#41
Posted 09 April 2014 - 03:49 AM
#42
Posted 09 April 2014 - 01:33 PM
#47
Posted 18 April 2014 - 05:17 PM
Toe to toe, huggin V oxide who comes out on top with equal skilled pilots.
#48
Posted 18 April 2014 - 05:50 PM
The Huginn really isn't for Light v Light battle. It is really suited for the pure striker and vulture roles.
It is really a different animal compared to other lights, including heroes.
*edits to add*
For example, I can maul a heavy/assault's back in a Huginn much faster than an Oxide, since MG's are much better once armor is stripped.
Edited by Foxfire, 18 April 2014 - 05:54 PM.
#49
Posted 18 April 2014 - 06:23 PM
#50
Posted 18 April 2014 - 06:38 PM
Cyner, on 18 April 2014 - 06:23 PM, said:
IF you are able to be patient and want until later in the match to commit to fighting, it can be a tide turner by exploiting weaknesses in damaged mechs(or being able to rip apart the back of mechs if youc an get behind them and stay behind them).
Essentially, if you take the 4x.. remove a bit of general purpose(by losing the energy weapons) but adding more ability to spike damage(extra usable missile slot) and more MG's for attacking enemies with stripped armor.. that shoud give you a better idea of what you can do with it. The extra missile slot, if you fall into the ping range that can make use of it(I get a pretty good hit rate now at ~60 ping), really gives you the ability to open up armor for your MG's to go to town on.
It really is a mech that, if you commit too early, you will not do much.. but if you commit at the right time, you'll end up with ~500 damage and 4-5 kills.
#51
Posted 19 April 2014 - 02:00 PM
#52
Posted 19 April 2014 - 03:08 PM
#53
Posted 19 April 2014 - 06:57 PM
If you aren't good with SRM's, or you fall outside the band(too low or too high), then it really won't give you anything you can't do with the 4x.
The 4x will have better across the board performance because it's energy slots give it better mid range umph, thus giving usability across late early game and onwards(where the Huginn is really limited to mid game onward).
That said.. I do enjoy the challenge and do enjoy how much more frantic that the Huginn can feel over other Ravens due specifically to the line it has to walk.
Are there better Ravens? Yes. Are there more fun Ravens? That entirely depends on your playstyle.
Edited by Foxfire, 20 April 2014 - 04:39 AM.
#54
Posted 19 April 2014 - 08:56 PM
#56
Posted 20 April 2014 - 04:19 AM
#57
Posted 20 April 2014 - 04:55 AM
Cyner, on 19 April 2014 - 09:53 PM, said:
what makes it anti-assault? seems like my 2x ERLL and TAG on my 3L make a much better anti-assault Raven.
The speed at which you can maul back armor when you play it as a striker. Compared to all other Ravens, the 3L will always be inherently superior. It really comes down to what playstyle that you enjoy. If you don't like getting up close and personal, then it is definitely not the mech for you, since the mech itself doesn't offer any longrange options that other mechs couldn't do better.
Faith McCarron, on 20 April 2014 - 04:19 AM, said:
You aren't facing quality light pilots then.
#58
Posted 20 April 2014 - 05:27 AM
Cyner, on 19 April 2014 - 09:53 PM, said:
what makes it anti-assault? seems like my 2x ERLL and TAG on my 3L make a much better anti-assault Raven.
For me I've seen a huge buff to SRMs. So taking out assaults and heavies has become much easier. But the fact that heavies and assaults are much bigger they are easier to hit with machine guns so keeping an eye out and strafing/circling larger opponents with machine guns on stripped armor sections is easier and more effective.
This is probably what I would run if I owned the Huginn.
#59
Posted 20 April 2014 - 02:20 PM
Had an amusing situation where me and another light legged each other at the same time. We were in very close range and I killed him quickly with the SRM's.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users