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Upgrade Chalenge


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#1 littlebruiser

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Posted 14 February 2014 - 03:51 AM

A little question for the community : How can you succesfully upgrade the HBK-4G while keeping the AC20?

#2 Supersmacky

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Posted 14 February 2014 - 04:59 AM

This is a variation I run from time to time.

HBK-4G

I can also reduce the engine weight and/or put the small laser back in the head if I want more ammo.

Cheers!
Supersmacky

#3 Levi Porphyrogenitus

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Posted 14 February 2014 - 05:01 AM

HBK-4G

Faster and more firepower than stock.

#4 SgtMagor

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Posted 14 February 2014 - 06:41 AM

what I have on my 4G

2-med laser
Ac20
DHS
AMS
320 armor
heat eff-1.5
5 tons ac20 ammo
endo steel-structure
std-210 engine

#5 EyeOne

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Posted 14 February 2014 - 06:43 AM

View PostLevi Porphyrogenitus, on 14 February 2014 - 05:01 AM, said:

HBK-4G

Faster and more firepower than stock.


That is how I run my Grid Iron. Std250 is as high as you can go and keep the lasers. Of course if you want to drop those...

Here.

But with no backups and only 3 tons of ammo, this is a bad idea.

Edited by EyeOne, 14 February 2014 - 06:43 AM.


#6 Butane9000

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Posted 14 February 2014 - 08:13 AM

Here's what I run.

HBK-4G

Note Smurfy's tonnage is wrong. In the game it's 50 of 50 tons.

#7 Roughneck45

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Posted 14 February 2014 - 09:09 AM

By purchasing all the upgrades, of course!

HBK-4G

Can remove a ton of ammo for armor, like everyone else who posted the build before me. I prefer the 4 tons because players rarely go for legs or arms when that hunch looks so tasty.

Edited by Roughneck45, 14 February 2014 - 09:10 AM.


#8 Levi Porphyrogenitus

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Posted 14 February 2014 - 02:12 PM

I'd sooner drop the head laser than armor, if you really want that fourth ton of ammo. Typically, though, you tend to lose your hunch unless you play very cautiously and your team carries a lot of weight in the early game (ie, eats a lot of dakka that'd otherwise hit you).

The head laser gives you zombie potential and an extra bit of burst damage, which can both be situationally important, and sacrificing armor is rarely a good idea. 3 tons of ammo is plenty if you are accurate and pick your shots, but it can make things a bit tight if your enemy has a bunch of lights and you are having trouble tagging them.

#9 Bishop Steiner

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Posted 14 February 2014 - 02:17 PM

I introduce the HBK-4CO CanOpener

At a glance, it doesn't necessarily wow. People who use it so far have agreed that it is effective beyond it's paper stats though. The popular 3 medium laser 4G tends to have heat issues, which the CO avoids, and the crit seeking ability of the MG works very well in conjunction with the ac20.

It works even better on maps like Terra Therma, where nearly everyone else is overheating constantly. Only mech I fear there is a BoomJager. But the combo of ac20 and MGs you can fire pretty well nonstop, which combined with the HBKs torso twist makes you a very nasty infighter.

Some like the head laser and left arm laser for better firepower if you get humped. I dislike that because I like simple fire groups, and realistically, you get humped...then one laser or two, really is minimal difference. This keeps them both in my arm fire group, my ac is lined with the MG and the MG are also on the scroll wheel in case I am running hot.

My 4G was running a .98 KDr with the 3 medium lasers. No I am maintaining a tidy 4.0 KDr. Nuff said.

Edited by Bishop Steiner, 14 February 2014 - 02:19 PM.


#10 Butane9000

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Posted 14 February 2014 - 03:10 PM

You could always go with something like this.

#11 Levi Porphyrogenitus

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Posted 14 February 2014 - 04:23 PM

View PostButane9000, on 14 February 2014 - 03:10 PM, said:

You could always go with something like this.


HBK-4G gives you more better range synergy among your lasers while easing off a bit on the heat load and freeing up weight for an AMS. There's always a little bit of risk when putting ammo in the legs, but you should burn through it pretty fast and it'll have to go through your hump before it hits your CT anyway, and is far less likely to pop than if you had it in your hump (since everyone tends to target there anyway).

View PostBishop Steiner, on 14 February 2014 - 02:17 PM, said:

Some like the head laser and left arm laser for better firepower if you get humped. I dislike that because I like simple fire groups, and realistically, you get humped...then one laser or two, really is minimal difference. This keeps them both in my arm fire group, my ac is lined with the MG and the MG are also on the scroll wheel in case I am running hot.


I have my arm and head lasers in separate firing groups. It makes it easier to aim each laser and helps with heat control.

#12 Bishop Steiner

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Posted 14 February 2014 - 04:34 PM

View PostLevi Porphyrogenitus, on 14 February 2014 - 04:23 PM, said:


HBK-4G gives you more better range synergy among your lasers while easing off a bit on the heat load and freeing up weight for an AMS. There's always a little bit of risk when putting ammo in the legs, but you should burn through it pretty fast and it'll have to go through your hump before it hits your CT anyway, and is far less likely to pop than if you had it in your hump (since everyone tends to target there anyway).



I have my arm and head lasers in separate firing groups. It makes it easier to aim each laser and helps with heat control.

correct, but that doesn't work so well for my build. Works fine for 3 medium lasers, but the mediums are still hot, and i like the mgs up close when i crack the shell.

#13 Monky

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Posted 14 February 2014 - 05:18 PM

Best hunch builds maximize combat usefulness after losing the hunch. Banks a reasonable amount of ammo for the AC20 but doesn't expect it to carry the mech through the entire fight and doesn't paint a huge 'HI I will be a walking pinata after you blow off an easy to hit section of my mech' sign on itself.

Here's an example;
HBK-4G





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