I'm planning to buy my first mech, I know getting a Hunchie is a good idea, but which one? The various types all confuse me as all the weapons are mixing together in my head. T~T
From that, what is a good first light/other medium mech to grab after that?
Edited by hijinks the turtle, 23 December 2014 - 02:42 PM.
To note in this post, "cooldown" and "recharge" and "reload" mean the same thing.
Hunchback...
(It's adorable!)
Quick breakdown in the naming convention.
HBK represents Hunchback.
"4" represents 4th Generation.
HBK-4G
The Urban Fighter.
Paintjob: Buccanneer.
The G is meant to stand for Guard, as in guard duty. It protects key areas such as diplomatic meeting areas with its powerful array of close range weapons. In this game you'd use it ideally to support an Assault mech or defend a key area.
It possesses a 25 degree torso pitch (unlike most Hunchbacks, which only have a 20 degree pitch).
In MWO it has:
These double to 25% when you use its native AC/20.
Energy quirks (-15% heat generation, +15% range). (Note: Energy means lasers AND PPCs of all types.)
RT: Additional armor (front + 18), additional structure (+12) (To note: Total armor standard is 48, + 18 = 66 total. Total structure standard is 24, + 12 = 36. Total RT health assuming you use max armor on it is 102... where a normal 50 ton mech's RT health would be 48(A)+24(S) = 72.)
With this mech, back in closed beta I had once dropped accidentally with an incomplete build. I had only the AC/20 and a single ton of ammo (6 shots at the time instead of the 7 we get now), and I came out with 3 kills and 1 shot left over when the match ended. It can be extremely impressive, but it needs to be played to its strength. Stick to urban-like areas of cover, bob and weave between the buildings and use them as cover (this isn't as needed if you're using large engines).
----- HBK-4H, unofficially, is known as "Hotter than hell" which was the nickname it received before quirks.
Unlike the G which relies on delivering its punch in one quick blast and disappearing out of sight for another strike, the H is more of an endurance fighter. It can effectively outperform the G in terms of damage per second, but is largely inferior in terms of burst damage.
Paintjob: Phraken. (Smaller images: AC removed.)
Ultimately, while the G is for those who can nail that shot and move on, the H is for those who don't want to risk it all in a single shot and instead want to duke it out.
Though secretly, some of the more insane players are known for packing in an AC/5 and ER PPC in order to get something that packs a serious punch.
In MWO it has:
1 ballistic slot (RT)
5 energy slots (1 per arm, 2 in the RT-LOW MOUNTED, 1 in the head).
Technically, the 4H fires much faster than the 4G when it comes to its energy weapons, which combined with the AC/10 will basically put the 4G to shame in a battle of attrition.
With the ballistic quirks and an AC/10, it will dish out 40 damage just within 0.25 seconds of the 4G doing 40 damage with its AC/20. In exchange for its faster firing rates, it's important to note that every shot generates heat... and even after the quirks the 4H will live up to its unofficial nickname as "4Hot" or "4Hell".
It's a walking oven. Fantastic for training yourself to manage your heat.
(4H 100% pure stock and no unlocks, recorded long before the quirk days. Standard heatsinks [far inferior cooling and heat caps compared to the 4P(C) trial or any mech with double heatsinks, it should be noted it's a super cold map.])
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Before I continue, I should define: "Swayback."
A Swayback is the official nickname of Hunchbacks with smaller right torsos.
HBK-4P
The "PartyBack."
Paintjob: Buccanneer.
A "Swayback", canonically, MWO does not treat it as such.
The 4P sports 6 energy hardpoints in place of a ballistic housing. The combined power of 6 medium lasers will outperform the damage of a single AC/20 use by 10 damage. This comes with the issue of immense heat (which is 18 points over an AC/20's MWO heat of 6... or the canonical heat of 7).
Using all 8 of the 4P's stock ML (or the 9 on the 4P champion) will generate extra heat. (Even in Battletech's canon, using 9 ML at the same time would overheat a mech into shutdown, then again there isn't much if any 'burn time' on a BT laser; it's zap and done). (The safe limit to not get extra heat is 6).
That said... You can use 2 of those energy slots to mount twin PPCs, which will give you an AC/20-esque punch at more than twice the range of a normal AC/20. It's just hot. Really hot.
In MWO it has:
9 energy slots (1 per arm, 1 in the head, 6 in the RT-HIGH MOUNTED)
Energy quirks (-7.5% laser duration, 7.5% faster recharge).
This doubles specifically for the Medium Laser.
Note: "Laser" applies specifically and exclusively to lasers. The recharge (cooldown) refers to All Energy Weapons.
Energy quirk (-10% heat generation). (This won't double with anything).
RT: Additional armor (front + 18), additional structure (+12) (Same as 4G and 4H)
----
HBK-4J
A Swayback variant that MWO treats correctly!
Paintjob: Applejack. (Smaller images: Missile hunches removed and 21 tons of Particle Projection Canons added for the Hipster Hipshot!)
The J is the fire support variant. While the 4G or 4P could be made into direct fire support, the 4J is built with indirect and direct fire support in mind. Its LRMs rain armor-softening death upon its foes, and its lasers are bountiful enough to compete with a 4P in a disco light show.
In MWO it has:
6 energy slots (1 per arm, 1 in the head, 3 in the RT-LOW MOUNTED)
RT: Additional armor (front + 12), additional structure (+12) (This is less than the 4G, H and P.)
Yes, it has less protection on the RT. But ultimately, this thing's firepower, speed, etc. can give any of the Hunchbacks a run for their money in DPS.
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HBK-4SP
The "Special" swayback. Canonically, SRM-6 and LRM-10 launchers are identically sized, so this is actually a dual but sub-standard hunch. In MWO short and long range missiles are identically sized instead of their total luancher sizes, so these were tiny bumps. It seems they made the overall bulk identical with the 'art pass' they did on Hunchback customization, which is good because the 4J's hunch used to be huge.
This I feel is the ideal Hunch for training in the use of ARM-aiming. The "o" crosshair instead of the "+" crosshair. (You can control it with the mouse with armlock off, or take advanced control of it with the Left CTRL key).
In MWO it has:
5 energy slots (2 per arm, 1 in the head.)
Energy quirk (-10% heat generation).
This doubles for medium lasers.
Energy Quirk (-25% laser duration)
2 missile slots (1 in each ST, 10 tubes max per slot.)
Missile quirks (20% faster reload speed).
This doubles with the SRM-6.
LT AND RT: Additional armor (front + 12), additional structure (+12) (This is less than the 4G, H and P, however it also applies to the LT).
------- The Grid Iron
A non-canonical hero mech, emphasizing traits of the 4G / H and the 4SP / J.
In MWO it has:
A Torso pitch of 25 degrees (like the 4G, unlike the others which have one of 20 degrees).
3 energy slots (1 per arm, 1 in the head.)
Energy quirk (+25% range. 12.5% recharge rate)
This doubles for medium pulse lasers.
1 missile slot (LT, 10 tubes max).
Missile quirks (15% faster reload speed).
2 ballistic slots (RT)
Ballistic quirk (25% faster reload speed.)
This doubles with the Gauss Rifle! I R Teh Snipah Mech!
RT: Additional armor (front +18), additional structure (+12) (This is identical to the 4G, H and P).
The Grid Iron is a general workhorse mech. While it has no canonical value, its design is one of the few 'original' mechs that works exceptionally well in Battletech tabletop as far as practicality. In fact it's far better in TT than it is in MWO, even so it's something very dangerous between its short height, that big cannon (which has 3x its stated range before it hits '0' damage, where all other weapons hit '0' damage at 2x stated range).
The missiles and lasers are, effectively, backup weapons to its 15 ton Gauss Rifle.
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Some additional notes:
Hunchbacks, like Shadowhawks, have a big focus on torso mounted weaponry. This is ideal for new players who either have armlock turned on or who need a simplified experience. However, Hunchbacks make better training mechs because they also have good arm mounted weaponry that Shadowhawks generally lack, meaning the best performance of any Hunchback comes when you take off the training wheels of armlock... allowing an already good mech to become even better over time!
Your hunch blocks peripheral vision to the right, but not the left. Use left CTRL and the mouse to look to your left every now and then to make sure someone isn't sneaking up on you. Don't be afraid to pull a Crazy Ivan every now and then. All Hunchbacks come with INCREDIBLE torso twist, which includes the ability of the Hunchback 4G to shoot directly behind itself. Crazy Ivans can be the death of many unsuspecting victims.
(Going to make one more pass at this with some more screens so there's at least one closeup of each mech since I own them all, and I'll add the Hero mech in this too).
...That took a long time. I'll be reusing it in the future.
That post was exclusively to inform, as you can see I didn't give favor to any of them because... and this is rare in MWO... they are all good.
That said... if you get an idea of what you want to do with the mech, you'll have an easier time deciding on which to start. Just remember to get the best out of them you'll need 3 variants (and once you elite them, sell the two you can part with).
Note: The Grid Iron is a hero mech and is behind a pay wall. Hero mechs get a 30% bonus to cbills, and are typically about 'on par' with the other mechs. (Some slightly better, some slightly inferior though this sometimes depends on how you play; for example the Victor hero Dragonslayer is absolute garbage to me, but it is one of the top sniper / poptart meta mechs; not surprisingly I'm not big on either and as such... the mech isn't nearly as good as the other Victors for the way I play and so it has little value to me).
Also: Medium - Shadowhawk (very similar, yet very different) or Blackjack (a 45 ton walking pair of canons).
Can't recommend a light. Though most would say Firestarter or Spider.
For your 'stealth' desires: Possibly Raven 3L, Spider 5D, or in the medium category Cicada 3M.
If you don't mind a Clan mech or indeed want to try one, the Kitfox is worth a look.
To note in this post, "cooldown" and "recharge" and "reload" mean the same thing.
Hunchback...
(It's adorable!)
D'awwww.....It is indeed cute. Thank you for all the info! Geez, they really are all good. (o~O) As for the next medium mech, I think I'll tryout the Blackjack and the Cicada. I really like how they look (very reminiscent of Hawken mechs IMO) and the armaments look pretty neat.
Thanks again Kon!
Sanlucif3r, on 23 December 2014 - 06:12 PM, said:
just get the 9 medium laser hunchback and learn how not to overheat with it.
the 4p
Yep, found that out the hard way. First few matches with the trial version had me overheating constantly. XD
Avoid firing more than 6 medium-class lasers at once (or more than 2 large class lasers at once) to avoid excessive heat. Separating arm and torso lasers is one way to deal with it.
(Use the arrow keys left and right to choose weapon groups, and arrow keys up and down to choose weapons. Right CTRL will toggle assigning the weapon to the group. Blue is assigned, black is not assigned.)
Note, those laser limits are not tied together or to small lasers, and there is no limit on small lasers.
Blackjacks are among my favorites. I dunno which ones to recommend because they were largely very similar at the start and I haven't kept track of the quirks to them. I'm dead set on my builds and I run them how I like, a 180-rated XL engine with twin UAC/5s backed up by a small laser and two jumpjets (or an extra ton of ammo instead).
Though most are similar, the "1x" Blackjack has a tremendously larger engine capacity. The difference between a normal BJ and the fast BJ is immense!