Profile Cancellation?
#1
Posted 29 December 2014 - 03:22 PM
-Thank you
#2
Posted 29 December 2014 - 03:55 PM
Sorry
#3
Posted 29 December 2014 - 03:56 PM
#4
Posted 29 December 2014 - 04:00 PM
#5
Posted 29 December 2014 - 04:00 PM
#6
Posted 29 December 2014 - 04:04 PM
Here's a classic 4H build, for example http://mwo.smurfy-ne...66768bf88d06015 4G http://mwo.smurfy-ne...8ed90b32aa1f68b and 4P http://mwo.smurfy-ne...dc4b592d526c5cc
You'll want to get Endo Steel and DHS as soon as possible, and work on your mech skill tree as well as your own piloting skills(such as defensive torso twisting).
Note that you can still make a new account, many players have multiple accounts.
Edited by Redshift2k5, 29 December 2014 - 04:05 PM.
#7
Posted 29 December 2014 - 04:07 PM
#8
Posted 29 December 2014 - 05:00 PM
XBARTX99, on 29 December 2014 - 04:00 PM, said:
that is very far from the case, Since quirks, those mechs are really great. Yes, they need Endo, and double heat sinks, the 4G also needs ferro-fiber armor. While the 4G is light on ammo, it might not be the best for new players, but in an experienced players hands the mech is death to all that come across it..
Stuff a STD 250 engine in them, and level um up to master.. Since the Torso armor/structure buff, i have heard people comment on more than one occasion.. Wont that mech die!! No longer is the right torso a hindrance, now it can be used to soak damage.
You just need to learn more is all.. Learn to torso twist, get the faster engines.. and take time.. If anything you will be a 10x better player in the long run..
the popular 4G build is an ac-20, 4 tons ammo, and 3 ML's.. But i run with 3, dual machine guns and 3 SML's a harder mech to run, but packs such a punch up close, it is almost unfair.
the 4H, stuff in that STD250, add an ac-10, and 4 MLs
the 4P is a bit more tricky to learn.. I have run with 2 LL's, and 4 small pulse, or you can run 9 ML's, Or even 3 ML's and 6 SMPLs in the hunch..
the mechs need the upgrades, and get that 250STD asap.
Don't give up on those HBK's.. and feel free to keep asking questions. Another thing to do is launch into testing groups, and practice twisting, circling, firing, twisting away,, while keeping your target locked in the center.. learn to move, twist and fire... it takes a while, but nothing like kicking butt in an HBK!
Edited by JC Daxion, 29 December 2014 - 05:06 PM.
#9
Posted 29 December 2014 - 08:27 PM
If you want a little more punch in your Hunch, put a LL or PPC in the left arm and SLs/ MLs in the hunch. (on the4P)
Edited by mailin, 29 December 2014 - 08:27 PM.
#10
Posted 29 December 2014 - 09:24 PM
#11
Posted 29 December 2014 - 09:25 PM
#12
Posted 29 December 2014 - 11:28 PM
XBARTX99, on 29 December 2014 - 04:00 PM, said:
You didnt make a bad choice! Im just new and I started off with locusts... After I mastered the LCT skills, I got all HBK variants Im grinding to fill all modules for it.... note that these mech has can have 2/2/2 modules which is really good. Im still playing with 4HBK on pug CW. For me, I wont get other mechs until my wrath pack arrives.
There's also a lot of builds posted on Strategies forum area under medium sub forums.
#13
Posted 29 December 2014 - 11:44 PM
Your hunch is 80 - 90% of your firepower. You lose that side torso and you're as good as useless anyways, so what's the hurt in putting an XL in there?
#14
Posted 30 December 2014 - 12:17 AM
Tarogato, on 29 December 2014 - 11:44 PM, said:
Because some are dual hunches, some can still do some asymmetric builds with heavy lazors, and plus we need that other side as a huge shield.
OP, listen to J.C. Daxion. What he has said is pretty much all I was to say, but I think 260 STD is best (STD 275 for HBK-4P). Remember quirks make 4G's AC20, 4H's AC10, and 4P's MLs much better. Good luck, never give up!
#15
Posted 30 December 2014 - 12:22 AM
Tarogato, on 29 December 2014 - 11:44 PM, said:
Your hunch is 80 - 90% of your firepower. You lose that side torso and you're as good as useless anyways, so what's the hurt in putting an XL in there?
It's kinda worth it for the Grid Iron for extra Gauss ammo. That thing eats ammo like crazy with the cool down quirks. Besides that the hunchies have enough tonnage to be well equipped with std engines going decent speeds. I can understand adding one to the 4J for extra LRM ammo and speed.
#16
Posted 30 December 2014 - 01:31 AM
#17
Posted 30 December 2014 - 02:33 AM
#18
Posted 30 December 2014 - 02:33 AM
#19
Posted 30 December 2014 - 06:29 AM
#20
Posted 30 December 2014 - 06:42 AM
2, before the quirks, the right side was really hard to keep alive, and a mech with 2 ML's is still something of a threat.. Heck lots of lights run 2ML's after running out of ammo.. you would be surprised how much you can take beat up mechs down with just a couple of lasers. The game is so far from just about high alpha..
3.. the 4SP is worth trying an XL, LL's with SRM6's is pretty fun...
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users