@OP
As a newbie (F2P player) rocking a Hunchback (AC/20 build) for 150 games now, I can attest that it's not made for frontal assault at all - there's just not enough armor on that thing to take the damages and survive, and too much firepower to lose over a single coordinated volley by the enemy.
It's only after I accepted this fact, that I started to break the 400 dmg barrier and stopped having below-200 dmg rounds.
DrxAbstract really nailed it with that list:
1. Long range support - Help out those snipers.
2. Opportunistic skirmisher - Stick with the big guys, run around during the confusion exploiting openings and taking pot shots.
3. Decoy/Distraction - Flank, tap bases, respond to Flanks.
I tend to do mid/"long"-range support (1) with the AC/20 to force enemy snipers/ACs/LRMs back into cover, massively do the "Opportunistic skirmisher" (2), and sometime help out small flank/decoy (3) maneuvers (often led by Lights/Mediums or a bored Heavy) when the front line is too hot/compressed/long ranged.
I really think the main role of the Hunchback is the Opportunistic Skirmisher: the speed + insane torso twist allows you to quickly pounce out of cover to chase a weakened/retreating enemy, circle around him while firing your guns (torso ones included !) then run back into cover ASAP once the enemy is down/crippled, or if the enemy team suddenly charged to save your prey (run back behind your hill !).
You only have the armor to survive two (or three if you're very lucky) pounces on an isolated & weakened enemy, after that it's really down to surprising your preys/finding the right opportunity (when a teammate keeps your prey busy) and sneaking beside it.
And if your team is available and isn't sleeping, your circling action might even allow you (or your team) to get a good rear-shots opportunity on the prey - and after that they'll keep the enemy busy while you run back into cover - decent coordination is key.
That role requires good patience though, I mostly spend the first 2-3 minutes babysitting the heavier mechs (Heavy/Assault classes), taking a few shots of AC/20 over the hills, then waiting, chasing out the few Lights buzzing around us, waiting, pointing out (shiny lasers !) enemies flanking us, waiting...
Once the LRMs/snipers shot each others, the newbs charging alone died, the game can finally unfold with many different maneuvers. If you die before that moment, sure MWO isn't interesting at all, especially if you're a Medium class mech.
Edited by MissingBolt, 07 January 2014 - 08:52 AM.