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Hunchback Tactics


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#21 Kaelin

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Posted 02 July 2012 - 06:27 AM

View Postfriendlyfyre77, on 02 July 2012 - 05:55 AM, said:

I don't like the gauss because of the low ammo.


has 3 rounds/ton more than the AC/20.

the tactics with mediums are very much the same as lights; mobility.
the hunchback suffers on the mobility stakes relative to most mediums, but it's not exactly slow, it'll still outpace most heavies.
and mobility is the main factor, you'll still be able to out-maneuver assaults up close, and likely the bulk of the firepower from heavies.
well planned ambushes are a key-factor but not a necessity. with the stock fitting stick to cover and don't give enemies the opportunity to out-range you.

mediums are my favourite class, by some measure, and the hunchback is one of the reasons why.

#22 No Surrender

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Posted 02 July 2012 - 06:28 AM

I ordered a Hunchback too, though I think inadvertently because I never saw an option to choose another mech. That said, I have a feeling that the Hunchback would be effective as backup for a light/medium mech wolfpack. If the scouts break through without much resistence, the Hunchback can be backup for hunting down Catapults and other support Mechs. Otherwise, if the Scouts run into trouble, they can always retreat back to the Hunchback who would be set up in an ambush location. Most pursuers would be too busy trying to whack the scouts and you might get in one or two shots with your AC/20 while they're distracted. For a lot of mechs, 1 or 2 AC/20 shots is all it takes.

#23 Wolfman0503

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Posted 02 July 2012 - 06:41 AM

As Anthony said in the Medium Mech video we are the workhorses of the game. Use your armor to your advantage. You could take a couple of hits & still be up. Get in as close as you give em lead poisoning.

#24 Kaelin

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Posted 02 July 2012 - 06:43 AM

View PostWhiski, on 02 July 2012 - 06:16 AM, said:

Going silent/passive may work, but if the enemy has an ecm scout that can detect a silent/passive enemy, I am afraid you will have a bit of a problem if the scouts support is near by.


scout mechs would need to be specifically fitted with Beagle Active Probe to detect shut-down mechs, and the range isn't great maybe 100m or so, about the same range as an AC/20 FYI B)

#25 Xaxius Colnier

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Posted 02 July 2012 - 06:58 AM

remember this is a 12v12 game you will probably have a few cats providing support on your own team and some atlases that are gonna soak some of those missles for you, so closing may not be as hard as you think. personaly id stick close to my teams cats or attlases and pick off the light and med mechs that come trying to get a shot at the poor cats up close or at the atlases rear armor.

#26 Glythe

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Posted 02 July 2012 - 07:56 AM

Take a minute to watch the medium dev breakdown movie again as it focuses on the Hunchback. Firing the AC 20 once brings your heat up to 20% and firing all 3 lasers brings your heat up to 35% total. That being said look at the differences in damage (based on the table top numbers). The autocannon 20 is 20 damage per shot, 7 heat and has 5 shots per ton of ammunition. You get 2 medium lasers which are listed as 3 heat 5 damage (note that lasers have infinite ammunition) and one small laser which is 1 heat and 3 damage. It is important to note as well that medium lasers (and the autocannon) have a range of 0 to 9 but the small laser has a range of 0 to 3 meaning it is probably only useful at very close range. If I recall each number distance reflects 30m which would suggest that small lasers no longer deal damage past 100m but that is just theory talk. Let's remind ourselves that in the video the autocannon's heat is more than all of the lasers so they are tweaking things. As one last note the videos show that all armor values have been doubled; the more than doubling of the AC 20's heat value may indicate that weapons with limited ammunition are doing double damage (and double heat). The cycle time on the Autocannon 20 is five seconds by the way so if you don't bring extra ammunition you could be out of ammo for your best weapon in under a minute!

To be perfectly honest the first thing I would do with the Hunchback is ditch the small laser and pack extra AC 20 ammunition. That will only lower lower your damage to 30 and give you enough shots to actually use the AC 20 for a while. That would give you 15 shots with the AC instead of 10 and should help you run a little cooler. I noticed immediately how hot the hunchback runs in the medium dev breakdown video. In case you are wondering the Hunchback seems to have 13 heatsinks by default.

Another variant that might be interesting is to go with 4 small lasers, the AC 20 and extra AC 20 ammunition. Each arm apparently has 3 laser hardpoints and the right torso has 3 ballistic hardpoints. You could do something crazy like 6 flamers and 3 machine guns (with lots of extra ammunition) although your weapons would all be base 3 range so I hope you're using the extra light engine with some speed modifications!

Wouldn't it be a lot smarter as a hunchback to go after Founders catapults instead of Mr. Atlas?
Granted the catapult is faster than you and has jumpjets but you've got a lot of armor and an AC 20 that would really like to say hello! You would have the firepower advantage in the hunchback with 33 damage per solvo vs his 20 damage per solvo.

Another option would be to stay in escort range of a friendly Atlas (something like a 100m circle perimiter). You would keep him safe from would be scout assassins and he'll keep you safe from just about everything.

Another option would be to escort your catapult. Assuming the Atlas was leading the charge with the hunchback/catapult in tow you could stay about 200m between your two friends. Whichever one needs you the most gets your full attention.

One problem I see a lot of people do in WoT is play a medium like a heavy tank (because that's all they are used to playing). The short version is that it fails miserably. Get creative and I think you'll find an amazing setup for your Hunchback that works for you!

Edited by Glythe, 02 July 2012 - 07:58 AM.


#27 Spleenslitta

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Posted 02 July 2012 - 08:12 AM

View PostBigJim, on 02 July 2012 - 05:12 AM, said:

Team up with a scout, advance slowly with the scout er - scouting ahead.
When he gets a ping, you power down, lure them in - Bammo.

Alternatively, go passive, and let the scout be your eyes.
In the early part of the match even experienced players who see a lone blip appear will expect it to be a scout & will probably try to rush it while it's still alone, unsupported & while they can still track it.
*That's* your moment to jump out & say "hiyaa!" B)

Bear in mind that even a hunchie armed with nothing but a supa-soaker will still find that no-one dares come close so that on it's own is a weapon.

Try out this idea. I've been thinking something along the same lines.
I would like to have a buddy running behind me with a fast Hunchback with ECM and good short range firepower.
You would most likely have to lose the AC 20 for something more versatile.

If find a slow moving type victim that i bait in at long range with my AC 2. While i'm baiting my buddy finds a hiding spot with an escape route.
I lead the victim into the ambushzone. My buddy hits him once and then we both use the escape route to run away.

#28 friendlyfyre77

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Posted 02 July 2012 - 08:26 AM

I did just watch the Hunchback video 3 times. The heat did seem like a lot but did you see it light up the Catapult's cockpit? I know it was a demo (who would leave wounded mechs like that?) but it really seemed to do a lot of damage. I am less worried about being out classed. I did think of getting rid of the small laser for some thing more useful. I really want to play in the Mechlab. I hope they open up the ability to mess around in there even before the beta. Use various mechs and stock parts so we can see how it all works.

#29 flyn taggart

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Posted 02 July 2012 - 08:27 AM

so, you want to take out an atlas, right friendlyfyre77, shoot for the head very chace you get, ever if thats means you stand on a hill and shoot form along way away. thats the best ive mange to do B)

#30 Jawbreaker6

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Posted 02 July 2012 - 08:28 AM

All tactics are 50/50, especially in a video game environment (no true death to worry about breeds apathy.}
That said, having been a Hunchback driver since the first game available I've found this to be a valuable method.

Get in behind the heavies (80-100 ton meatshields). Like the old German Tigers tanks, they draw lots of fire. While everybody is pounding the snot out of them, try to rup up a flank and backshoot their hardest hitters. Even if you only get a couple of shots off before they figure out you must die, you'll weaken their armor and distract them. They'll have to turn to face you and when they do, all that rear armor you shredded is facing your team.

But like I said, its 50/50. If your team is smart enough to exploit what you're doing for them, you'll mop up. If they stand there like idiots, you'll go home in a very small animated box.

#31 Rayspace

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Posted 02 July 2012 - 08:29 AM

I too chose the Hunchback. It is one of my favorite mechs behind the Warhammer and Archer. With modification possible I think you can tweak the Hunchback to be anything you want it to be. Guass Rifle for ranged attacks any Cannon you care to use for various ranges and damage/heat profiles. Its a versatile platform with a good size/speed trade-off. You can play whatever role you want with this mech. See ya out there!

#32 BigJim

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Posted 02 July 2012 - 08:32 AM

View PostGlythe, on 02 July 2012 - 07:56 AM, said:

Wouldn't it be a lot smarter as a hunchback to go after Founders catapults instead of Mr. Atlas?
Granted the catapult is faster than you and has jumpjets but you've got a lot of armor and an AC 20 that would really like to say hello! You would have the firepower advantage in the hunchback with 33 damage per solvo vs his 20 damage per solvo.



Don't give him ideas!! :)
I'm gonna be rolling in a founder's cat. B)

Ps: Hunchie & Catapult are the same speed iirc (correct me if I'm wrong?)



Quote

Another option would be to escort your catapult. Assuming the Atlas was leading the charge with the hunchback/catapult in tow you could stay about 200m between your two friends. Whichever one needs you the most gets your full attention.


This. I'm gonna be shouting at any Hunchie on my team to stick with me for mutual support (love-in)

I can see a friendly Hunchie being a Cat's best mate, but an enemy one will be the Cat's worst fear.. ;) /quake

Ps: Does anyone know what's happening re; Dumb-firing your LRMs? Do they arc upwards, or direct-fire like in current MW games?

Reason I ask is because a Hunchie running towards you gives you 2 options in a Cat; Stand & fire, or turn & leggit.
You need to make your decision quickly as he's as fast as you are (less jets).

I'd hate to fumble my lock-on in panic & then find I can't run away from the Hunch.

#33 Broceratops

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Posted 02 July 2012 - 08:32 AM

WHOA thought this was some other forum for mech feedback.

I HAVE NOTHING TO CONTRIBUTE HERE

Edited by Broceratops, 02 July 2012 - 08:40 AM.


#34 Nik Van Rhijn

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Posted 02 July 2012 - 08:32 AM

The Hunchie has many options available, depending on how much level 2 tech you can afford. You can up the speed a little without going to an XL engine but any real increase (for scout hunting) will need one, if you can accept the fragility. I suggest you play around with SSW or an equivalent program. Until we play the game it is all theory, but its the mech I intend to get.

#35 Regina Redshift

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Posted 02 July 2012 - 08:36 AM

You could always go completely crazy and drop the AC/20 down to machine guns and upgrade the medium lasers up to PPCs.  This mod hinges on the idea that you should be able to pack a few mgs into the torsos and/or head.
Two PPCs gives you as much damage as an AC/20 (with worse heat, but better range).  Since they'll be arm mounted they'll give you better accuracy against a scout (in exchange for lower arm-armor). The mgs give you some crit-fishing capabilities, assuming that this game's crit system is like TT.  The heat generation on this 'mech will not be gentle... at all.  This design becomes slightly less insane with an upgrade to Double Heat Sinks.
I tried to make a Large Laser version, but it required stripping out a 1/2 ton of armor which cannot be justified given the decrease in 'mech mashing power.

#36 BigJim

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Posted 02 July 2012 - 08:37 AM

View PostBroceratops, on 02 July 2012 - 08:32 AM, said:

getting there is not as easy as for a light mech, so if you can just jump into a fight already taken place it takes away having to outmaneuver the guy. you NEVER want to be the first mech in, not even for scouting purposes. lrms can do a pretty big number on you.


That's why he needs to stick with me. :)
I'll drop some LRMs on 'em, and if they rush me mr Hunch can mop up, and if they decide discretion/valour etc. then I can support the Hunch while he finishes them.

O/c if the rest of our team are muppeting around mech-banging each other then we're both screwed.. B)

#37 Malicious1

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Posted 02 July 2012 - 08:40 AM

Isn't the Founder's Mech variant for the Hunchback a slightly longer range variety? I'm a bit new to this game, but have done a bit of poking around on sarna.net and I thought the founder's hunchback variant has an AC10 and pulse lasers by default. This would let it be a bit of a mid range glass cannon instead of the short range shredder it usually is.

Correct me if I'm wrong?

#38 Broceratops

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Posted 02 July 2012 - 08:43 AM

View PostMalicious1, on 02 July 2012 - 08:40 AM, said:

Isn't the Founder's Mech variant for the Hunchback a slightly longer range variety? I'm a bit new to this game, but have done a bit of poking around on sarna.net and I thought the founder's hunchback variant has an AC10 and pulse lasers by default. This would let it be a bit of a mid range glass cannon instead of the short range shredder it usually is.

Correct me if I'm wrong?



i believe all the founders mechs are prime variants, which for the hunchback is the a/c 20 one.

#39 Glythe

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Posted 02 July 2012 - 08:47 AM

View PostBigJim, on 02 July 2012 - 08:32 AM, said:



Don't give him ideas!! :)
I'm gonna be rolling in a founder's cat. B)

Ps: Hunchie & Catapult are the same speed iirc (correct me if I'm wrong?)

Well the guys who bought a hunchback were feeling bad about their purchase and I wanted to give them some hope (before I completely shred them over and over in my Atlas).

Oh you are right the hunchback and Catapult are the same speed. My brain was set in Steiner mode (speeds can either be described as 54 or faster than 54 kph).

View PostBigJim, on 02 July 2012 - 08:32 AM, said:



Ps: Does anyone know what's happening re; Dumb-firing your LRMs? Do they arc upwards, or direct-fire like in current MW games?

I'd hate to fumble my lock-on in panic & then find I can't run away from the Hunch.


Actually there's a dev quote about LRMs and minimum range.... you can fire them if you are closer than 660m and they will just bounce harmlessly off him! Yes they will arc upwards to track targets if you have been given target information.

If there is no one nearby that can help you then your only option to escape might be your jump jets (hope you didn't take them off to store extra ammunition).

Edited by Glythe, 02 July 2012 - 08:50 AM.


#40 BigJim

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Posted 02 July 2012 - 08:53 AM

Ah yes you're right, I'd forgotten that (eejit).

Even better for Mr Hunchie then! B)
(and more reason for me to stick close to our Hunchie)





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