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Huggin Ftw


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#21 Chuck Jager

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Posted 30 May 2015 - 11:59 AM

What I have found from a mediocre light pilot and the Huggin
I just upped the engine to a 300xl and dropped a jumpjet. Extreme difference in durability.

Artemis is a mixed bag. Without it, I actually get more damage especially on the run with the slow speed of srms, and I do better against lights. With Artemis, I can be "that Huggin" pilot that heavies and assaults hate and take out components before they get me. The lost ammo is made up for by dropping machine guns and stripping the arms (end up with 6 tons I think)

Machine guns are a lost cause. If you have premium time, private lobby duel another light pilot in the same build and use only machine guns, you may run out of ammo or your first born will graduate from med school before somebody dies.

Machine guns also throw my aim of the srms off.

With the cooldown module group fire works better than it should compared to chain. I only use chain against fast moving lights in extended fights.

I still find with the massive quirks that my Huggin is not as effective as my nerfed firestarters when it come to changing the outcome of a close match with good players. It is fun on a stick in pugz teaching the voice of mech gods to lrm carrying atlases.

Edited by Chuck YeaGurr, 30 May 2015 - 12:03 PM.


#22 bad arcade kitty

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Posted 30 May 2015 - 02:44 PM

i really like the name of that mech

>Machine guns are a lost cause. If you have premium time, private lobby duel another light pilot in the same build and use only machine guns, you may run out of ammo or your first born will graduate from med school before somebody dies.

they are mostly for finishing cored mechs and for being able to shoot when your mech is about to shutdown

Edited by bad arcade kitty, 30 May 2015 - 02:46 PM.


#23 GreyNovember

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Posted 30 May 2015 - 07:04 PM

View Postbad arcade kitty, on 30 May 2015 - 02:44 PM, said:


they are mostly for finishing cored mechs and for being able to shoot when your mech is about to shutdown


Which is what you don't want to do in a Huginn, whose main purpose is fire and forget rockets.

Run in at 150, strafe someone down with SRM4s, and when they look like they might have a bead on you, burn JJs and turn away, finding a new poor sap to do it on.

You only ever go face if you decide someone can be killed easily within 3 seconds of facehugging.

#24 Darian DelFord

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Posted 30 May 2015 - 07:26 PM

View PostGreyNovember, on 30 May 2015 - 07:04 PM, said:


You only ever go face if you decide someone can be killed easily within 3 seconds of facehugging.



Have to edit this....

Remember that heavies and assaults almost match our Torso Tiwst. When they begin to back up and the moment they turn GTFO, especially if its a heavy or assault, those 60 + point alphas will kill you dead and they will gladly overheat to one shot a light.

Edited by Darian DelFord, 30 May 2015 - 07:26 PM.


#25 white0Fox

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Posted 31 May 2015 - 12:04 AM

Firestarter S and A still best Scouts, special the S works fine at all ranges.

Huggin have a very small Alpha (16dmg) and very high-rate, you split the Damage over the whole Mech,
the most ineffectiv way to kill a Target, and the Legs are a huge Hitbox and thats make it easy to kill.

The Oxide is the better SRM-Scout, strong Quirks, 4xSRM or 3xSRM+Artemis, and a big Alpha !

In a big Preamde or Competive Dropdeck is the Oxide still a Monster.

#26 Weeny Machine

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Posted 31 May 2015 - 12:31 AM

Threads like this get mechs undeservedly nerfed because when one of the dudes who do not pay attention to anything gets killed in record time by a Huginn then the mech is to blame.

View PostMonkey Lover, on 30 May 2015 - 07:08 AM, said:

Only people who said the huggin was bad was pre quirks. Huggin is one of ,if not the best light. I am just wondering how long before they nerf it.


It is a really good mech but I think the Firestarter is still better. The reasons...
  • much better hitboxes (just aim for the Huginn's feet)
  • no ammo
  • Hitreg for the SRMs. Example: I shot 5 X 2 SRM4 into the CT Rear of a Hunchback...and it still stood merrily there. And that's no rare incident
  • Spread of the missiles opposed to lasers

The Huginn is also no harasser like the Oxide, simply because his alpha is too low. He is a bralwer. A light brawler has the most dangerous role. One mistake and...game over.

If the Huginn's quirks were changed, then we would have another crap mech which no one would use.

Edited by Bush Hopper, 31 May 2015 - 12:44 AM.


#27 Carrioncrows

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Posted 31 May 2015 - 12:36 AM

I run my huggin with

AC2
x3 Mguns
x2 SRM4's.

Little light on ammo and speed but it more than mikes up for it with it's monstrous DPS, able to face tank most medium mechs down before they can bring you down 1v1.

#28 sneeking

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Posted 31 May 2015 - 05:51 AM

Huginns number one party trick is ambush and murder of unaware or distracted mechs who already have their hands full.

Huginn moves fast flys in from a distance hits the ground right under you're heels blows out you're back door and exits stage left. Huginn can drop a fresh 100t target inside of 4 seconds if all goes well.

High risk high reward.

#29 sneeking

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Posted 31 May 2015 - 06:03 AM

View Postbad arcade kitty, on 30 May 2015 - 02:44 PM, said:

i really like the name of that mech

>Machine guns are a lost cause. If you have premium time, private lobby duel another light pilot in the same build and use only machine guns, you may run out of ammo or your first born will graduate from med school before somebody dies.

they are mostly for finishing cored mechs and for being able to shoot when your mech is about to shutdown


My biggest problem with MG on a light is they lead to white knuckle lock grip and wide eye fixation on the target which gets you killed.

Huginn becomes more survivable without them, the twin srm6 build from pre quirk was optimal for survival because the weapon CD forced more footwork between blows. The MG was at odds with this so the mech was in conflict with itself.

The srm4 is high dps but the quirk reintroduced that target fixation issue which a pilot must overcome to do well in it.

#30 Darian DelFord

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Posted 31 May 2015 - 09:22 AM

View Postsneeking, on 31 May 2015 - 05:51 AM, said:

Huginns number one party trick is ambush and murder of unaware or distracted mechs who already have their hands full.

Huginn moves fast flys in from a distance hits the ground right under you're heels blows out you're back door and exits stage left. Huginn can drop a fresh 100t target inside of 4 seconds if all goes well.

High risk high reward.



Dunno about that, that's like Paul saying a Jenner one shotted an altas and therefore ML's were changed.

A light dropping a 100t mech in less than 5 seconds Is a feat that might happen once every 1 million matches with a DC'ed or AFK assault. Definitely not one that is piloted.

Edited by Darian DelFord, 31 May 2015 - 09:23 AM.


#31 Grey Ghost

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Posted 01 June 2015 - 04:22 AM

View PostDarian DelFord, on 31 May 2015 - 09:22 AM, said:

A light dropping a 100t mech in less than 5 seconds Is a feat that might happen once every 1 million matches with a DC'ed or AFK assault. Definitely not one that is piloted.

Depends on their rear CT armor allocation really. I've seen Huggin pilots do exactly what "sneeking" described more than a few times.

#32 sneeking

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Posted 01 June 2015 - 04:30 AM

Sneeking has done this many times, even behind enemy lines ( stealing a fatty from right under their noses ) and escaped alive.

All kinds of yellow n orange but alive none the less ;)

Done a stack of 5 to 6 kill 1000 and above dmg games in it.

Edited by sneeking, 01 June 2015 - 04:34 AM.


#33 MeiSooHaityu

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Posted 01 June 2015 - 04:38 AM

The Huggins are very powerful, but they are Ravens and therefore have Raven leg hitboxes.

I could see it's quirks getting toned down a tiny bit, but I don't think it is necessary. Considering the Huggin has to get close and still get away without being legged, I think the quirks are OK. Overall it's a nasty little mech with good offensive quirks to offset those legs.

#34 sneeking

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Posted 01 June 2015 - 04:49 AM

I could stick by huggie without the quirks, the only thing that ever happened to really upset me as a raven pilot was the fall damage jump jet and absorbance module fiasco.

That was all pre quirks though and I do admit ( regardless of been angry at the time ) the god mode huginn that emerged with the introduction of absorbance modules was worse than the srm4 quirk we now have.

I was flying over half way across maps in single bounds and bombing in to violate at will then flying all the way back again with the whole operation taking under 20 seconds.

Edited by sneeking, 01 June 2015 - 04:56 AM.


#35 sneeking

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Posted 01 June 2015 - 05:06 AM

I bought that absorb module and for two weeks I was walkin on air !

Then they nerfed the module applied fall damage and messed with the jets all at once...

They give and take away, I remember myself ranting in these forums over it :P

#36 Leiska

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Posted 01 June 2015 - 05:16 AM

I love this mech, as well. It's not your dad's lag shield RVN-3L which could duck and weave past enemy mechs while hunting opposing lights. I had not played MWO for a long time but recently came back, bought the thing and got repeatedly destroyed until I managed to develop the correct mentality to driving it. Basically, you should only attack targets that are looking in a different direction or that are preoccupied with other targets.

Eventually I started doing quite well, though I still think it's a bit of a hit or miss mech. Sometimes the enemy just doesn't give you opportunities to strike and then it can be really difficult to engage without taking massive damage in exchange or even before getting into effective range.

Also, back when I used to play, Clams had not been introduced yet. Now non-ECM lights have to deal with those annoying cSSRM boats that take you out in two homing salvos.

Edited by Leiska, 01 June 2015 - 05:22 AM.


#37 ArchMage Sparrowhawk

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Posted 01 June 2015 - 08:37 AM

View Postnehebkau, on 30 May 2015 - 07:50 AM, said:


all we need is a Muninn hero now.


Im not a happy camper as far as MWO is concerned atm, but I will insta-buy a Muninn.
Raven pilot, first and foremost.


View Postsneeking, on 31 May 2015 - 05:51 AM, said:

Huginns number one party trick is ambush and murder of unaware or distracted mechs who already have their hands full.

Huginn moves fast flys in from a distance hits the ground right under you're heels blows out you're back door and exits stage left. Huginn can drop a fresh 100t target inside of 4 seconds if all goes well.

High risk high reward.

why it's always a pleasure to watch a huginn do its work. But a crap your pants moment if you see one headed your way, and you're in a slow assault, or you're already engaged. Huginns don't fight, they backstab and slit throats. A real mech assassin in MWO. Gotta admit I still love that part.

Edited by ArchMage Sparrowhawk, 01 June 2015 - 08:42 AM.


#38 stalima

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Posted 01 June 2015 - 10:39 AM

look the problem wit the huggin is the fact that if they wanted it to have that firepower they should have added 2 more missle hardpoints, NOT increase its rate of fire by 50%





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