Any Love For The Hbk-4J ?
#1
Posted 26 December 2012 - 06:38 PM
1. 2x SRM6. Fine, but the -4SP does this better with no hunch to get blown off.
2. 2x SSRM2. Not bad for killing lights. But with ECM ravens it is worthless.
3. 2x LRM10. Very hard to use on most maps. And once you get within 180 meters, any other variant is better.
I will admit, it isn't all bad. Currently I have 2x LRM10 and if I can use them and melt with my 6 lasers i can get some big damage, but some games it just stinks.
Any suggestions?
#2
Posted 26 December 2012 - 07:07 PM
However, I ran into the problem that the HBK chassis, at only 50 tons, is a little bit light for a serious missile boat. You can get the two LRM10s, but start to run into ammo problems if you like to spam a lot, and there's little room left over for lasers and heat sinks as backup weapons. It could be better in a team setting, but then so would a lot of mechs. LRMs are somewhat subpar at this point in the metagame environment... best avoided unless you just happen to be a fan of them.
Only other thing I've found to do with it is a PPC in the hunch, and two large lasers on the arms. But the P does this even better, with the PPC resting higher up to snipe over hills with.
Hence why I sold my J for an H. And I even sold my H after unlocking master skills! I think the best two HBK variants are the SP and the P, hands down. The H is ok if you really like a big ballistic option.
#3
Posted 26 December 2012 - 07:07 PM
#4
Posted 26 December 2012 - 07:10 PM
Oh, and run it instead of the 4sp for the higher tube count, as has been suggested before. Does better damage that way.
Edited by ZnSeventeen, 26 December 2012 - 07:11 PM.
#5
Posted 26 December 2012 - 07:24 PM
2x LRM10 + Artemis
TAG
BAP
Fill rest with Small Lasers
can't check now but i think the build needed FF / ENDO / DHS as well
use this a close-in support and always alpha your LRM10s (stay 200-300M away from target) and TAG targets yourself..
ECM lights is too fast to catch... ECM DDCs is a sitting duck as artemis + TAG bonus stacking..
BAP allows for quick locks to catch ECM DDCs.
This loadout will kill anything from Medium & Up / but is not good against lights...
Std260 allows you to run quick to relocate or even spar with a few lights (that is where the small lasers come in)...
another favorite tactic i use is start at LRM range and TAG center torso and quickly close-in (you have the speed) once CT is opened up by LRM fire finish them off with several alpha strikes from your 5 x small lasers (that's 5 x 3 dmg = 15 dmg = gauss rifle)...
a lot of people underestimate and don't like the 4J, this works to your advantage as they don't expect a fast close support mech as most incorrectly load them up with ridiculous LRM15/LRM20s that make them very slow...
LRM hunchie is OP
#6
Posted 26 December 2012 - 07:35 PM
I might hold on and wait for a Hero variant...
#7
Posted 26 December 2012 - 07:43 PM
Enough to defend itself at short range if you can't get a lock.
#8
Posted 26 December 2012 - 08:14 PM
#9
Posted 27 December 2012 - 04:40 AM
Even with 400 Ping my average damage is still 300-700 per match. That's not bad at all.
#10
Posted 27 December 2012 - 05:20 AM
STD260
2 x SSRM
4 x ML
1 x AMS
92 km/h (Master), Scouthunter.
Dont hunt the ECM-Ravens/Commandos, it´s not your job.
Hunt the Single-Heavy-/Assaults.
#11
Posted 27 December 2012 - 05:30 AM
Ryft, on 26 December 2012 - 07:07 PM, said:
Used as a LRM defender/lobber the HBK-J is pretty good. 2 LRM-10s for low-heat, and ammo savings on chainfire. ECM limits indirect fire anyways, so 2t ammo isn't as much of a problem.
#12
Posted 27 December 2012 - 07:26 AM
Like an above poster said, I might double down on the missile aspect. Try and find the biggest missile pile you can toss while still rocking a faster engine (250 is best for DHS efficiency.)
With TAG and a speedy engine, you can wreck fools. Just make sure to fire your missiles no further than 500m or so. I find any longer and even Grandma with her bad hip can stumble into cover by the time the rain starts. Use that quick Medium speed to skirt along the edge of a brawl and chuck missiles in.
#14
Posted 28 December 2012 - 12:53 AM
The LRMs are for medium range, mostly against lights (or used to be, before ECM). 6MLas are actually quite powerful, you can fire them often and you're quite fast - good skirmisher build with pinpoint damage.
#15
Posted 28 December 2012 - 02:00 AM
#16
Posted 28 December 2012 - 02:05 AM
#17
Posted 28 December 2012 - 08:43 AM
Something to try out I guess ...
#18
Posted 28 December 2012 - 08:45 AM
#19
Posted 28 December 2012 - 09:11 PM
Mycrus, on 26 December 2012 - 07:24 PM, said:
2x LRM10 + Artemis
TAG
BAP
Fill rest with Small Lasers
can't check now but i think the build needed FF / ENDO / DHS as well
use this a close-in support and always alpha your LRM10s (stay 200-300M away from target) and TAG targets yourself..
ECM lights is too fast to catch... ECM DDCs is a sitting duck as artemis + TAG bonus stacking..
BAP allows for quick locks to catch ECM DDCs.
This loadout will kill anything from Medium & Up / but is not good against lights...
Std260 allows you to run quick to relocate or even spar with a few lights (that is where the small lasers come in)...
another favorite tactic i use is start at LRM range and TAG center torso and quickly close-in (you have the speed) once CT is opened up by LRM fire finish them off with several alpha strikes from your 5 x small lasers (that's 5 x 3 dmg = 15 dmg = gauss rifle)...
a lot of people underestimate and don't like the 4J, this works to your advantage as they don't expect a fast close support mech as most incorrectly load them up with ridiculous LRM15/LRM20s that make them very slow...
LRM hunchie is OP
i am reading through this since i own a 4J and your build suggestion definitely worked for me. i am not a good player (i am still figuring out how to kill a mech ), borderline noob actually, but your post showed great improvement on my team contribution.
but i still wish i bought a 4SP as my first mech though...
thanks!
#20
Posted 28 December 2012 - 09:26 PM
I pack 2x srm-6 and 6x small lasers or 2x ssrm and 6x ML, with at least 18 dhs and endo.
Personally I feel LRMs are better done with other mechs.
If I'm going to run an LRM boat, I'm going with at least volleys of 35.
It was a lot better when I could run the 300 XL in it, but even with a 260 or 255 it still gets the job done.
Always try to run with an assault or heavy, when they turn to shoot your allies get in their rear and take them down fast.
Protect your hunch by putting the non-hunch side of your mech towards fire when not shooting.
Always balance out your back side armor too, standard hunchbacks seem about 4 points low in the rear.
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