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Best Hunchbacks To Get Into The Hunchback


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#1 Black Ivan

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Posted 28 July 2015 - 11:19 PM

Hello,

because of the sale I'm thinking about getting into the Hunchback.
So my question is what 3 or 4 Hunchbacks are the best variants to get into this design :)?

Thank you for your help

#2 sycocys

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Posted 28 July 2015 - 11:23 PM

If you are just starting on them -
4sp/4j - missile platforms with lasers as a primary
4g - ac20
4p - pure lasers

For the best play variety - 4J, 4P, and the 4G. If you like SRMs get the 4sp instead of the 4J. All except the 4G are both std and xl engine friendly.

#3 Aggravated Assault Mech

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Posted 28 July 2015 - 11:27 PM

4G- OG medium, AC20 king. Immensely satisfying mech to play.

4P- Like the above, but with medium lasers. Toggle your arm and head lasers to a seperate group so you don't trigger ghost heat.

Grid Iron - 50% Gauss cooldown. Drop the SRM and XL engine for a good blend between ammo capacity and top speed for a great little pocket sniper.

Dead simple variants that really only need minor tweaks of the stock loadout to incorporate DHS and endosteel to fit larger STD engines and more ammo.

Hunchbacks have survived the power creep fairly well thanks to great perks, and you really can't go wrong with any of the variants except maybe the 4H.

Edited by vnlk65n, 29 July 2015 - 12:03 AM.


#4 Red Line Pilot

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Posted 29 July 2015 - 09:20 AM

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.

#5 Shadey99

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Posted 29 July 2015 - 09:52 AM

I loved my HBK-4J... Awesome versatile build with direct fire and indirect fire ability. Of all my HBKs this one, with a updated stock build, has my highest damage per match.

The HBK-4P is extremely lethal, but also hard to use effectively. Great for getting kills though, though you will constantly run the red line.

I didn't enjoy the HBK-4G... In fact I had to trade in the AC20 for AC2s and stay out of direct fire to make good use of it. Still has the worst stats of all my HBKs.

I don't own the others, but I'd take a HBK-GI before the HBK-4G. The HBK-4SP is another solid choice with it's SRM brawling style. The HBK-4H is another ballistics mech.

Edited by Shadey99, 29 July 2015 - 02:43 PM.


#6 Red Line Pilot

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Posted 29 July 2015 - 10:58 AM

Just for funsies, some collected HBK builds.

HBK-4SP
HBK-4G
HBK-4H
HBK-4J
HBK-4P
HBK-GI

#7 TwoFistsofFear

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Posted 29 July 2015 - 01:03 PM

I just picked up a 4P, thinking of running 2ERLL for ranged and a couple ML for brawling and finishing off. I don't like the all ML builds myself, I prefer having at least a little bit of a ranged punch I can use to reach out and touch somebody if needed.

I've got the 4G too, cant decide what build I want to use. I don't particularly want to just go AC20 + 3ML, but the AC20 + ERLL seems a little light to me. I can fit 2ERLL on it, but then there's no room for heatsinks, and that just screams "bad idea" to me.

I've got the 4J pretty much stock, 2LRM10 and 5ML. 540 rounds for the LRMs doesn't last super long, but by the time you're out of ammo most targets have been softened up enough for the 5ML to be very effective.

#8 Black Ivan

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Posted 29 July 2015 - 10:41 PM

Bought my Hunchbacks. Is the Artemis IV for LRM and SRM build necessary?

#9 Gamuray

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Posted 30 July 2015 - 11:13 AM

The hunchless hunch.

Posted Image

An energy equivalent ac10, xl 255 (had one lying around) 4 medium lasers, medium pulse to use up the remaining ton. Can go standard if you drop the pulse to a medium laser, add endo, and maybe drop a heat sink or two (which would be fine) depending on the engine size you want.

#10 stealthraccoon

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Posted 03 August 2015 - 06:39 AM

I always ran the P version with a 7 small pulse lasers in the hunch/head and med lasers in the arms - fun as all get out!

Edited by stealthraccoon, 03 August 2015 - 06:40 AM.


#11 N a p e s

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Posted 03 August 2015 - 10:20 AM

Hello, my name is Napes and I'm a Hunchbackaholic.

4G and Grid Iron are my favorites with the 4H not too far behind. The 4P is trickier since its loadout makes it potentially very hot but, its tons of fun to play especially when using the Partyback build. On the other hand, the 4SP is still alright, but my luck with SRM builds has been pretty crap for a while and it's probably my least favorite Hunchy at the moment.

The 4J is a new discovery for me since I'd never been interested by LRM builds in the past. This mech takes LRMs to a new level and although it's fun it also feels really dirty... but fun!

#12 Zuri Prime

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Posted 05 August 2015 - 11:41 AM

4J with 3 LPL and an XL 275, or you're not doing it right!

#13 Timicon

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Posted 05 August 2015 - 11:51 AM

View PostBlack Ivan, on 28 July 2015 - 11:19 PM, said:

Hello,

because of the sale I'm thinking about getting into the Hunchback.
So my question is what 3 or 4 Hunchbacks are the best variants to get into this design :)?

Thank you for your help


I have found that the Hunchback-4J is the best of the chassis to pilot, at least for me.I have outfitted it with 2x ER large lasers, 1x large laser and 1x LRM 10 (artemis controlled) (with a missile load-out of approxiately 400 off missiles and also equipped an AMS system, as well as an XL 275 engine, which makes it a pretty speedy 'Mech, even by the Hunchback's standards and coupled with cool ****,UAV and/or artillery (depending on if I am in CW or a normal solo/pug drop, it is a very versatile medium long range fire support 'Mech. Of course, all of those weapons comes with the price of slightly less armour, but then, when mounted with long range weapons like that, you do not need as much armour when you are fighting from a distance.
Still, it is also a good brawler 'Mech, when the need calls for it.
Harumi (my Hunchback) is my best friend and personal favourite of all my 'Mechs. The only downside is that it does not have the ability to equip jump jets, which is unfortunate.

#14 DrnkJawa

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Posted 06 September 2015 - 07:15 AM

View PostTwoFistsofFear, on 29 July 2015 - 01:03 PM, said:


I've got the 4J pretty much stock, 2LRM10 and 5ML. 540 rounds for the LRMs doesn't last super long, but by the time you're out of ammo most targets have been softened up enough for the 5ML to be very effective.


Hey, i run a similar but more LRM focused build. I got 4ML, 2LRM10Artemis, a TAG and 6 tons of ammo. dropped my armor by half a ton, kept the standart engine(speed tweak) and got a beagle and holy **** is it scary in heavier fights. When you run out of missiles its usually a mop up thats to do. All in all its kinda scary.

#15 Fubbit

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Posted 06 September 2015 - 07:26 AM

View PostBlack Ivan, on 29 July 2015 - 10:41 PM, said:

Bought my Hunchbacks. Is the Artemis IV for LRM and SRM build necessary?


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.

#16 DrnkJawa

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Posted 06 September 2015 - 07:30 AM

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 would like to disagree, as much as its a great idea id say put the TAG on the torso, that way if the worst happens you can still annoy people, besides from my experience its rare for you to have a direct visual on the victim(but when tags on i hope they wear their brown pants). So yeah to each their own

#17 Bloodweaver

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Posted 06 September 2015 - 07:44 AM

I would highly recommend both the -4H and -4J.

I don't see too many people recomminding the -4H. I suspect many see it as a lesser version of the -4G. I vastly prefer it over the -4G; you get much higher DPS with the combination of AC/10 quirks and two more energy hardpoints. This 'Mech is one of the best skirmishers the game has.

Don't be scared off by the -4J being a "LRM 'Mech;" it doesn't play like other LRM builds at all. It's a quick mover with a lot of energy weapon slots to back up the absolutely insane LRM quirks. It's the only LRM 'Mech I'll play in Community Warfare, and it does very well there. In public queue games, it is a monster.

#18 Wildstreak

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Posted 06 September 2015 - 07:46 AM

4H is not something to ignore. The 4G is primarily built around the Ballistic with Laser backup, the 4H quirks make MLs better with Ballistic backup. 4J can be done as a pure Energy Mech like the 4P without the hunch and better Energy quirks.

Edited by Wildstreak, 06 September 2015 - 07:46 AM.


#19 Fubbit

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Posted 06 September 2015 - 08:36 AM

View PostBloodweaver, on 06 September 2015 - 07:44 AM, said:

Don't be scared off by the -4J being a "LRM 'Mech;" it doesn't play like other LRM builds at all. It's a quick mover with a lot of energy weapon slots to back up the absolutely insane LRM quirks. It's the only LRM 'Mech I'll play in Community Warfare, and it does very well there. In public queue games, it is a monster.

Yeah. -4J is this. I havent used it in pub queues lately cause it's almost too good.

#20 Eggs Mayhem

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Posted 06 September 2015 - 12:58 PM

The HBK-4G was my founders mech and is still the mech I perform best in. The combination of having a slower firing/hard hitting weapon (AC/20) and very wide and fast torso twist means this is one of the better brawlers in the game.

I really can't stress the importance of the twist in HBKs enough. You're provided with the opportunity to control where you get hit and there's a decent amount of armor packed in these guys, enough to make you about as hard to kill as an Atlas when you make use of twisting. This is of course true for all HBKs, but it shines the most in the 4G.

So my recommendations, in order:
1. 4G
2. 4J
3. 4P
4. 4H
5. 4SP

I can't speak on the GI as I've never piloted it, but I've seen it put to good use. Definitely don't rule it out if you have the cash.

Edited by EmperorMyrf, 06 September 2015 - 12:59 PM.






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