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Huginn And The Ultra Srm4 Quirk

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#61 Eboli

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Posted 07 November 2014 - 05:49 AM

At the moment I am levelling the Huginn. Still working out how it is best played but my initial impressions is if you are looking for a fast SRM light the Oxide would be a better candidate with it four SRM hardpoints.

Still - you can do very well in this mech and I am not taking anything away from its capabilities.

Cheers
Eboli

Edited by Eboli, 07 November 2014 - 05:58 AM.


#62 Mordin Ashe

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Posted 07 November 2014 - 06:00 AM

View PostEboli, on 07 November 2014 - 05:49 AM, said:

At the moment I am levelling the Huginn. Still working out how it is best played but my initial impressions is if you are looking for a fast SRM light the Oxide would be a better candidate with it four SRM hardpoints.

Still - you can do very well in this mech and I am not taking anything away from its capabilities.

Cheers
Eboli

I have the Oxide and it isn't as good as it may appear. It doesn't have JJs and SRM bonuses are much smaller. Also, it is missing those MGs that may snatch a kill or two.

EDIT: After several matches I must say: get the Huginn! Faster firing than what Oxide can offer, you can save tons on 2 SRM4 launchers meaning you have space for JJs, MGs and perhaps even a ton of extra ammo. Oxide is as bad as always but Huginn somehow stands out.

Edited by Mordin Ashe, 07 November 2014 - 06:07 AM.


#63 PurpleNinja

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Posted 07 November 2014 - 06:24 AM

View PostLucian Nostra, on 07 November 2014 - 05:44 AM, said:


So totally blasting apart a Kitfox and a Spider as your first two victims translates into it's only good against assaults?

That kitfox didn't stand a chance, even if he was more aware of what was going on. you just machine gun-srm4'd his legs off

You need to be smart on duels, the Spider has a very weak armor, it's not a good idea to be running in circles in the open with someone as fast as you just behind, he should have used his jump jets and the terrain for cover and misdirection.

And the Kit Fox should not engage alone against someone who could easily outmanuever him, it's a light mech but, has poor speed and maneuverability. Some people even take the jump jets away and use it as an LRM boat, like a Catapult with less armor, less tubes, less ammo and the same speed.

#64 Viges

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Posted 07 November 2014 - 07:10 AM

This is the only true Huginn :)

#65 Widowmaker1981

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Posted 07 November 2014 - 07:34 AM

View PostPurpleNinja, on 07 November 2014 - 06:24 AM, said:

And the Kit Fox should not engage alone against anyone


FTFY

#66 Brody319

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Posted 07 November 2014 - 09:04 AM

View PostViges, on 07 November 2014 - 07:10 AM, said:

This is the only true Huginn :)


Upgrade to double heat sinks and you can carry more ammo, or some missiles.

#67 DONTOR

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Posted 07 November 2014 - 09:15 AM

View PostCygone, on 07 November 2014 - 04:50 AM, said:

We have clan members pulling like 1000dmg in these things. Stupidly OP.

Needs a nerf.

Since when is Kurita a Clan? ;)

Edited by DONTOR, 07 November 2014 - 09:15 AM.


#68 Dragomir Zelenka

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Posted 07 November 2014 - 09:42 AM

View PostCygone, on 07 November 2014 - 04:50 AM, said:

We have clan members pulling like 1000dmg in these things. Stupidly OP.

Needs a nerf.


That's not a good measurement for anything. There's not a mech in this game you can't pull a 1,000 damage in when you have a good match against a poorly coordinated team.

#69 Viges

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Posted 07 November 2014 - 09:54 AM

View PostBrody319, on 07 November 2014 - 09:04 AM, said:


Upgrade to double heat sinks and you can carry more ammo, or some missiles.

You can't - critslots.

#70 Brody319

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Posted 07 November 2014 - 09:57 AM

View PostViges, on 07 November 2014 - 09:54 AM, said:

You can't - critslots.

http://mwo.smurfy-ne...977473cc844b185
http://mwo.smurfy-ne...4b33935591eb4f4

#71 Viges

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Posted 07 November 2014 - 09:59 AM

View PostBrody319, on 07 November 2014 - 09:57 AM, said:


Do you know about 10 heatsinks minimum requirement?

#72 Y E O N N E

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Posted 07 November 2014 - 04:12 PM

View PostDragomir Zelenka, on 07 November 2014 - 09:42 AM, said:


That's not a good measurement for anything. There's not a mech in this game you can't pull a 1,000 damage in when you have a good match against a poorly coordinated team.


A 1000 damage match is actually the result of a well-fought match if it's a tiny 'Mech that got the 1000 damage. The tiny 'Mechs don't have a lot of firepower, so it takes time to get that amount of damage out and a stomp match is not going to be long enough to do so. The Huginn is scary because it can do that amount of damage in a time frame normally affiliated with Dire Wolves and other big, heavy hitters. Ditto the 8 SPL Firestarter. That's why frequency of 1000 damage matches means something to the Lights.

Personally, I think it's hilarious and I hope PGI never changes it.

#73 Greenjulius

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Posted 07 November 2014 - 05:58 PM

Anyone who falls to the new Huginn simply got outplayed. Ravens are still east to leg, and this build basically requires a XL engine, making the side torsos instant death. It also has some of the worst hitboxes of any light.

If I see another whale pilot complain about it....

"only my precious clams should be able to do 1000+ damage"

Edited by Greenjulius, 07 November 2014 - 06:04 PM.


#74 Ultimax

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Posted 07 November 2014 - 07:04 PM

View PostGreenjulius, on 07 November 2014 - 05:58 PM, said:

"only my precious clams should be able to do 1000+ damage"


If we take a step back, we can be objective however and quickly notice that several very specific variants have threads about them where people are posting multiple 1000+ point matches on mechs that got some of the largest and craziest CD buffs.


How many threads do we see on Stalker 4Ns? How about Victors? How many 1000+ damage multi-kill threads on Firebrands or Atlas or Orions? How many threads on non-Huggin Ravens or non-5SS Thunderbolts? Highlanders? Cataphract 1X or 4X? Centurions?



It's pretty clear that a small handful probably got a bit too over-tuned.

Edited by Ultimatum X, 07 November 2014 - 07:04 PM.


#75 Greenjulius

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Posted 07 November 2014 - 07:30 PM

View PostUltimatum X, on 07 November 2014 - 07:04 PM, said:

It's pretty clear that a small handful probably got a bit too over-tuned.


I agree, let's be objective. I've played many matches with this build and I find it difficult to stay alive with all the low TTK builds floating around. It's a short range ammo-dependent light that has worse hitboxes than a firestarter, which is still the top light mech.

It can be great, but really needs to get behind a mech in order to do well. AMS shoots it's SRMs down fast, and the rapid SRMs seem to not register well. I've poured over a hundred SRMs into a back torso of a dire, and it didn't even lose the armor.

It's very pigeonholed and easy to blow up too. I've killed several, and been killed before being able to do any damage.

I feel like once people try it, they'll see it's actually very limited.

When it comes to 1000+ games, I get those with my Kitfoxes and Jenners. My 3L Raven has broken it a few times too. So far I haven't had over 750 damage with the Huginn.

Edited by Greenjulius, 07 November 2014 - 07:42 PM.


#76 Lucian Nostra

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Posted 07 November 2014 - 07:48 PM

View PostGreenjulius, on 07 November 2014 - 05:58 PM, said:

Anyone who falls to the new Huginn simply got outplayed. Ravens are still east to leg, and this build basically requires a XL engine, making the side torsos instant death. It also has some of the worst hitboxes of any light.

If I see another whale pilot complain about it....

"only my precious clams should be able to do 1000+ damage"


Show me.. a light mech.. that runs a standard engine.. Show me ONE.

Hitboxes are no excuse for monster DPS

Edited by Lucian Nostra, 07 November 2014 - 08:39 PM.


#77 Levi Porphyrogenitus

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Posted 07 November 2014 - 07:55 PM

To be fair, any build can shamelessly murder noobs in trial primes.

#78 Y E O N N E

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Posted 07 November 2014 - 08:36 PM

View PostGreenjulius, on 07 November 2014 - 07:30 PM, said:



It can be great, but really needs to get behind a mech in order to do well. AMS shoots it's SRMs down fast, and the rapid SRMs seem to not register well. I've poured over a hundred SRMs into a back torso of a dire, and it didn't even lose the armor.



AMS doesn't activate on SRMs, only LRMs and SSRMs.

#79 Ultimax

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Posted 07 November 2014 - 08:43 PM

View PostGreenjulius, on 07 November 2014 - 07:30 PM, said:


I agree, let's be objective. I've played many matches with this build and I find it difficult to stay alive with all the low TTK builds floating around. It's a short range ammo-dependent light that has worse hitboxes than a firestarter, which is still the top light mech.

It can be great, but really needs to get behind a mech in order to do well. AMS shoots it's SRMs down fast, and the rapid SRMs seem to not register well. I've poured over a hundred SRMs into a back torso of a dire, and it didn't even lose the armor.

It's very pigeonholed and easy to blow up too. I've killed several, and been killed before being able to do any damage.

I feel like once people try it, they'll see it's actually very limited.

When it comes to 1000+ games, I get those with my Kitfoxes and Jenners. My 3L Raven has broken it a few times too. So far I haven't had over 750 damage with the Huginn.



I'm willing to be objective and give it a few weeks to see how things shake out.

I can tell you that running into a Huggin in my FS9-H almost feels like a death sentence.

It seems that I don't have an escape route, I'm basically screwed.

#80 Yanlowen Cage

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Posted 08 November 2014 - 03:48 AM

I would still (and have) taken my commando 2d, raven 3l, or cicada vs that mech and win. It's is a good build for killing unaware or poorly piloted mechs. but in a turn and burn fight with a skilled light pilot I do not see enough missiles landing before you get shredded in it. Btw only match I played last night was 4 kills 6 assists 110 match score 518 damage in a commando. duties? hunting lights to protect my assault team mates. I do think it is a good build, but very role bound.





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