The HBK-4G Hunchback becomes one of the few 'Mechs that can carry an AC/20 in the game (and one of two mediums, the other being the Centurion). However, due to the size of the AC/20 taking up all of the sized slots, it would no longer be able to carry two machine guns along with the AC/20. It would, however, be able to carry any other ballistic weapon in the game, and combinations of them such as triple AC/2's, or double (U)AC/5's. The supplementary laser systems would be capped out at medium or medium pulse lasers meaning no large lasers or PPC's in combination with a smaller autocannon could be carried by this variant.
The HBK-4H Hunchback cannot carry an AC/20 like the 4G, but it can carry various other ballistic weaponry including a Gauss rifle; the larger energy weapon slot in the right torso allows the HBK-4H Hunchback to carry a large class laser weapon to supplement the ballistic weapon in that torso, but the arms and head slots would be capped at small or medium class lasers.
The HBK-4J Hunchback would be able to carry at most twenty LRM's with its stock LRM-10 packs, or an LRM-15 with Artemis. Hard point size restrictions would limit the 4J's current ability to be a dedicated LRM boat. The right torso hard point, however, would be able to carry up to a PPC, which makes it one of the only Hunchback variants able to do so. The arm laser hard points, like most other Hunchback variants, would be restricted to single slot energy weapons.
The HBK-4P Hunchback's most popular configuration of staying near-stock and boating medium lasers would not be affected by hard point size restrictions; however, it would become one of the few medium 'Mechs capable of carrying three ER large lasers, a sniper role made popular by the SHD-2K Shadow Hawk (which would lack this ability with hardpoint size restrictions). It would also be able to carry at most two PPC's in the right torso, providing as much firepower as the standard AC/20 in the 4G without ammunition dependence but at the cost of greater heat build.
The HBK-4SP becomes unique that it is the only Hunchback capable of carrying large lasers in its articulated arms; SRM wise it is not affected by the amount of missiles it can field (unless Artemis is taken) -- for LRM's, it can carry a maximum of twenty missiles by way of two LRM-10 racks. Any builds that currently use PPC's would become invalidated, but most builds that currently use the 4SP as a quick, short range striker would be unaffected.
The Grid Iron would be able to swap out the Gauss rifle for a number of combinations of smaller ballistic systems (the largest being an Ultra AC/5 with an AC/2) or a 1-for-1 swap for an AC/10. It could carry at most 6 SRM's like it has currently, or up to 10 LRM's, provided they are unaugmented by Artemis. Like most of the other Hunchback configurations, it would be restricted to single slot energy weapons in its arms.
Shibas, on 09 October 2014 - 11:44 AM, said:
So, that's nice and all, but what have you added by using this sized hard point system? You have taken away a lot of options, one being that you can't have a 3x SRM 6 centurion anymore, sure, 3 SRM 4s still work, but was that such an issue for it to be removed as an option? For the -A, the AC slot doesn't actually do anything outside of prevent an AC/20 which it can't hold on the arm anyway and the -D prevents you from even adding an AC/10 to replace the LB-X/10 because it's 1 slot too big; hell you can't even put on 2x AC/5s in the arm because of it. So, what exactly are these hard point sized restrictions creating other than a more restrictive mech build environment?
All in due time -- specific builds not able to built on certain chassis will still be able to be made on other ones, for instance the double AC/5 Centurion would still be able to be made on the CN9-AH, and the multiple SRM pack builds would still be available on other chassis, notably the Kintaro (which numerous but small missile points makes it well suited for SRM boating, even with size restrictions).