - (for me Right Mouse)
  • Group 3: LRMs (TAG optional) - (third Mouse button)
  • Group 4: Torso mounted Lasers
But there are different combos you can tryout, it just depends on what feels better for you.






I use a mouse and keyboard, so I can't help with the joystick, sorry.

Edit: adding video for finding Training Grounds, goofed on grouping.

Edited by Praetor Shepard, 05 August 2013 - 07:19 PM.


#5 Typatty

    Member

  • PipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 138 posts

Posted 05 August 2013 - 07:34 PM

I use this build on my Hunchback 4J.

http://mwo.smurfy-ne...a25cf39a44c6391

However, if you're poor or you don't like XL engines, here is a build with a standard engine.

http://mwo.smurfy-ne...04856367453b94e

Edited by Typatty, 05 August 2013 - 07:39 PM.


#6 Icedman

    Member

  • PipPip
  • Overlord
  • Overlord
  • 42 posts

Posted 05 August 2013 - 07:41 PM

I used to have that exact joystick.... sadly, it gave up the ghost so I have no idea on getting it to work.

I do use the Extreme 3D Pro but i use it left handed for joystick + mouse. Mouse is just better for torso movement but I use my joystick for legs and the buttons all right there are handy. Plus it just feels right having a joystick in a Mechwarrior game.

#7 Nothing Whatsoever

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 3,655 posts
  • LocationNowhere

Posted 05 August 2013 - 07:58 PM

Right now the website is having a technical difficulty with some systems: http://mwomercs.com/...__fromsearch__1

So may cannot see messages right now.

#8 Zordicron

    Member

  • PipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 2,547 posts

Posted 05 August 2013 - 08:02 PM

http://mwo.smurfy-ne...423b988249ed74b


For sure, support. hang out by the big boys. Area control and brawl support with LRM fire. your spotters if you have any, will allow your more fragile medium mech to indirect fire on some maps, which can be a big boon to your team as area control. LRM 25+artemis is nothing to sneeze at.

If you hang out by someone a lot bigger, you also have more then enough lasers to fend off lights or even some mediums. However, you are not a brawler, you are not fast enough and do not have enough alpha ability to make a dedicated brawler pilot break off. Hence, stay by someone who can. Use LRM fire at the nice 200-300M range to assist the brawlers, and guard your Fatlas pal's back with decent laser power.

The loadout is really all about assists and support. It will hit 71kph after tweak, and it costs a good bit with artemis, DHS and Endo, but then DHS and Endo are on like 90% of my mechs anyway so I dont usually consider that as an unusual cost.

Modifications you can do:
drop some LRM ammo- 1 ton, and some armor, add AMS, or a BAP if you want.
Drop to 2 LRM 10, drop 1 ton ammo, add both
drop 1 ton ammo, or armor, or 2 SL- add a tag.

Note: I do not use a tag, because being a hunchback means everyone can kill you in short order. Tag is useful, no doubt, but it also gives you away as to your location, and forces you expose yourself for a good long while if you are firing LRM. It is most useful when assisting brawls, as it can cut ECM. I found I was using indrect fire fairly often, and preferred more laser power for fending off lights. Light mechs will gun for you, they see you as an actual potential kill thinking you have a lot of tons in LRM and are mostly a support mech. One salvo of the lasers will make them run off usually. I found dropping 2 SL or one ML for a tag decreased the odds they would flee enough, and enough times that I decided to go with more firepower. TAG is however, probably the most user by user choice for this loadout. If you use it and like it on other mechs, you might want to do it here too.


As for joystick, I do not think i would bother with it right now sadly. I myself am working on the construction of a mech chair/cockpit to use a joystick with. I will also at that point play MWO on my 50" tv. However, I am waiting for DX11, field of view and other display options to be built in the game, and a good deal on a really nice joystick/throttle combo. My logitech wingman from 1998 is not really nice, though it is passable to play on. basically, joystick use suffers from suboptimal aiming speed and precision on low end sticks.

There is one way though, where you use the joystick for the legs movement and throttle and use the mouse for torso and arms. I saw it posted here. havent tried it yet myself as it wasnt exactly what I am after with the stick, but if you really want to use one, that might be a good middle ground.

#9 Im A White Guy

    Rookie

  • 6 posts

Posted 05 August 2013 - 08:04 PM

How do you set each weapon to a specific number in-game?

I want my Small lasers to be #3 and my LRM 10's too #1

#10 Nothing Whatsoever

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 3,655 posts
  • LocationNowhere

Posted 05 August 2013 - 08:18 PM

View PostIm A White Guy, on 05 August 2013 - 08:04 PM, said:

How do you set each weapon to a specific number in-game?

I want my Small lasers to be #3 and my LRM 10's too #1


The four arrow keys can be used to highlight the different weapons to the Groups it moves in a cross pattern between the rows and columns.

Right Control can select or deselect the Number in the middle of the cross for the Highlighted weapon for when the Group is fired.

Better yet, check out this video to see what what I'm trying to say:

#11 Im A White Guy

    Rookie

  • 6 posts

Posted 05 August 2013 - 08:23 PM

I got it, i appreciate the help

#12 Nothing Whatsoever

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 3,655 posts
  • LocationNowhere

Posted 05 August 2013 - 08:29 PM

We're here to help.

So if you have more questions go ahead and ask away.

#13 Im A White Guy

    Rookie

  • 6 posts

Posted 05 August 2013 - 09:23 PM

Is the Altas a good buy?

#14 Brut4ce

    Member

  • PipPipPipPipPipPip
  • The Slayer
  • The Slayer
  • 364 posts
  • LocationLand's End

Posted 05 August 2013 - 10:02 PM

View PostIm A White Guy, on 05 August 2013 - 09:23 PM, said:

Is the Altas a good buy?

Nope. For a new pilot, the medium class (especially centurions and hunchbacks) are the best to begin with and learn the ways of battlemech combat. These mechs are fast, maneuverable and can take a lot of punishment. One could get away with small mistakes in combat. An Atlas or a slow assault, is too specialised and one needs to know their style well to do well. Otherwise you're toast. AND bear in mind, that piloting an Atlas or any other powerful assault, makes you a prime target for the enemy team. NOT GOOD! :D

Also from what i've seen, you are trying out the hunchbacks which is an excellent choice imo. For the 4J variant this is what i use and has served me really well. :
http://mwo.smurfy-ne...03ece22d2a0db4f

Give it a try. Also excellent variants are the 4P and 4SP.

PS: btw i do not know if you are aware of this but the above link i posted is from a site where you can build out your mechs and see how everything fits before bying anything within the game and waste those valuable c-bills :)

<S>

#15 Nothing Whatsoever

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 3,655 posts
  • LocationNowhere

Posted 05 August 2013 - 10:10 PM

View PostIm A White Guy, on 05 August 2013 - 09:23 PM, said:

Is the Altas a good buy?


They can be a good buy once you get used to how the game works and then how they work, but don't rush into them yet. You can test out the Champion Atlas to get a feel for how they will feel. It is an RS and the Weapon Groups don't need to change last time I checked the Trial Mech out.

The Atlas can be unforgiving at times and a bit expensive if you are tight on C-Bills. They are slow, so you need to be deliberate and know where you want to fight on the maps and how to maximize your Armor by twisting your torso to use your arms.

As you level them you can be vulnerable to fast lights and mediums, with fast Heavies being a choir to fight if you are still learning how to aim and lead targets, so you will need to rely on others for support, using the map to always protect you back and learning how to reverse and counter turn to catch them if they try to circle you.

I still have a D-DC. Most on the forums would agree that the D-DC and the RS are the two best variants due to ECM and extra module slot for the D-DC and the hardpoint layouts for both.

The weakest is often agreed to be the AS7-K (and it's the most expensive) due to having a stock XL engine (which can be a liability too often in an Atlas), two AMS in arms, two Energy hardpoints in the Center Torso (one energy in each arm too) and only one hardpoint for a Ballistic and Missile weapon in the torsos.

It's best used to fight at range, but that does not let you use the Armor advantage to support your team in a brawl that often. I did have one before and I stuck a Standard Engine into the K; I did okay with it as a mid-range brawler using A-LRMs, so it's not worthless, just considered a weaker variant to the other hardpoint layouts on the other Atlas variants.

The AS7-D is kinda in the middle of the pack when comparing between the four variants, but again any of the four can be fearsome with good support and the Atlas Pilot knowing where to go on the maps to maximize the use of the Atlas, which can be a challenge to learn on the fly though.



So, the D-DC has three missile Hardpoints in the Left Torso, so three SRM 6 combined with an AC/20, ECM and often a STD 325 or 350 engine can make this variant be a powerful Brawler (and I had fun flanking sometimes on certain maps, depending on where the enemy went). The arm lasers would often be two Large Lasers or two Medium Lasers depending on use of Endo, Artemis and engine. So three weapon groups one for the Ballistic, one for the Missiles and a third for the Lasers not relying on the Lasers too much, and most builds can manage their heat pretty well too.


The RS has two Energy Hardpoints in each of the Arms. There is the current Champ variant that is solid and I've seen many with either 4 Large Lasers and a Gauss, or even PPCs and Gauss, but those PPCs can be tricky when leveling since it will be hard to hit fast mechs without the Mech efficiencies to help, so to start with one it would be better to go as a Brawler or LRM support with a solid mix of weapons to defend yourself if any mech tries to close in on you.


I can keep going but I'll stop for now, and there are various threads with a lot of details on how to use these mechs that you can check out as you look through the forums.

Hope what I wrote helps give you an idea on the potential for the Atlas and the challenge they are to pilot, since you would still need to learn some nuances of the game as you learn the specific nuances of the Atlas chassis, which can get frustrating at times.

Edit: typo

Edited by Praetor Shepard, 05 August 2013 - 10:18 PM.


#16 Im A White Guy

    Rookie

  • 6 posts

Posted 05 August 2013 - 10:36 PM

What exactly would you recommend for an assault mech for a budget of 10M cbills?

10M meaning Mech + Upgrades, more can be spared if needed.

#17 Brut4ce

    Member

  • PipPipPipPipPipPip
  • The Slayer
  • The Slayer
  • 364 posts
  • LocationLand's End

Posted 06 August 2013 - 12:18 AM

View PostIm A White Guy, on 05 August 2013 - 10:36 PM, said:

What exactly would you recommend for an assault mech for a budget of 10M cbills?

10M meaning Mech + Upgrades, more can be spared if needed.


You could try something like this:
http://mwo.smurfy-ne...8eeddfd70c4d0cb
10.1 mil c-bills total with upgrades.
<S>

#18 Unnatural Growth

    Member

  • PipPipPipPipPipPipPipPip
  • Bridesmaid
  • 1,055 posts

Posted 06 August 2013 - 03:58 AM

This one is my Hunchback -J

http://mwo.smurfy-ne...a825f6ce8f433ea

I run it with the assaults and play fire support role. I'll use LRM 10's until the push starts, and then it's mostly just using the 6 ML's to support our heavies and assaults during the brawl. I'll still engage with the LRM's, until they close to under 180 meters though. Adds to the damage, but I don't just sit in the back and fling missiles at everything.

The 6 ML's are great at swatting light mechs that come around pestering my heavies and assaults, plus I can throw some good mid range damage into whatever my guys are targeting.

I always put my ammo in the legs myself.

#19 Koniving

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Guide
  • The Guide
  • 23,384 posts

Posted 06 August 2013 - 05:21 AM

View PostIm A White Guy, on 05 August 2013 - 05:55 PM, said:

How do you set each weapon to a specific number in-game?

I want my Small lasers to be #3 and my LRM 10's too #1

Using Crtl + R i can get them selected but i cannot set them.

Setting Weapon Groups.


At the beginning of the match, go through this..

Up and down arrow keys selects the weapon. Left and right selects the group.
Right CTRL key (not CTRL +R) toggles In Group. Out of Group.

Blue is in group. Black is out of group. Use Backspace to set chainfire (creates little squares running down the group number). Always select group 1 again after setting groups.

Hint to keeping your Hunch alive:
Now that you know that, remember this when setting up your armor. Your entire Hunch, from front, left, right, and backside, all counts as "Right Front Armor." You should make allocate the right side to be 46 front, 2 rear.

Posted Image

Orange is side torso front. Blue is side torso rear. Notice the Hunch? It's this way for all Hunchbacks except the 4SP. People aim for the giant hunch, so beef up that armor.

This is my personal rig, rendered new player friendly. http://mwo.smurfy-ne...62c10d10c47c9fb

And this is my actual personal rig. http://mwo.smurfy-ne...0514bbf84ad5053

People swear my Hunchback's Hunch (right shoulder) seems invincible. The short burn time of small lasers means lots of damage in little time, which is devastating to lights especially when you go for the legs. (Just don't bother against legs of Jenners). SRM packs a punch for when the big guys get close. Otherwise stay at range with LRMs.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users