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Best Hunchbacks To Get Into The Hunchback


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#21 Wildstreak

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Posted 08 September 2015 - 08:28 PM

View PostFubbit, on 06 September 2015 - 07:26 AM, said:


On the 4J I would say yes. I would further highly suggest putting TAG in the head laser slot. ( Seems overkill, but mega fast lock ons make the mech way better in most real engagements. I hate LRMS on every other mech I own )

I also use artemis on the SP, mostly because weight is not so big of a deal on that build. I honestly havent tried the SP without it in a long time. Seems worth the tonnage.. If money is an issue YMMV.

Broke out the SP recently, had some good matches, 5ML and 2ASRM4 with 2 tons ammo. You just have to wait under cover until someone makes a move after the sniper war wears on people. I thought about trying pure energy on it.

Hunchbacks are also really mean in close quarters fights like buildings on River City, Crimson Strait, Frozen City.

Grid Iron is worth it, Gauss is crazy unless they nerf it soon, even without that there are a few builds that work including using a 4G build.

Still wish I had a true 4N.

#22 DrnkJawa

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Posted 28 September 2015 - 09:45 AM

Hey anyone used a Hunchie in a CW?

Was thinking of pimping out a 4P(dont have a smurfys link atm) and going to town with it.
If you have tried what were your thoughts and observations?

#23 Grey Black

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Posted 29 September 2015 - 06:30 AM

View PostRed Line Pilot, on 29 July 2015 - 09:20 AM, said:

They're all good :D

4H and 4G are pretty similar, so I'd pick one of the two. 4G is for AC20 builds (typically AC20 + 3MLas) The 4H for AC10 (typically AC10 + 5MLas) If i had to pick one i'd pick the 4G (eventually you want them all anyway) You can do switch those AC's around the two variants no problem.


4SP is still one hell of a fun mech to play with 5 MLas and 12 Srms Started playing this one 3 years ago, never quit :-)
4P might secretly still be (one of) the best mediums in the game. (ssssh, don't tell anyone)

4J is for lurming, if that's your thing. I'd only get this one if you already have the others. However, what can also can do is remove all missile weapons and turn it into an energy boat. That removes the big hunch so it becomes more XL friendly.


Why did you have to get that out there?!? Now EVERYONE's going to run the 4P! 4P New meta!

#24 Torezu

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Posted 29 September 2015 - 10:25 AM

View PostGrey Black, on 29 September 2015 - 06:30 AM, said:


Why did you have to get that out there?!? Now EVERYONE's going to run the 4P! 4P New meta!

The 4P is "fun" (but extremely hot-running) with 3xLLs and 6xMLs. I ended up dropping 2 of the MLs for another pair of DHS in mine, but it runs pretty well still. The 3 LLs go in the upper-right-most 3 spots in the hunch. Yes, I'm using a 275 XL on it. No, I don't die very often until I've done 300-400 damage. Maybe that's just because I'm still Tier 4.

#25 Oldbob10025

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Posted 11 October 2015 - 08:11 PM

I did a review on the 4-J and WOW it gets on average of 400-700 damage and match score of 300-500 on a bad day.. The cooldown quirks are insane but you have to know how to use LRM's as they are not noob weapons.. Target ID, locks, who to fire at and what they are behind, are they moving if so fire more if not then stop firing and find someone else...

The 4J is a great mech to play with and here my review on it..



#26 Ragnahawk

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Posted 13 October 2015 - 02:55 PM

http://mwo.smurfy-ne...f50f5672141cced

1 Less heatsink than the standard 6 medium lasers 2 medium pulse.

Faster Torso Turn due to higher engine.

Having a shorter duration increases your cooldown and speeds up the amount of time you need to hold it on the target.

Different playstyle. You no longer need to sit 270 meters to eliminate mechs effectively. You can safely sit within 10 meters of your enemy because this is the only mech with weapons conversion. Tighter weapons. So walk your clunky atlas around viridian bog as I circle around launching 48 alphas every step you take.

Did I mention the torso turn? You can shoot on the run, pull them into your shots. Your like a laser vaccuum. Pulling everything in while you conduct surgery.

Too hot? Elite the mech. Heat is unfair during your basic stage. Still running too hot? Kill, or maim with more accurate shots. 48 is enough to burn through any mech. it is just a matter of perspective. 48 feels hot because you are firing like 2 or 3 alphas at once. If you shoot it all at once you can focus on movement.

1 armor in the rear side torsos is smart because you can't be shot in the rear side torsos if you rotate all the way around. It works on lrm barrages too.

It may sound like suicide to a lot of the pugs but if you master this playstyle you can turn the tide of any battlefield. I would post a video, but I run my mouth a little too much, and don't want to embarrass myself. If I find a way to mute the sound then I will edit or post it depending on if anybody posts.

#27 Dpsholocaust

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Posted 30 December 2015 - 07:16 PM

View PostF8Sealed, on 13 October 2015 - 02:55 PM, said:

Different playstyle. You no longer need to sit 270 meters to eliminate mechs effectively. You can safely sit within 10 meters of your enemy because this is the only mech with weapons conversion. Tighter weapons. So walk your clunky atlas around viridian bog as I circle around launching 48 alphas every step you take.

Did I mention the torso turn? You can shoot on the run, pull them into your shots. Your like a laser vaccuum. Pulling everything in while you conduct surgery.

I'm still sortof a noob. Could somebody translate this for me?

#28 Wildstreak

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Posted 31 December 2015 - 05:21 PM

He is talking what his 4P can do though I believe the arm weapon is in the wrong arm.

#29 Mannson

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Posted 03 January 2016 - 05:41 AM

My own hunch of 4G variety is what I lovingly call "Battle Tractor". I ignored the nifty AC20 cooldown quirk and replaced it with two UaC5s, put slightly better engine (255 I think) and replaced all three lasers with 3 small ones for rapid pewpewing at close range in case of light.

I have run it in both CW and quick games to varying effect.

Battle Tractor becomes a firesupport and fatty escort, laying down suppressive fire with chainfired Uacs. Why chainfire? That allows rapid amount of dakka in expense of your mouse button wearing down and your triggerfinger cramping.. But it also makes your target's cockpit shake like a beast in most cases. Yes, much less alpha, but all the blinks and plonks hitting one's cockpit is hindering alright.

Which usually means that direwolf, atlas or any other scary things sooner or later bring their scary amount of weaponry on your hunch and that means taking cover either behind your advancing fatty or cover.

So in short, the battle doctrine goes like this
1) Find a firing position (preferably with fatty or a rock between you and enemy)
2) Shoot at VIP or nearbiest target 'till one of the two happen: A) Uacs jam B) Enemies get attracted to your hunc
3) Hide, wait for jams to clear our or/and enemies to get re-occupied by friends
4) Repeat from step 2

Alternative steps: Shoot at the enemies harassing your fatties backs
Critical tip: Avoid shielding your CT with right shide unless absolutely necessary! (I think that reads on every hunchback's cockpit though)

It's fun build, can rack up decent score, be of some help. Definately not the best build, but something I enjoy employing.

#30 Eaerie

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Posted 03 January 2016 - 08:08 AM

I see a lot of hunchback builds using an XL engine, i just can't recommend an XL in a hunchback, everyone goes for that side hunch with the express purpose of neutering your firepower or killing the mech and that hunch is a relatively big target and easy to aim for.

#31 John Stryker

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Posted 03 January 2016 - 09:32 AM

I run my 3 HBK's close to their original concept. 4J with 5 ml, 2 ALrm10(720). 4G with 3ml, AC20(31), and 4SP 5ml 2srm6. Of the three, my 4j has a 1.5 kdr, 4g has 1.39 and 4sp has 0.86.





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