

Hunchback Mastered, What's Next?
#1
Posted 06 May 2015 - 01:10 PM
I've been spending a lot of quality time with my Hunchback Variants in matches and I have my good 'Mechs and matches, and my bad ones. My overall top performer is my Grid Iron feat. the AC/20. In the basement we have the 4SP and the 4J. Brawling is something I've yet to come to grips with, and LRMs and me don't do a whole lot of damage.
The question is, what do I do now. I'll probably keep playing my Hunchbacks, but after I grind out my modules, what do I do with my C-Bills? Are there other Chassis I should take a look at? What is the best way to utilize my "Mech Bays? I eventually want to put together a drop deck, but that is a ways off. I've already vested in IS tech, I'm curious about Clan tech, but I'm not sure I want to make that jump.
Is there a somewhat efficient way for a new player to build up a stable of 'Mechs efficiently with respect to cost. I have 2 weeks of Premium Time left, and a Grid Iron, so I'm trying to grind out the money. I just don't know how to spend it.
#2
Posted 06 May 2015 - 01:30 PM
#3
Posted 06 May 2015 - 01:33 PM
Do you want to have mechs for a CW drop deck?
Do you want to stay in the Medium mech arena?
Do you want to only have IS mechs for a while or add a few clan mechs?
For CW you can get a few mech bays just by getting level 2 in all factions.
Lights - Embers, Ravens, jenners, maybe even the spider. (Kit fox)
Mediums - Griffins, shadowhawks. enforcers (stormcrow)
Heavies - catapharcts, jagermechs, thunderbolts maybe the orion (helbringer, madcat)
Assualts - Stalkers, Battlemasters, zeus (warhawk)
Stalkers level up fast and two of the three fastest mech that I leveled were stalkers. the 4J was a mech to learn to LRM in, but the Stalkers can be SRM or LRM. The speed will also allow you to learn LRMs. There is an issue with switching to different mechs in how they handle or what you can get around. Then again keep on looking for a mech that just finds you, or it is like an extension of you. It just might a play stile or weapons system that does it depending on the mech.
#4
Posted 06 May 2015 - 01:37 PM
If you are going CW, then the Thunderbolt would be the better mech to start with.
If you are not going CW, then it's up to your choice, but I would recommend getting an Orion at some point. It's a great mech, and one of my favorites in an IS v Clan match up (second only to the King Crab).
#5
Posted 06 May 2015 - 01:47 PM
Metamechs recommends Stalkers and Wolverines, but I'm taking that with a grain of salt. I wouldn't mind a Heavy or Assault for my next 'Mech, and the Wolverine is a medium, so I may also be able to break into that. I'll have a look at Thunderbolts as well.
#6
Posted 06 May 2015 - 01:51 PM
But the other commenters are correct with building up drop decks for Community Warfare. For Innersphere and for Clan. Outfit them with your favorite weapon loadouts and appropriate modules and the fun will continue.
You say that you don't do well with certain loadouts/weapons, if you're up for it, feel free to train/challenge yourself with those weapons. As for me I find the Gauss Rifles a bit difficult to manage but there are players who are able to wield them as if they were as easy as using a machine gun.
Clan 'mechs are an interesting bunch with their interchangeable arms/side torsi. I hear it can get rather expensive after a while but that's another idea of what you'll be spending your c-bills on when you get there.
#7
Posted 06 May 2015 - 01:52 PM
The 5SS is a MPL boat. At close range it's hard to beat.
I'm a Medium mech jockey by choice as well. If I'm not in a medium, I'm usually in a Heavy, usually QKD or a TDR.
#8
Posted 06 May 2015 - 02:24 PM
My current CW drop deck is 3 TDR plus CN9
You can also try something different, like meds\heavies with jump jets, or crazy lights.
#9
Posted 06 May 2015 - 02:27 PM
The Thunderbolts will move about the same speed as your Grid Iron, unless you installed a bigger engine.
Leveling up some Clan Mechs may not be a bad idea, even if it is just so you are familiar with the tech.
Take some of the Clan Trials out for a dozen drops or so. They may not be really good builds, but it will give you an idea what you might like to add to your stable.
#10
Posted 06 May 2015 - 03:29 PM
1- What roles do you prefer.
2- What is your general philosophy when playing. How do you think/feel once the combat starts
3- Since we're getting other veterans in here. Now would be a good time for you to ask more questions that go beyond just what the next mech will be.
EDIT: Why did my badge go away, and why can't I bring it back?
Edited by IraqiWalker, 06 May 2015 - 03:36 PM.
#11
Posted 06 May 2015 - 03:33 PM
Other possibilities include a Centurion, as it is similar yet very very different... and the Enforcer (when available) because Dakka-love.
You also have the other concerns and suggestions given here by many capable players.
#12
Posted 06 May 2015 - 03:37 PM
Breidr Breidsson, on 06 May 2015 - 01:47 PM, said:
Take anything 'meta' with a grain of salt. Meta mechs do great in their element and are horrible at anything else, plus everyone knows exactly how to kill them.
#13
Posted 06 May 2015 - 03:37 PM
But what you choose depends entirely on how you play (at least thats my best thought on the matter).
If you like Up in your face Brawling, the Centurions bring that in good measure. SRM's and AC10/20 (or in the case of the D, a Rapid Fire Auto Shotgun LBX-10). They are fairly cheap, and can always use an Arm to Shield which is useful.
If you are a Skirmisher, the Cicada is a very good choice. Mostly Laser Dependent they can be Fast (I think my 2C goes 150ish) and harrasing while still being a Viable threat. Couple that with no ammo dependency they have good staying power. And to boot the 3M has ECM which everyone will love you for in PUGs and CW. They play like an oversized light, but if played correctly you can have fun.
Now if support is your Forte, I feel the Black Jack is a good choice. Sure AC2's could be better, but you can Pelt people with them all day long and nothing breaks up 1 v 1 brawls or focused fire like getting pelted in Autocannon fire. They do feel more fragile, but you can spread damage well still due to good torso speed/twist.
Thats my Top 3 for Mediums, heavies I will let someone else tackle, as I tend to be a mostly light/medium Pilot.
-ST
#16
Posted 06 May 2015 - 03:51 PM
I'm not that familiar with roles quite yet, but I would class myself as "Fire Support" I stay behind the main assault force and poke with my Right Hunch, closing into laser range when the brawling/pushing starts or ammo is out.
2- What is your general philosophy when playing. How do you think/feel once the combat starts
I admit to being a lemming when combat starts. A PUGs life for me. I try and group up with others when the match starts. Gather the Blue Doritos if you will. I will find a nice Atlas buddy to shadow and stay back and shoot what he shoots and what not.
3- Since we're getting other veterans in here. Now would be a good time for you to ask more questions that go beyond just what the next mech will be.
Mostly I'm interested in rounding out my 'Mech bays for solo play. What sort of gear to I need to start bringing to fights so I can be of assistance, yet not dependent on other drops. I could drop 4 Hunchbacks, but that leaves a lot of tonnage on deck and seems like a waste, although Hunchbacks can do everything, which is kind of nice. I'm currently researching the Stalker and the Jaegermech, we'll see what comes of that.
#18
Posted 06 May 2015 - 04:02 PM
Breidr Breidsson, on 06 May 2015 - 03:51 PM, said:
I'm not that familiar with roles quite yet, but I would class myself as "Fire Support" I stay behind the main assault force and poke with my Right Hunch, closing into laser range when the brawling/pushing starts or ammo is out.
That's somewhere between fire support, and satellite (FSUs tend to stay way the hell back, and rely on long range fire, and satellites stay close to a big mech, and "orbit" it. Protecting it, and adding firepower onto whatever it is attacking)
From that alone I would say you'll like Thunderbolts more than Orions (higher mounted energy points on the TDR, and they can perform well as escorts as well, while Orions excel as either charge leaders, escort mechs, or in your face brawlers.)
Jagermechs are one of the best FSU chassis out there, almost second to none unless you count the assault LRM boats.
Breidr Breidsson, on 06 May 2015 - 03:51 PM, said:
I admit to being a lemming when combat starts. A PUGs life for me. I try and group up with others when the match starts. Gather the Blue Doritos if you will. I will find a nice Atlas buddy to shadow and stay back and shoot what he shoots and what not.
That's still supremely good compared to the average pug. the shadowing is one of two roles: Escort (you protect the big mechs, and help them not worry about lights nibbling at their ankles), or Satellite (you help with protection a bit, but your main job is picking up a big gun they can't fit, and using it to kill what they attack. Generally lights or mediums with Super huge weapons, like HBKs with an AC20, or a RVN with an AC 20 are great satellites.
Breidr Breidsson, on 06 May 2015 - 03:51 PM, said:
Mostly I'm interested in rounding out my 'Mech bays for solo play. What sort of gear to I need to start bringing to fights so I can be of assistance, yet not dependent on other drops. I could drop 4 Hunchbacks, but that leaves a lot of tonnage on deck and seems like a waste, although Hunchbacks can do everything, which is kind of nice. I'm currently researching the Stalker and the Jaegermech, we'll see what comes of that.
CW will rely more on meta mechs than not. While regular play is a bring whatever you want buffet. I still run commandos, even though they are considered some of the weakest mechs in the game, and I can still get 500+ damage in my COM-2D almost every game. So for regular play experiment with everything you want. The trial mechs offer a breadth of chassis to choose from, and find the ones that seem to work for you.
Soul Tribunal, on 06 May 2015 - 03:51 PM, said:
Yuppers, its in Game now not here.
-ST
So weird. Thank you for the help ST, and Kon. It's good to see you guys again.
#19
Posted 06 May 2015 - 04:09 PM
This way you're basically also set for CW as fast as possible. While obviously undertonned, 4 mastered Hunchbacks in decently capable hands aren't by far the worst drop deck you see fielded. Start with the long range Hunchies (Gauss-GI and 4J with either LRMs or ERLLs) and save the melee Hunchies for later in the game when it typically gets more brawly. You don't have to play many CW matches to gain a new, free, mech bay if you don't have a ton of those ready and waiting.
I play undertonned CW decks all the time, on IS and Clans. Bringing mechs that you play well is more valuable than bringing as heavy stuff as you can, IMO.
Anyway, besides Hunchbacks, Stalker 4N is crazy strong, and really easy to play despite being so slow and clumsy. Would definitely recommend to a new player. Weapons mounted high, good hitboxes (don't even need proper torso twisting, just wiggle a bit when someone shoots you to spread damage), simple 2-button (left + right lasers) weapon groups, long range, low heat. Adding a Stalker to 3 Hunchbacks also results to a 235 ton dropship, which is pretty close to optimal.
Thunderbolts aren't a bad choice, either.
#20
Posted 06 May 2015 - 04:50 PM
Breidr Breidsson, on 06 May 2015 - 01:10 PM, said:
I've been spending a lot of quality time with my Hunchback Variants in matches and I have my good 'Mechs and matches, and my bad ones. My overall top performer is my Grid Iron feat. the AC/20. In the basement we have the 4SP and the 4J. Brawling is something I've yet to come to grips with, and LRMs and me don't do a whole lot of damage.
The question is, what do I do now. I'll probably keep playing my Hunchbacks, but after I grind out my modules, what do I do with my C-Bills? Are there other Chassis I should take a look at? What is the best way to utilize my "Mech Bays? I eventually want to put together a drop deck, but that is a ways off. I've already vested in IS tech, I'm curious about Clan tech, but I'm not sure I want to make that jump.
Is there a somewhat efficient way for a new player to build up a stable of 'Mechs efficiently with respect to cost. I have 2 weeks of Premium Time left, and a Grid Iron, so I'm trying to grind out the money. I just don't know how to spend it.
Thunderbolts. Do Thunderbolts. They move very similar to a Hunch, and you can play them much like a Hunchback. Like the Hunches (your best are much like mine, substituting the 4G for the GI and putting the 4P as my best,) you can go toe-to-toe with people in your weight class, or act as a support - engaging enemies that have just shot at or are trying to flank your primary (preferably an assault.)
The Thunderbolts are exceptional 'mechs, partly due to quirks, and partly due to their amazingly blocky construction. The shape of the chassis allows you to spread damage very well, making the Thunderbolt one of the toughest 'mechs I have ever piloted, despite its size. Combined with good hardpoints and exceptional quirks, the chassis was the top Inner Sphere Battlemech during the Battle of Tukayyid - by a mile.
As an alternative, you can also go with Lights. I'd recommend the Firestarter - it's an overquirked monster, and hands-down the best combat light in the game right now. If you prefer ECM scouting, you can go with the Spider, or possibly the Raven. You should eventually get a good chassis of every weight class, both for CW flexibility, and for the knowledge of how other 'mechs work. I can often tell when fighting enemy assaults in my Pirates' Bane that they really don't know how lights work - to their great harm. =)
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