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Cant Figure Out Hbk-4Sp


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#1 UrsusMorologus

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Posted 26 September 2014 - 06:46 AM

I mastered a HBK-GI using a 4P and a 4SP. I am keeping the 4P because its got some interesting loadout options, but I cant seem to get my head around the 4SP. I've tried the 2SRM6+5ML and the 2LRM5+2ERPPC setups but both of them seem to require you to expose the full torso to do anything, and that is just an invitation to core breach on the hunchies. The GI and the 4P can both be played from cover, hide behind something and then peek around a corner or over a low rise to fire off a round, but the 4SP is walk out in the open and die. 4SP is a suicide vest. Or am I doing it wrong?

#2 pulupulu

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Posted 26 September 2014 - 06:50 AM

Sell it and get a 4J.

Medium absolutely want to have a shield side, unless you got jump jet.

#3 Soul Tribunal

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Posted 26 September 2014 - 07:07 AM

The problem I initially had too with the 4SP was trying to always close the range and use SRM's. There are only a few good viable maps to attempt this on, and a lot of it too depends on the team you are given.
What I opted for instead has worked wonders.

I run mine with an XL engine (not at home now so I cannot remember which one, I think its an XL200).
Use 2 x LRM15's with 6 Tons of Ammo, 3 ML's and the rest heat sinks.
Basically, my Mech becomes a Medium Catapult.
There are some maps where it is harder to utilize because terrain can block LRM Rain, but on Alpine, Desert, Canyon and such you can rain some serious Hell on opponents.
The ML's are basically there for Point Defence, or when you run out of Ammo. But it is still enough to give damaged mechs near the end of a match something to worry about.

My thoughts at least,

-ST

#4 YueFei

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Posted 26 September 2014 - 07:15 AM

The HBK-4SP can fire over ridge lines, but only for the missile racks, and only at enemies within SRM range. You can't really snap-shot LRMs over a ridge line using your own line-of-sight lock-on. You can dumb-fire them but it wouldn't be very effective against decent players. It's not as awesome as an AC20 down someone's throat, but 25 instant SRM damage is still something.

I drive a 4SP more than anything else. Try not to turn corners too close to the corners (since that will fully-expose you within 2 or 3 steps), and instead slice the pie neatly from a distance (more gradual exposure) so you can put all of your firepower into one shoulder of your target while masking out half of his firepower (or most of it if he has an assymmetrical build). Do it far enough away from the corners that with each step you're only exposing a bit of yourself, but close enough that you can rush up to it and hug it if needed.

Also, if you're gonna turn a corner against enemies you know are there, but you're gonna step in and trade with them anyways and you're turning the corner first, you can turn the corner and snap shot your SRMs first, and then twist and zig-zag / stutter-step against their return fire. Then while dashing back to cover you can fire your lasers. That helps keep you from getting cored out from staring at enemies who are shooting at you.

The 4SP may not be "ideal" but it's still a fun mech.

#5 990Dreams

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Posted 26 September 2014 - 07:24 AM

Brawler

I can't really make this one chassis work :mellow:. Hopefully this one gave you an idea.

#6 RiceCop

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Posted 26 September 2014 - 07:50 AM

I haven't run one in a while but the last time I used it I was running 2x SRM6 and 4x Medium Pulse Laser. I don't remember what engine but it was fast, I want to say it was running at or just over 100kph. Good hit and run mech, great at reinforcing your team mates, great at hunting lights.

#7 Flagrant

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Posted 26 September 2014 - 09:34 AM

The 4sp with XL engine, 2xSRM6 artemized and 4xMPL is the only IS medium I have that does decent nowadays in this clan heavy meta. It goes close to 100kph. It brawls well as long as you keep moving. It is primarily a finisher. Great for getting the killshot or legging anything that doesn't notice you. It is tough to play but super fun once you let loose, just need to hide and wait a lot especially at the beginning of the match.

#8 pulupulu

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Posted 26 September 2014 - 09:58 AM

View PostFlagrant, on 26 September 2014 - 09:34 AM, said:

just need to hide and wait a lot especially at the beginning of the match.


Can't say I like that system. For each mech more than the opponent team at the same time that is dealing proper damage, your team's chance of wining increase. Vice versa, for each mech less than opponent team at the same time that is dealing proper damage, your team's wining chance decrease.

There are occasions that by not shooting for awhile, then shoot ALOT in a short peroid can be a replacement; hunchback 4sp isn't that.

Edited by pulupulu, 26 September 2014 - 09:59 AM.


#9 Flagrant

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Posted 26 September 2014 - 10:05 AM

True enough theoretically. But the 4sp works that way. Not saying it's the optimum for a match but it wins more than loses and has a positive kdr.

#10 Sizzles

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Posted 26 September 2014 - 10:34 AM

I would consider myself a Hunchback enthusiast. I've got all the Hunchies except the Grid Iron . . . you have to do some thinking when you pilot them, you know, if you want to not die. Also I think they're just plain fun.

Here is a fun SP build if you dont mind sinking the Cbills into. Also its more or less a suicide build.
http://mwo.smurfy-ne...9cda5a42a50863d

I average about 650 damage per round using this build, provided I don't do something silly and get myself popped.

Edited by Sizzles, 26 September 2014 - 10:39 AM.


#11 Tesunie

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Posted 26 September 2014 - 10:44 AM

I treat my 4SP as a more balanced 4J, without the one side weakness. I'll leave my build here, do with it as you wish.

MWO:Mechlab - HBK-4SP

Or with TAG:
MWO:Mechlab - HBK-4SP

#12 Dawnstealer

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Posted 26 September 2014 - 11:51 AM

Never run Hunchies, but this would probably work pretty well:

http://mwo.smurfy-ne...43fdeae42444d12

#13 RG870

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Posted 26 September 2014 - 12:06 PM

http://mwo.smurfy-ne...8f18f8b1f8694b2
That's how I run mine and it works fine that way.

#14 mogs01gt

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Posted 27 September 2014 - 05:09 AM

The 4sp would function better if there were maps that were "hit and run" style and with ones without long range combat.

#15 jper4

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Posted 27 September 2014 - 05:44 AM

i go with 5ML and an ASRM 4 on the right side, i tend to be more right sided when i fight so leaving the left side a bit under firepowered by not having a missile slot there isn;t a big issue for me. yes i have to wait til the fight is already underway before i can sneak in but i've generally felt medium brawlers shine best as the vultures on the field. find that beat up mech and move in to finish it. a beat up t-wolf vs a relatively fresh hunchy means a killable target for the hunchy where a fresh t-wolf vs the same hunchy probably isn;t go to end so well for the hunchy.

need to use that torso twist for all it's worth and the goal is to not die until you're a stick firing ML eyebeams from your head ML. 4sp is still my favorite hunchy though Grid Iron is pretty fun as well.

#16 Tahribator

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Posted 27 September 2014 - 05:46 AM

4SP is supposed to be the brawler variant of the Hunchback, but over the years it was obsoleted so fast by other mediums and heavier stuff that today it just can't compete.

I think the reason lies in the XL unfriendliness of the Hunchbacks. Both of their sides go very easily and because of that you're sentenced to STD engines, which means horrible firepower. Griffins, Wolverines and Shadowhawks(even Cents) on the other hand can safely mount XL engines can still be durable. This allows them to bring the big guns along with better heat efficiency.

The standard build of 4ML+2ASRM6 isn't that great for a medium. Considering you can't have a shield side, you're going to be losing half of your firepower each time a ST is destroyed which happens a lot. It's at best a good damage sponge like the Thunderbolt.

I've seen people attempting to turn it into an LRM boat of some sorts with dual LRM10's, it might be a good idea considering its fragility. For brawling purposes, I don't think you can find a viable build that can have an impact on the field.

#17 Nehkrosis

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Posted 27 September 2014 - 05:59 AM

Righteo, the Hunchback was my first mech i mastered, and ultimately, the 4SP is the best, or at the very least, 2nd to the 4P (though, id say other mechs are easily better at the energy boat role).

Due to the recently upgraded Engine Cap, a Hunchie can move fast, and hit hard.

its a hit and run brawler, and striker, and a support for assaults and heavies. (in brawls).
Behold! [smurfy]http://mwo.smurfy-ne...6793edb372006a0[/smurfy]

the half ton ammo addition mean you have an ams with a half ton to help get you into and out of scraps with out taking loads of LRM damage.
Additionally, it'll help brawling against LRM-Clanners.
you can hit hard, run, and when mastered, torso twist your way to victory.
plus your heat efficient :)

#18 Elizander

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Posted 27 September 2014 - 06:05 AM

Don't be too fancy with it.

HBK-4SP

5xML
2xSRM4
18xDHS
Std250
Front-loaded armor

Dual LRM10s is also good with Tag on the head.

#19 UrsusMorologus

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Posted 27 September 2014 - 06:29 AM

I sold it. Spent a couple of million CB trying to make it work but its the square peg in the round hole of the hunchback engangement model, and not worth trying anymore when the other hunchies do hunchback better and other mechs do not-hunchback better.

#20 HlynkaCG

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Posted 27 September 2014 - 07:29 AM

View PostUrsusMorologus, on 27 September 2014 - 06:29 AM, said:

I sold it. Spent a couple of million CB trying to make it work but its the square peg in the round hole of the hunchback engangement model, and not worth trying anymore when the other hunchies do hunchback better and other mechs do not-hunchback better.


I'm sorry to hear that. My 4SP is still one of my all time top performing mechs.

My primary build is a standard SRM brawler
http://mwo.smurfy-ne...51c9970d8ee630f

My secondary is a mid to short range LRM striker.
http://mwo.smurfy-ne...169df72bf548804





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