Jump to content

Need Help With My Hunchback


44 replies to this topic

#1 Thrudvangar

    Member

  • PipPipPipPipPipPipPip
  • The Hammer
  • The Hammer
  • 646 posts

Posted 22 September 2014 - 11:45 AM

Hi everybody,

so i elited my 4. Hunchback right now (4H) but i still have the problem that my RT gets blown up really fast. I don't see any improvement in the +10 structur points quirk.

i torso twist like i do on any other of my mechs and i think i'm good in it. not very good but better than lots of other players i face in battle..

anyway. almost every time i torso twist and present my left side to the enemy, my right torso gets the most damage or, depends on their alpha, it gets blown off...

i fight like that:

i fire -> weapons on cooldown, i torso twist, enemy sees my left side profile, he fires -> damage to left arm, torso, CT, right torso <---?? left side has jellow damage shown, right torso is orange.. why? i dont know how to avoid getting my RT hit while torso twisting.

Another thing is: sometimes i get hit in the front but the damage is located on the rear armor. (this happens not only to the hunchback, also to my other mechs sometimes).

what do other hunchback pilots think about this and how do you split your torso armor?
right now i have 36/12 because of the front hit/rear damage bug... but it looks like it doesn't matters. I've played with 40/10 or 42/8, always the same thing is happening.

dunno what to do.

#2 Modo44

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bad Company
  • 3,559 posts

Posted 22 September 2014 - 11:53 AM

There is no magic bullet, unfortunately. Even if you play it perfectly, the hunch will just go ever so often. But you can keep it a while longer:
  • Go to 1 back armor on the right torso. Seriously.
  • Do not ever be seen unless firing. The hunch is great for ridge humping.
  • Always move -- not just twist, move -- when not in full cover.
  • Be near something bigger and scarier that can draw fire away from you.

Edited by Modo44, 22 September 2014 - 11:53 AM.


#3 Thrudvangar

    Member

  • PipPipPipPipPipPipPip
  • The Hammer
  • The Hammer
  • 646 posts

Posted 22 September 2014 - 12:04 PM

really 1 back armor? hmm ill try it out

the other points are just like i'm playing it.

#4 IraqiWalker

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 9,682 posts
  • LocationCalifornia

Posted 22 September 2014 - 12:16 PM

The hitboxes for the hunchback are very weird, especially on the hunch. Since that canon and a massive chunk of the rear section are actually the forward hitbox. Meaning if you torso twist hard enough, you will give your back to your opponents, and when they hit the rear of the canon, it still hits the front RT hitbox.

put 2 points rear, maybe 4 max, and the rest forward.

#5 Thrudvangar

    Member

  • PipPipPipPipPipPipPip
  • The Hammer
  • The Hammer
  • 646 posts

Posted 22 September 2014 - 12:17 PM

thanks for the help. im trying it out.

#6 InspectorG

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Boombox
  • The Boombox
  • 4,469 posts
  • LocationCleveland, Ohio

Posted 22 September 2014 - 01:13 PM

Cornerpeek and ridgehump, your siblings in victory.
HBK cant brawl, he is a guerrilla fighter- felt not seen.

I piloted Locusts for a while and my ability to do this shot through the roof. Im sporting positive KDR on more of my mechs...specially the lights.

#7 Alaskan Nobody

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • The Determined
  • The Determined
  • 10,358 posts
  • LocationAlaska!

Posted 22 September 2014 - 01:43 PM

View PostThrudvangar, on 22 September 2014 - 12:04 PM, said:

really 1 back armor? hmm ill try it out

the other points are just like i'm playing it.

To be clear on that - 1-4 rear armor on the hunch.

The barrel on the other side? counts as rear, so you want that side a bit better armored

#8 MasterBLB

    Member

  • PipPipPipPipPipPipPip
  • 637 posts
  • LocationWarsaw,Poland

Posted 22 September 2014 - 09:48 PM

As predecessor said,the key for hunched Hunchbacks is to distribute all armor in front RT and stay invisible.
But also there is another thing - engine big enough to allow you to run at least 80 km/h,preferably around 90 km/h.Not only you could run from cover to cover faster and outflank enemies easier,but it'll allow you to twist torso much faster.

#9 YueFei

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,184 posts

Posted 22 September 2014 - 11:43 PM

Do more than just twist to the side and hold that pose.

Zig-zag your feet as you walk forward/backward while twisted. Otherwise, the hunch still protrudes and there's a sliver of the hitbox showing that they can hit if you just walk in a straight line.

#10 Training Instructor

    Member

  • PipPipPipPipPipPipPipPip
  • 1,218 posts
  • LocationMoscow

Posted 23 September 2014 - 03:38 AM

The curse of the hback is that the better you get with it, the better competition you'll face, and the more your RT will get blown off.

It can't be fixed. There are things that can be done to mitigate it, which you're already doing, but stopping decent gunners from removing your hunch simply isn't possible.

#11 UrsusMorologus

    Member

  • PipPipPipPipPipPipPip
  • Big Daddy
  • 616 posts

Posted 23 September 2014 - 05:02 AM

Only way to keep the hunch is fight from cover with a group, so that the other guy has to target somebody else

#12 Fire and Salt

    Member

  • PipPipPipPipPipPipPip
  • 526 posts
  • LocationFlorida

Posted 24 September 2014 - 04:48 AM

I like to use my 4P as a sniper.

I have 2ERLLs in the top two energy points in the hunch, backed up with 7 medium lasers.

Its powered by a 275XL



I choose to just accept that the hunchback can't last in a brawl...
It makes a great peek and snipe mech.

And since I don't particularly care about being alive if all I got is 2 medium lasers... I say screw it: and I run an XL.

STD engines are good for boosting your KDR, but if you only got 2mls left you aren't going to be a huge help to your team anyways.

Yep, I said it. It is not a crime to put an XL in a hunchback.

#13 Sam Slade

    Member

  • PipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 1,370 posts
  • LocationMega city 1

Posted 24 September 2014 - 05:21 AM

HB is the ninja of MWO; zipping from cover to cover and unloading solid FLD alpha strikes or, best of all, hard to track AC20 slugs. You want to learn fighting from cover this is what you use.

#14 Heinreich

    Member

  • PipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 181 posts

Posted 24 September 2014 - 09:42 AM

Was the hunchback rear side torso hitboxes updated? The latest hitbox guide shows the full physical rear RT is now considered rear RT unlike in the past hitbox guide which shows the hitbox you guys were describing (where half of the rear RT counted as front RT).

I'm actually confused with this one.
http://mwomercs.com/...x-localization/

Edit: the hunchback image from the latest hitbox guide:

Posted Image

Edited by Heinreich, 24 September 2014 - 09:43 AM.


#15 Heinreich

    Member

  • PipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 181 posts

Posted 24 September 2014 - 09:50 AM

@OP With regards to protecting your hunch, what engine size do you use? I find that speed is quite helpful for survivability. I use at least a 250 in my hunches (gets you 89kph elited) and I keep running around the target (or towards another piece of cover) in addition to keeping the left side facing the target. The faster you go, the harder you are to hit.

#16 Turist0AT

    Member

  • PipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 1,311 posts

Posted 24 September 2014 - 12:01 PM

For reference cataphract can move 86km/h

#17 GhostEel

    Member

  • PipPip
  • The Spear
  • The Spear
  • 31 posts

Posted 30 September 2014 - 07:58 PM

Two of my hunchies have the stock 40 - 8 while one I just changed to 39 - 9.

I like many of these ideas.
I am not sure about consistently using 1 point of rear RT armor... but I do like making use of large engines, even if they're XLs.

Before the engine capacities changed, I used to run rather successfully in an HBK with a 260, and I think they're still worth using today.

That's a real cool ER LL build . . . . . Talk about OP! ;)

Edited by NooTreeno, 30 September 2014 - 08:01 PM.


#18 warner2

    Member

  • PipPipPipPipPipPipPipPip
  • 1,101 posts

Posted 01 October 2014 - 11:58 AM

PGI should probably accept that profile is everything and just make the hunch smaller. It doesn't need to be quite so big to retain the character of the 'mech.

#19 Thrudvangar

    Member

  • PipPipPipPipPipPipPip
  • The Hammer
  • The Hammer
  • 646 posts

Posted 02 October 2014 - 10:53 AM

View PostHeinreich, on 24 September 2014 - 09:50 AM, said:

@OP With regards to protecting your hunch, what engine size do you use? I find that speed is quite helpful for survivability. I use at least a 250 in my hunches (gets you 89kph elited) and I keep running around the target (or towards another piece of cover) in addition to keeping the left side facing the target. The faster you go, the harder you are to hit.


i'm running it with a std 235 at 83,8 kph with speed tweak. i like a little more punch on the hunchback so i deceited to make it a bit slower. Anyway, its a great mech and the H-Variant is the only one i kept and its fun to play. The idea to put 47/2 armor on the RT made it for me. It feels much much more durable now and twisting is no problem with it.

i almost everytime run from cover to cover and try to flank the enemy and get 'em from behind. running around in circles is not my playstyle ;) But all that doesn't really help when theres somebody coming around the corner hitting your huge RT with an alphas wich cores the thing right away or just blow it off.. Even all the ******* clan lasers wich can be mounted on these darn things feel like inflicting all their damage within the first beam-tick. Face a nova and expose your RT for one seconds.. it's gone if the pilot isn't a complete idiot ;)

anyway, i'm happy with my Hunchback-H now, thats for the advises, it helped putting only 2 armor on the back RT.

#20 Soulscour

    Member

  • PipPipPipPipPipPipPipPip
  • Shredder
  • Shredder
  • 1,117 posts

Posted 02 October 2014 - 03:37 PM

View PostThrudvangar, on 02 October 2014 - 10:53 AM, said:


i'm running it with a std 235 at 83,8 kph with speed tweak. i like a little more punch on the hunchback so i deceited to make it a bit slower. Anyway, its a great mech and the H-Variant is the only one i kept and its fun to play. The idea to put 47/2 armor on the RT made it for me. It feels much much more durable now and twisting is no problem with it.

i almost everytime run from cover to cover and try to flank the enemy and get 'em from behind. running around in circles is not my playstyle ;) But all that doesn't really help when theres somebody coming around the corner hitting your huge RT with an alphas wich cores the thing right away or just blow it off.. Even all the ******* clan lasers wich can be mounted on these darn things feel like inflicting all their damage within the first beam-tick. Face a nova and expose your RT for one seconds.. it's gone if the pilot isn't a complete idiot ;)

anyway, i'm happy with my Hunchback-H now, thats for the advises, it helped putting only 2 armor on the back RT.



People run the 250 engine because it comes with the required 10 heatsinks already. How do you fit extra weapons and the extra heatsink on your mech while still having enough room for the armor upgrade which frees tonnage? I'm going to assume that you cant.

235 + 1 heatsink = 17tons
250 - 1 ton for upgrade = 17.5 tons
Thats .5 ton to go 5kph faster

Example of build here HBK-4H

Edited by Soulscour, 02 October 2014 - 04:12 PM.






2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users