Hunchback Tactics
#41
Posted 02 July 2012 - 09:08 AM
maybe a Steiner Ultra Light Scout (at least if they came out with the HBK-5S variant, which I would be eternally happy with btw)
As for tactics, I have one thing to say, Terrain is your Friend, because unless you replace that AC/20 with something with range, you are gonna want to be close enough to spit on them before you shoot it, and that can mean getting chewed while coming into range if facing Dragons, Cataphracts, Awesomes, or Atlases
#42
Posted 02 July 2012 - 09:09 AM
#43
Posted 02 July 2012 - 09:15 AM
Glythe, on 02 July 2012 - 07:56 AM, said:
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!
good ideas, may i ask some questions?
-if i remeber correctly AC-20 was always on 7 heat, or has that been changed?
-wouldn't doubling the damage on an AC-20 defeat the purpose of doubling armor in the first place to make the fights last longer?
i mean, the AC-20 is the most damaging weapon there is for targeted single location damage, and it has the best one-shot capability (headshot), so i would asume armor has been doubled to prevent one-shots (or one salvo kills like tripple ppc), especially from that AC-20?
-removing the small laser gives you 0.5t which wouldn't translate into any more ammo for the AC-20, right?
#44
Posted 02 July 2012 - 09:20 AM
#45
Posted 02 July 2012 - 09:35 AM
#46
Posted 02 July 2012 - 09:35 AM
Glythe, on 02 July 2012 - 09:20 AM, said:
A valid point. However, if you remove the heatsinks and add 2 more med lasers, it runs a bit hot, but should be doable...I think a Hunchie would have a problem with a Jenner simply because of the speed difference anyway.
Out of the gate there are many ways to mod the Hunchback, but everything is going to be a tradeoff.
#47
Posted 02 July 2012 - 09:39 AM
Cid, on 02 July 2012 - 09:15 AM, said:
good ideas, may i ask some questions?
-if i remeber correctly AC-20 was always on 7 heat, or has that been changed?
-wouldn't doubling the damage on an AC-20 defeat the purpose of doubling armor in the first place to make the fights last longer?
i mean, the AC-20 is the most damaging weapon there is for targeted single location damage, and it has the best one-shot capability (headshot), so i would asume armor has been doubled to prevent one-shots (or one salvo kills like tripple ppc), especially from that AC-20?
-removing the small laser gives you 0.5t which wouldn't translate into any more ammo for the AC-20, right?
Yep the AC 20 should have 7 heat... but when he fires the AC 20 in the video his heat goes up to 20 which is more than double what you would expect. But I might be reading into something that isn't there.... it might simply take 35 heat units to shut down a hunchback. If that is the case then the mech cools down 5 heat units in the time that it fires its autocannon and all of its lasers (which is some strange math considering the default version has 13 heatsinks).
Doubling ballistic damage and doubling armor doesn't have a canceling out effect. Lasers get left out in the damage department and all your ballistic ammunition is much more valuable. Carrying more ammo so that you can keep using ballistic weapons means there is a greater chance someone is going to shoot you and blow up all that ammunition you are carrying with a lucky hit (after they have chewed through all your armor). I don't think you can make ballistic weapon boats due to the weight that would be required so this makes sense when you think about balance. The autocannon 20 uses up 10 free critical slots and weighs 14 tons. Assuming you had a mech that could support the weight and the hardpoints you'd still be using up a lot of space to store ammunition.
If ballistic damage and armor are both doubled it means that you'll be doing 'normal' damage as long as your ammunition holds. This means that even mechs like the Atlas with lots of weapons/space will eventually run out of ammunition. At that point you'll be forced to use lasers if you've been doing a lot of front line fighting. Maybe that is the intent so that one really good player can't possibly mow down half the team by himself?
As for the .5 ton difference.... in the TT you can just take off .5 tons of armor from your legs to make up the weight difference.
Edited by Glythe, 02 July 2012 - 09:40 AM.
#48
Posted 02 July 2012 - 09:43 AM
- A Scout (to find the bad guys and light um up for the long range support)
- Long Range Support (Rain hell on whatever the scout finds / bad guys hiding around corners)
- Assault (Kill bad guys)
- Medium Security (Keep the bad guys scouts from lighting up YOUR friends and keep more manueverable Mechs off the back sides of the Assault / Long Range Support guys - this is the job I picture a Hunchback excelling in).
#49
Posted 02 July 2012 - 09:46 AM
i think i will stay with the AC/20 as the main gun because i don´t think it´s a good idea to mount a gauss rifle to try a longrange shootout with a Catapult or a Trebutchet. Instead i would increase the speed by about 30% to be as fast or even faster than most other mechs. This will make sure that i can reach the enemy before i get torn to shreds. But i don´t intend to use an xl-engine, thats too big a risk for a close range fighter like the standard Hunchback. And i think that the AC/20 is to big to install an xl-engine anyway.
Concerning the ammo, i don´t know if it will do me much good to increase it by more than one ton.The AC/20 is the prime target for any enemy so they will try to take it out fast.And because of its imens size, almost any critical hit to the right torso will take it out. So i would rather add some more lasers or a beagle probe.
Well, thats the idea. Let´s see, what happens once we get started. Reality tends to hit me right between the eyes.
Edited by Der Basilisk, 02 July 2012 - 09:47 AM.
#50
Posted 02 July 2012 - 09:51 AM
Living the Victory,
CmdrSpider
Edited by CmdrSpider, 02 July 2012 - 09:52 AM.
#51
Posted 02 July 2012 - 09:57 AM
Verkorperung, on 02 July 2012 - 09:35 AM, said:
A valid point. However, if you remove the heatsinks and add 2 more med lasers, it runs a bit hot, but should be doable...I think a Hunchie would have a problem with a Jenner simply because of the speed difference anyway.
Did you see in the dev video breakdown that 2 medium lasers and a small laser brought the hunchback's heat to 16 per shot? Also notice that the hunchback cools down 1% per second. And you want to make him run hotter by adding 2 medium lasers and removing 2 heatsinks? What's the point there as you get to fire about twice and then you gotta wait a long time before shooting again or risk overheating.
The whole reason for double armor is to prevent boating. If you run a hot setup like that in a slow mech (the only thing slower is an Assault mech) you're going to get eaten by anyone who is around your speed and has a balanced heat setup.
#52
Posted 02 July 2012 - 10:09 AM
Jawbreaker6, on 02 July 2012 - 08:28 AM, said:
Potentially interesting if there were different penalties based on pilot death in a match. If your pilot "dies" there are XP penalties for subsequent matches? Might lead to more conservative play or ejecting out of the mech when you might otherwise ride it down.
#53
Posted 02 July 2012 - 10:19 AM
Glythe, on 02 July 2012 - 09:20 AM, said:
They've taken out the minimum range for AC's and Gauss Rifles as they couldn't come up with a plausible explanation for shells not existing until 60m from the muzzle :0
#54
Posted 02 July 2012 - 10:28 AM
#55
Posted 02 July 2012 - 10:29 AM
friendlyfyre77, on 02 July 2012 - 04:53 AM, said:
Drop the AC/20 for an AC/10... increase your ammo by 2 tons (total for 30 rounds), add armor, add heatsinks... enjoy Good support 'Mech for Assaults or Base Defender... In the Forest Colony, or the Frozen City map I would advise that you use cover for maximum effect to hit and fade while supporting your team... don't over-extend and find yourself cut-off from support. I'm sure other variants of the HBK will be available, but everyone will find their on niche in the game as to what they are good and bad at...
#56
Posted 02 July 2012 - 10:32 AM
Glythe, on 02 July 2012 - 09:57 AM, said:
Did you see in the dev video breakdown that 2 medium lasers and a small laser brought the hunchback's heat to 16 per shot? Also notice that the hunchback cools down 1% per second. And you want to make him run hotter by adding 2 medium lasers and removing 2 heatsinks? What's the point there as you get to fire about twice and then you gotta wait a long time before shooting again or risk overheating.
The whole reason for double armor is to prevent boating. If you run a hot setup like that in a slow mech (the only thing slower is an Assault mech) you're going to get eaten by anyone who is around your speed and has a balanced heat setup.
I was thinking of double heatsinks when I typed that, but I see that I neglected to put that piece of info in.
#57
Posted 02 July 2012 - 10:34 AM
Nik Van Rhijn, on 02 July 2012 - 10:19 AM, said:
Correct... basically the farther the target the less damage the higher caliber round is going to do, much like the energy weapons... I think LRMs will just sputter out if trying to reach a target outside the maximum range.
#58
Posted 02 July 2012 - 10:35 AM
As far as the heat, remember each turn in TT was over a period of time (10 seconds), so 7 heat is the not the peak heat generated and instead average of heat generated over 10 seconds. So based on that I would guess that auto-shutdown wont occur right at 30 heat, but whenever average heat would be more than 30 over a 10 second period (if you knew the heat disipation rate a mech then you could actually figure out where shutdown would occur if they stick the TT formula).
Edited by Sean Casey, 02 July 2012 - 10:39 AM.
#60
Posted 02 July 2012 - 10:45 AM
Darq, on 02 July 2012 - 09:43 AM, said:
- A Scout (to find the bad guys and light um up for the long range support)
- Long Range Support (Rain hell on whatever the scout finds / bad guys hiding around corners)
- Assault (Kill bad guys)
- Medium Security (Keep the bad guys scouts from lighting up YOUR friends and keep more manueverable Mechs off the back sides of the Assault / Long Range Support guys - this is the job I picture a Hunchback excelling in).
Very interesting. I was wondering if some players had ideas about lance compositions. Since I only played TT a couple of times I never really got that deep into the strategy. This may be the greatest advantage TTers enjoy over VGers at launch. Also, I don't think this will be in at launch, but it would be interesting if there were areas in the lobby to organize balanced lances before trying to join a match. This could make it very interesting IMHO!
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