Hi Guys,
never tried a hunchie but the quirks look so good. I probably will go for this build:
http://mwo.smurfy-ne...577c9244a0c815a
SRM6 colddown -40%, Laser duration -25%, ML heat -20%. Any thoughts? Haven't seen hunchies quite a while. Outdated? Better mech for a fast brawler around?
Cheers
No1337
0
Hunchie 4Sp Build
Started by no1337, Mar 09 2015 04:30 PM
7 replies to this topic
#1
Posted 09 March 2015 - 04:30 PM
#2
Posted 09 March 2015 - 05:07 PM
A little hot.
Try reducing the Engine to a 250 and dumping the Fero.
Pull some armour off the arms and two med lasers.
You will go alot farther for alot longer before overheating.
The Hunchie is great for Pug games not so great for CW.
Cheers!
http://mwo.smurfy-ne...c60aeb727a0bdbb
Try reducing the Engine to a 250 and dumping the Fero.
Pull some armour off the arms and two med lasers.
You will go alot farther for alot longer before overheating.
The Hunchie is great for Pug games not so great for CW.
Cheers!
http://mwo.smurfy-ne...c60aeb727a0bdbb
#3
Posted 09 March 2015 - 06:08 PM
I run mine hot and fast with a standard 270 or 275 engine depending on how much ammo I want to use. Burst damage is more important than sustained fire in this mech. If heat is an issue just stop using med lasers.
#4
Posted 09 March 2015 - 06:19 PM
I used to run that build, it was really fun. never felt the need for artemis as youll be close range enough for it not to matter, and can drop the 5th laser in the head for better heat management, or a tag could be useful. 3 tons of ammo should be plenty. probably shouldnt put the ammo near the engine, kind of defeats the purpose for an up-close brawler build, your legs will probably get shot the least at that range and losing a leg is a death sentence anyway so put the ammo in there.
#5
Posted 09 March 2015 - 06:22 PM
Yeah, that build is a little hot for me.
Changes to your build to match the one I run and have success with:
STD 250, no FF, 3.5t of SRM ammo, keep Artemis and SRM6's, lose ML in head, room for 3 DHS in total.
If you want you could lose some armour off the legs and the arms (they're thin and aren't easily taken out) and add another 0.5t of SRM ammo.
It's a great striker mech in PUG games but not so great in CW - though I reckon when defending it might have a place...
J2L
Changes to your build to match the one I run and have success with:
STD 250, no FF, 3.5t of SRM ammo, keep Artemis and SRM6's, lose ML in head, room for 3 DHS in total.
If you want you could lose some armour off the legs and the arms (they're thin and aren't easily taken out) and add another 0.5t of SRM ammo.
It's a great striker mech in PUG games but not so great in CW - though I reckon when defending it might have a place...
J2L
#7
Posted 09 March 2015 - 06:35 PM
I used to do that build however I found it too hot.
On the odd occasion however, I found that the head laser did come in handy
J2L
On the odd occasion however, I found that the head laser did come in handy
J2L
#8
Posted 10 March 2015 - 10:22 AM
I run SRM4's, a slightly smaller engine, dump ferro, and add heatsinks. the refire rate on the 4's is faster, so it kinda evens out, and the extra heat sinks lets you pump out more DPS, i havent found the 4KPH difference to be worth the weight.
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