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Hunchback Mastered, What's Next?


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#41 purplewasabi

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Posted 11 May 2015 - 02:56 PM

Ah I see, the ambush I was thinking of is a surprise attack from a concealed position. I think you got the right approach for the 4G brawler where you come in at an angle instead of head on, and you're shooting to maim as well instead of just focusing on the kill. Sometimes its just easier to disarm the enemy and if the situation permits, use the enemy as a shield.

You shouldn't compare the 4G with mechs like the Misery/Cataphract. They're totally different mechs with different roles. I admit the hunchbacks despite how much I like and enjoy them, they do have weaknesses. Having said that, 3 tonnes of ammo and 3xML is enough to do considerable amount of damage, assuming you survive long enough. Too much AC20 ammo and they start becoming a liability.
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You're right, JC. Basically, would I recommend Hunchbacks for CW? No, not really :P because its bloody hard work to be consistent and you're handicapped in terms of the current meta. Suicide squad, literally.

Edited by purplewasabi, 11 May 2015 - 03:05 PM.


#42 JC Daxion

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Posted 12 May 2015 - 06:45 AM

Yea i agree, the misery and cataphract are totally different, but i was just meaning, if i wanted that weapon, i would bring something with enough weight to carry some decent amount of ammo. Heck maybe if i played CW a lot more i would change my mind. I do plan on getting more into it this summer though. Honestly i was not to hot on the first two maps, and fighting the same drop decks over and over, perhaps as it goes over time the matches will be a bit more varied, which is why i love the pugs, ya never know what is gonna happen :)


as for the 4G, give this one a try some time. It lacks a bit of range but that is what you get with an in your face brawler. It' wrecks like you would not believe. Strip of armor with the AC-20 and the others weapons will crit the internals in seconds. It works especially good when you can manuver behind, and just keep the damage on for a few secs, and save a slug or two and still get the kill.

After playing this mech enough, i hop back into the standard AC_20+3ML, and i feel under powered. Sure you can use the ML's for a bit of damage at range, but with only 21 shots, I hate to even waste a single slug, and what better way to not miss? Get with in 100m! http://mwo.smurfy-ne...054647a1ba24e5d

#43 Flak Kannon

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Posted 12 May 2015 - 03:17 PM

A little bit different than the norm...

So The Hunchback gave you mobility and a fair punch. If you found that you preferred a slower Hunch, and liked to slug it out, I would consider running an Orion.

It is the heaviest IS 'Heavy', it is often called the 'Atlas light'. It is mobile enough, and varied in it's weapon loadout ability.

So if you went that route, then you'd have 50 Tons and 75 Tons covered. From there, your choices are limitless. 240 Ton drop deck, 2 Hunches, One Orion, = 175 Tons. Gives you 65 tons left. From there you can go Thunderbolt, Catapult, Jager, ( all 65 tons) or Dragon, Quickdraws (both 60 tons ) to fill out your drop deck with all Mediums and Heavys.

As it stands now, 3 Hunchbacks = 150 tons, so a 90 ton mech is an option also. I am just not a big fan of the Highlander. They are decent, and actually better suited for Clan Warfare than P.U.G. life if that matters. So that leaves you Stalkers ( best bet ), Battlemasters ( a good LRM support platform with lots of energy options), Victors and Awesomes. Both on the Light side for an Assault spot.

You have so many options, you really can't go wrong. Lots of choices.

#44 Mister Raven

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Posted 12 May 2015 - 04:04 PM

Mister Raven approved mechs.

Don't look to my list if you're the kind of person who hangs back waiting to vulture some kill while your team gets ripped to pieces.

FS9-S XL 255, 7x MPL: find a heavy or assault brawler and support him, shoot what he shoots. this mech is a force multiplier if played right.

Raven-3L 3 ML 2x artemis SRM 4: master the aim on this with smart use of cover. its surprisingly damaging.

Locust-1E 6 Medium lasers: (warning for experienced pilots only) if you have radar derp, use it on this. use its speed to choose where and who to hit, once you are spotted change position IMMEDIATELY!

TDR-5SS 7MPL. 8 DHS std 300 1x beagle probe: A difficult mech to master but once you learn how to ... uhh position your self to not be a total damage sponge it's quite the effective mech.

Mad Dog 5 LRM 10 ( no artemis) 1 NARC 0 armor in the arms, 2 heatSinks, 2.5 tons of narc ammo 9 tons of LRM ammo.
After many many loadout tests i finaly found a sweet spot for the mag dog.
Simply narc some one and then hide behind cover while spewing a constant stream of LRM's at them. "Why me god?".
getting close enough to narc some one fits my play style but it might not fit yours. I also flank enemies and ninja narc And THEN hide. Or just narc some ones face when they try to poke. they will wish they hadn't lol.
It's weakness... ECM. 1 ECM and the mech is useless. sorry.

Stalker-5N A no none sense mech. self explanatory.

King Crab...
I've gone through many loadout variants and heres my favorite.

1st place 4x Ultra AC5 3 ML

2nd place 6x AC2 !!! CURRENT FAVORITE !!! 12 dmg per slavo more than a ppc less than a guass.

3rd place 2 Guass 3 LL

4th place 3 LPL 2 AC5

5th place 2x AC20, 3x ML, 3 SRM 4. all weapons bound to group 1. apply alpha to FACE.

As for engine equipment and armor placement. that i'll let you figure out.

Edited by Mister Raven, 12 May 2015 - 04:29 PM.






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