275 Hunchback
#41
Posted 24 August 2013 - 08:01 PM
275 engine hunchbacks are generally overkill IMO. The Cent has a greater use for the 275 engine (to crit buffer the 2 meds it carries in its CT).
#42
Posted 25 August 2013 - 01:00 AM
Spheroid, on 24 August 2013 - 02:29 PM, said:
Well before the heat penalties you had like 2 alphas and you reached overheating with ease (so the config was already extreme), now you simply have to break the groups, i use to fire 4+2 (arms) or 3+2 (arms) so it's manageable and does one hell of pinpoint damage, with all the risks of the hunch taken for cqb.
Cuddlytron, on 24 August 2013 - 03:36 PM, said:
HBK-4G
Just don't stop moving so your hunch isn't an easy target. Most fun I've ever had in a HBK. I've played HBKs since I started this game, and they've always been my main ride. By far my fav load-out so far!
Nope, I've never equipped a XL engine in my hunchies, that's purely suicidal xD.
#43
Posted 25 August 2013 - 07:16 AM
http://mwo.smurfy-ne...2271b0e2510bd00
http://mwo.smurfy-ne...9b513aaf098a7e3
And here's a light hunter, I guess.
http://mwo.smurfy-ne...474a9ac6b3efe45
#44
Posted 25 August 2013 - 07:31 AM
#45
Posted 25 August 2013 - 05:21 PM
I would be interested to hear from those with experience about whether the Gauss Rifle is a huge liability paired with a XL on this mech, or if it's a good build. I imagine the explosive nature of the GR could easily rain on your parade in a HBK. I'll be trying it out for kicks myself here soon...
UPDATE:
I gave it a whirl and had a good match with it. Running around with that kind of long range punch at 98kmph is pretty fantastic. The MLs and MGs are great for added killpower up close once you've softened the target with a few gauss slugs. However, that GR in the torso is just too easy to pop...
Edited by Cuddlytron, 25 August 2013 - 07:20 PM.
#46
Posted 27 August 2013 - 07:38 PM
#47
Posted 27 August 2013 - 08:42 PM
I've found that, while those builds are great for surprise attacks, they just run too hot for extended brawls. To improve heat efficiency, I tried a few combinations running 6 lasers total (3 in arms and head, 3 in hunch) and filled up on DHS.
Just had a 7 kill match with a 4P running STD 260, 3 MPL (arms and head), 3 ML (hunch). Still a bit hot, but much better than previous builds. Allows for much more sustained fire.
I'll be trying this STD 275 build next: HBK-4P
#48
Posted 28 August 2013 - 03:32 AM
That 4P you list here looks like it is a bit too heat efficient (if such a thing exists)
#49
Posted 28 August 2013 - 09:11 AM
Red Line Pilot, on 24 August 2013 - 03:14 AM, said:
Maybe it is too heat efficient? It is ok to get to 99% heat ;-)
You could swap a HS for 2 more small lasers.
Thank you ! I swapped out one x2 heat sink for two more small Laz and it worked great. I don't notice any difference is the heat at all. In fact I would say that (for me) its the perfect Medium Mech giving my Cent A a run for its money.
I also noticed that if you put the small laz on chain fire you can continue to shoot and still cool down all be it very slowly (on a non hot map). Very handy if an enemy of on its last legs and you will over heat if you alpha.
The only way I can see to improve this would be to change the mech class it´s self .
My Dream ´Hunchback¨ is 5 tons heaver at 55 tons 2 jump jets and 3 tons of Armour the rest just as is ) ....a man can dream.
#50
Posted 28 August 2013 - 04:46 PM
4P 6xSmall Laser 3xMedium Laser 1xAMS 18xDHS
The for SP can do well at 275XL if you use Medium Lasers instead of Medium Pulse Lasers.
4SP 5xMedium Laser 2xSRM6+A 3xSRM Ammo 1xAMS 14DHS XL Engine
4G/4H can go fast Gauss Sniper
4G/4H 3xMedium Laser 1xGauss 4xGauss Ammo 1xAMS XL Engine
4J can carry two LRM15+As. You can scrap the AMS for some extra ammo, but it should be able to muscle through AMS.
4J 2xLRM15+A 3xLRM Ammo 2xMedium Laser 1xAMS XL Engine
Edited by Elizander, 28 August 2013 - 04:59 PM.
#51
Posted 28 August 2013 - 06:22 PM
Why do you need to make an LRM boat so fast?
You can make that 4H with Gaus with a standard engine, add 2 small lasers and still go 74 kp/h.
The classic 4SP with an XL to add a bigger engine, AMS, a heatsink and a ton of ammo. I don't think that is worth the risk.
The only load out that really benefits from the 275 that i've found so far is the 4P.
The 4SP with 275 is OK-ish but too hot and not worth the effort.
There is one more thing i want to try. It is some sort of AC build with a 275 engine. I'll report back here when i've build and played with something.
#53
Posted 29 August 2013 - 03:00 AM
But i mean that the slower alternative seems to be better.
#54
Posted 29 August 2013 - 04:36 AM
#55
Posted 29 August 2013 - 04:49 AM
http://mwo.smurfy-ne...94e31ba167376af
Why I use this rather than ml builds is that the 'beam time' of the sl's and mpl's is short meaning you can shoot one group (either 6 sl's or 3 mpl's) quickly, turn and twist and shoot the other one, turn and twist. Rinse and repeat. Each group delivers 18 damage quickly and you scoot quickly at 96.2kph and you're durable thanks to the STD engine.
The only downside is the range which is very limited. You have to ambush and be patient and pick your moments.
But it's a great build and I found it to be extremely effective (and incredibly fun).
#56
Posted 29 August 2013 - 07:40 AM
It is hard to come up with something better than the 250STD, AC20 + lsrs build.
I went for a 270 instead of a 275. That additional ton for an engine heat sink isn't needed.
HBK 4H
LB 10-X (3t ammo)
2 MLsr
3 SLsr
STD 270
11 DHS
ES
FF
Something similar with an AC10 is possible. You switch out the LB 10-X and one heat sink for an AC10. I'm not too happy with this build though. That AC10 is hard to use on mid/long range. And your small lasers won't work in such a skirmish fight. While a LB 10-X becomes better the closer you get.
It keeps surprising me how nasty 2 Mlsr and 3 SLsr at close range are.
#57
Posted 30 August 2013 - 01:36 PM
So I try to hold back, and wait to jump in after the engagement starts. I run, hoping for the best, expecting the worse. First game, 2 kills, 526 damage. Hmm, well, luck happens, lets try again. Second game, 1 kill, 472 damage. Hmm, still not to shabby, survived both games. Third game 3 kills, 965 damage. What the heck, who spiked my diet Pepsi! The night progressed on that path, I had a couple real clinkers, both no kills, both losses, one under 200 damage one 242. Besides those two games, I never went below 400 damage but once, and that was a 2 kill 350ish game.
Could be a lucky streak, but that mech is a ton of fun to play. The damage is coming from the SRM's, though spread to heck and gone, but the killing mostly comes from the pin point slas shots. Really a fun mech, and so far, much more survivable than I would have imagined.
#58
Posted 30 August 2013 - 02:43 PM
slayerkdm, on 30 August 2013 - 01:36 PM, said:
So I try to hold back, and wait to jump in after the engagement starts. I run, hoping for the best, expecting the worse. First game, 2 kills, 526 damage. Hmm, well, luck happens, lets try again. Second game, 1 kill, 472 damage. Hmm, still not to shabby, survived both games. Third game 3 kills, 965 damage. What the heck, who spiked my diet Pepsi! The night progressed on that path, I had a couple real clinkers, both no kills, both losses, one under 200 damage one 242. Besides those two games, I never went below 400 damage but once, and that was a 2 kill 350ish game.
Could be a lucky streak, but that mech is a ton of fun to play. The damage is coming from the SRM's, though spread to heck and gone, but the killing mostly comes from the pin point slas shots. Really a fun mech, and so far, much more survivable than I would have imagined.
Yup. I can vouch for the 4J SRM setup. I have tested it and find that it can outperform the 4SP SRM build. The SRMS all in the hunch from my testing have allowed the missiles to have a tighter spread and therefore have more precise accuracy. This enables it to be a very effective close range ambusher. Many people only use the 4J as an LRM boat with laser support and believe that the SRM's are only useful in the 4SP. The 4SP still isn't outperformed entirely it can lose a side torso and keep going with the other side but.. the 4J with srms can be quite scary indeed.
#59
Posted 31 August 2013 - 12:59 AM
Does that mech look something like this?
I would be scared too going into a brawl with that hunch and CL, but that load out is definitely scary! It is basically a 250STD HBK with two more MLsr and more speed.
So you try to keep the fight shorter to cool and hide to cool down?
#60
Posted 31 August 2013 - 01:42 AM
Red Line Pilot, on 31 August 2013 - 12:59 AM, said:
Does that mech look something like this?
I would be scared too going into a brawl with that hunch and CL, but that load out is definitely scary! It is basically a 250STD HBK with two more MLsr and more speed.
So you try to keep the fight shorter to cool and hide to cool down?
It's similar but I stick with a standard engine as shown here. I don't run an XL engine and I play it much like my other hunchback builds. Stick with an assault and let the enemy come to you. 44 Firepower hits hard especially when the missiles are more clumped together being in one spot. The idea is to provide fire support when the enemy has juicier targets than yourself and seek shelter when you're targeted. You can also constantly switch targets until you find a juicy injured target before proceeding to move in, kill it, and move out which can be done very quickly. This build isn't bad you just need to pick your fights wisely since you need to be pretty close to get the most use out of it. My favorite tactic is to find a banged up atlas, come up behind it, and fire a cluster in their back blowing it out before quickly moving on.
The build you proposed is one I've been experimenting with but it requires more caution. Definitely very scary as an assassin. The build I posted plays very similarly to the 4SP but.. tighter missile clumping since it's not being fired from both the right and left torso which means more accurate hits. The 4SP has made people kind or forget that the 4J can be built in a pretty similar manner. I was told repeatedly when asking "Why not use SRM's in the 4J"? to not do it but.. I've tested both. I've had better results in the 4J than the 4SP.
Note the build you're using so far has been performing very very well in testing but I need some more matches before I come to my conclusion on it. Again, if you have any suggestions/ideas let me know. The only mech I pilot is the hunchback.
Edited by Reslin, 31 August 2013 - 01:51 AM.
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