As per the following links:
http://mwomercs.com/...o-raven-huginn/
and
http://mwomercs.com/...-now-available/
The Huginn is clearly not meant to be an "Infotech" design. It's more accurately a combat mech. While that was highlighted in previous patches with the ultra SRM4 quirk, the state of it in the PTS makes it. Underwhelming.
I doubt that we'll have the MG potency that the backstory describes, given the patch history. If you want any other ballistic, you might as well jam the biggest one you can find in there, and downgrade the engine to sub-250 ratings to have enough ammunition.
Having two missile hardpoints makes it about equal to a 3L in terms of using two SRM launchers. The lack of energy weapons means it doesn't actually have any backups; only when compared to the Oxide, you could probably ignore the Huginn now; since it can't hit you quite as hard.
And 2JJs don't really let me jump. They're more often than not used to lift me slightly over outcropping terrain on uphills or slow my descent. I'd much rather put an ECM on it, and behave like a close range 3L with SRMs.
So, I'm kind of out of reasons to use the Huginn here over another CBill bonus chassis.
As for possible solutions?
- If the Huginn can't have the spam from the SRM4s anymore, then let it at least have accurate SRM6 launchers; greatly reduced spread. I noticed something like this in the PTS Testing grounds. If I could get confirmation of this from staff, that'd be nice. Make it surgical instead of spamming.
- If the weapon quirks are COMPLETELY out of the question, perhaps grant it extra hardpoints in the form of 2E or 2 more Missiles in the STs? Something to at least give it bite or staying power as a combat light?