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Hbk-Gi Gauss Quirks Too Good


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#61 Golden Vulf

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Posted 16 December 2014 - 01:08 PM

View PostUltimatum X, on 15 December 2014 - 06:39 AM, said:


The puts you at a solid 98 kph.

Which is good, it means you'll have better ability to put your damage where needed.


On the other hand, XL hunchie is easy to destroy, and while 98kph is a good speed it's not fast enough in a chub-mobile that people are going to miss their shots on you.


High risk, high reward.


If someone takes out your right torso, you wouldn't want to keep playing as it anyway, right?

#62 Gyrok

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Posted 16 December 2014 - 01:17 PM

View PostFupDup, on 14 December 2014 - 10:04 AM, said:

How the crap are your Medium Lasers reaching out to 676 meters? The quirk is +25% energy range and +25% MPL range. Even if you add in the extra 10% of a weapon module you won't get anywhere near that far.


He is talking double range...(I am pretty sure...)

#63 FupDup

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Posted 16 December 2014 - 01:18 PM

View PostGyrok, on 16 December 2014 - 01:17 PM, said:


He is talking double range...(I am pretty sure...)

He cleared that up back on the first page of the thread. I was assuming he meant optimal range instead of maximum range.(until he clarified).

#64 Carrioncrows

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Posted 16 December 2014 - 01:35 PM

Honestly I am perfectly fine with the HBK-GI.

I am finding it to be one of the few answers that IS have to compete with the massively silly Clan ranges. The perks are good enough that in it's element it can stand 1v1 with most long ranged mechs. I've even backed off a few madcats off the hill.

BUT, don't get me wrong it's still just a single gauss rifle and your entire build is dedicated to 15 ton weapon with around 4-5 tons of ammo.

So yes right now it's the IS version of the Hollander it still is only just that and if the perks were not as good as they are nobody would use it. The other HBK's are all much stronger in close and will devastate this mech.

So it's unique and a stand out.

Good.

Let it be.

#65 Satan n stuff

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Posted 16 December 2014 - 01:40 PM

View PostMichael Abt, on 14 December 2014 - 11:21 AM, said:



Have to agree with the fake Bishop Kurita Steiner, the GI is the weakest of my Hunchies even after second round of quirks. The gauss was destroyed more often compared to the AC20, too. Maybe the GI works well for someone who is more used to sniping, though.

Ignore the Gauss quirk, use an AC/20 with 3 medium pulses and an SRM2, it will hit like it has 2 AC/20s.
You can fit that with a standard 200 and 3 tons of ammo total. ( 2.5 tons for the AC/20 and 0.5 for the SRM2 )

#66 Bishop Steiner

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Posted 16 December 2014 - 02:38 PM

View PostHoldfast, on 16 December 2014 - 12:44 PM, said:


That's pretty funny. I had been running smalls, and upgraded them to mediums by shaving a bunch of armor (still running 275 xl, artemis, bap, and ams). Still want to be somewhat useful if the ammo runs dry in the cw. Also, so many freakin' lights running around.

yup, mine is an std engine, too. Don't like to be squishy.

View PostRhaythe, on 16 December 2014 - 12:31 PM, said:

I'm not even sure that the Dragon can get that man out of his Atlas. You can take the man out of Steiner, but the Steiner out of the man...?

Atlas?

Posted Image

#67 Bagheera

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Posted 16 December 2014 - 02:39 PM

Am I the only one who wants the HBK 4SP and 4J quirks swapped?

#68 Bishop Steiner

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Posted 16 December 2014 - 02:41 PM

View PostSatan n stuff, on 16 December 2014 - 01:40 PM, said:

Ignore the Gauss quirk, use an AC/20 with 3 medium pulses and an SRM2, it will hit like it has 2 AC/20s.
You can fit that with a standard 200 and 3 tons of ammo total. ( 2.5 tons for the AC/20 and 0.5 for the SRM2 )

Or use the HBK-4G and toss real 20 pt clusters every 2.32 seconds, and mount a sufficeint engine to get you TO the fight.

Too short range with Pulse and srm2s, too spread damage. Toe to toe, I'll take that build out pretty much every time in a 4G

View PostBagheera, on 16 December 2014 - 02:39 PM, said:

Am I the only one who wants the HBK 4SP and 4J quirks swapped?

yes. Now go away.

:D

Edited by Bishop Steiner, 16 December 2014 - 02:41 PM.


#69 Bagheera

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Posted 16 December 2014 - 02:43 PM

View PostBishop Steiner, on 16 December 2014 - 02:41 PM, said:

Or use the HBK-4G and toss real 20 pt clusters every 2.32 seconds, and mount a sufficeint engine to get you TO the fight.

Too short range with Pulse and srm2s, too spread damage. Toe to toe, I'll take that build out pretty much every time in a 4G


yes. Now go away.

:D



But ... But ... SRM quirks on my 4J!!! I must have them, or my head will explode!!






... that happens to me sometimes ...

#70 Macksheen

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Posted 16 December 2014 - 02:44 PM

View PostBagheera, on 16 December 2014 - 02:39 PM, said:

Am I the only one who wants the HBK 4SP and 4J quirks swapped?

My libra wants the 2 launchers in the same torso to hunch short range damage, and the spread ones to be LRMs - but my libra is a small voice.

#71 Bishop Steiner

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Posted 16 December 2014 - 02:45 PM

stock quirks for the stock god!

#72 Macksheen

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Posted 16 December 2014 - 02:49 PM

Bishop, I have to say - I kinda can't read your posts anymore. That red thing to the left conflicts with my expectation of a blue hand thing. I think my brain is broken.

#73 Bishop Steiner

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Posted 16 December 2014 - 03:03 PM

View PostMacksheen, on 16 December 2014 - 02:49 PM, said:

Bishop, I have to say - I kinda can't read your posts anymore. That red thing to the left conflicts with my expectation of a blue hand thing. I think my brain is broken.

Posted Image



#74 Fubbit

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Posted 16 December 2014 - 04:00 PM

The Grid Iron is really good now, but the 4J is the sleeper in the bunch for sure.

The damage you can throw downrange from that high, very tight missile hardpoint is ridiculous, Put a TAG in the head, add a couple heat sinks, and have fun. And I generally hate LRMs.

Also, for those concerned with ammo, you can easily stuff 1500++ missiles into it since the 2 lrm 10s aren't very heavy.

#75 Satan n stuff

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Posted 17 December 2014 - 04:55 AM

View PostBishop Steiner, on 16 December 2014 - 02:41 PM, said:

Or use the HBK-4G and toss real 20 pt clusters every 2.32 seconds, and mount a sufficeint engine to get you TO the fight.

Too short range with Pulse and srm2s, too spread damage. Toe to toe, I'll take that build out pretty much every time in a 4G

I checked my stats on it, accounting for the previous build and the 2.5x XP weekend I averaged some 1200 XP per match while playing with high elo players with top tier clan mechs and quirked up IS mechs on both sides.
The GI has the exact same AC/20 fire rate as the 4G going by the quirks list, and the 4G doesn't have nearly the same alpha potential as my GI build.

Just so you know, being about as fast as a slow heavy or a fast assault is still more than enough to get you to the fight when you'd want to be there, you just won't be chasing down any fast mechs.

#76 superteds

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Posted 17 December 2014 - 05:23 AM

View PostSatan n stuff, on 17 December 2014 - 04:55 AM, said:

I checked my stats on it, accounting for the previous build and the 2.5x XP weekend I averaged some 1200 XP per match while playing with high elo players with top tier clan mechs and quirked up IS mechs on both sides.
The GI has the exact same AC/20 fire rate as the 4G going by the quirks list, and the 4G doesn't have nearly the same alpha potential as my GI build.

Just so you know, being about as fast as a slow heavy or a fast assault is still more than enough to get you to the fight when you'd want to be there, you just won't be chasing down any fast mechs.


It's still practically too slow (will be picked off by fast heavys/pretty much every medium), and this impacts on things like twist speeds (important for HBKs) more than you'd think.

Please explain how 15 > 20 for alpha.

ed- just seen you use an ac20 GI...

Edited by superteds, 17 December 2014 - 05:25 AM.


#77 Satan n stuff

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Posted 17 December 2014 - 05:29 AM

View Postsuperteds, on 17 December 2014 - 05:23 AM, said:


It's still practically too slow (will be picked off by fast heavys/pretty much every medium), and this impacts on things like twist speeds (important for HBKs) more than you'd think.

Please explain how 15 > 20 for alpha.

Where did you get that 15 from? It's a 42.3 Alpha build.
Here it is.
If you're in a medium that's about as fast as the heavies and assaults, you stick with them. Trust me on this, nobody will be shooting at you when you do.

#78 Bishop Steiner

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Posted 17 December 2014 - 05:40 AM

View Postsuperteds, on 17 December 2014 - 05:23 AM, said:


It's still practically too slow (will be picked off by fast heavys/pretty much every medium), and this impacts on things like twist speeds (important for HBKs) more than you'd think.

Please explain how 15 > 20 for alpha.

ed- just seen you use an ac20 GI...

and has zero escapability, to my mind. my 80 kph HBK is by no means fast, but it can engage and disengage most assault pretty well.....and flank them. That's my biggest concern. Also going to run hotter than I prefer. The SRMs, IMO are superfluous.

But that's "IMO". And for my playstyle.

#79 Bishop Steiner

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Posted 17 December 2014 - 05:43 AM

View PostSatan n stuff, on 17 December 2014 - 05:29 AM, said:

Where did you get that 15 from? It's a 42.3 Alpha build.
Here it is.
If you're in a medium that's about as fast as the heavies and assaults, you stick with them. Trust me on this, nobody will be shooting at you when you do.

then High Elo, or not, the other players are not smart.

Simple truism..... the quicker enemy mechs die, the less guns shooting at you. Yes the Dire Wolf may have more firepower....but the 70 kph Medium Mech with Medium Mech armor..... will die in less than half the time.... meaning that much less in coming firepower.

Smart play doesn't waste time on squirrels, but Mediums and other slow, moderately armored targets? Should always be killed first. Not only does it deny the Opfor their firepower, but numeric advantage usually means more in MWO than the actual chassis, so if you can kill off their 3-4 mediums rather fast, you got an edge in the actual fight, and have significantly limited the OpFors tactical flexibility.

#80 Satan n stuff

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Posted 17 December 2014 - 06:16 AM

View PostBishop Steiner, on 17 December 2014 - 05:43 AM, said:

then High Elo, or not, the other players are not smart.

Simple truism..... the quicker enemy mechs die, the less guns shooting at you. Yes the Dire Wolf may have more firepower....but the 70 kph Medium Mech with Medium Mech armor..... will die in less than half the time.... meaning that much less in coming firepower.

Smart play doesn't waste time on squirrels, but Mediums and other slow, moderately armored targets? Should always be killed first. Not only does it deny the Opfor their firepower, but numeric advantage usually means more in MWO than the actual chassis, so if you can kill off their 3-4 mediums rather fast, you got an edge in the actual fight, and have significantly limited the OpFors tactical flexibility.

Try killing a medium when he's standing beside a few assaults and heavies and see how that goes for you. Peak and sustained DPS and alpha damage for assaults can be up to 3 times as high as a medium, they're only about twice as tough and much easier to hit even compared to a slow medium. You do the math.





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