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Killing Time Before The Kickstarter: Is The Huginn Actually Better Than The Oxide?


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#1 levitas

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Posted 29 September 2015 - 03:54 AM

The current general attitude toward the Huginn seems to be somewhere between "The huginn is OP" and "The huginn is passable", whereas the oxide is viewed as somewhere between "not terrible" and "why would you use it?". I think I've seen maybe 2 in the wild in the last two months.

My stance is that they're very close to being on even footing.

Huginn pros:
http://mwo.smurfy-ne...d28da4687f8f877
* Artemis
* a single jumpjet
* 5% better speed (XL295 vs 280)

Oxide pros:
http://mwo.smurfy-ne...618f2f1382a046c
* Alpha is twice as big - less face time
* Better brawling profile, no giant legs (especially after hitbox pass)

Huginn/Oxide tie:
* Sustained DPS is exactly the same due to heat quirk tie.
* Max DPS is very similar, with only a 3% advantage to the Huginn. The Huginn fires with the equivalent of 5.03 srm4s compared to an unquirked, mastered mech with the cooldown module; the Oxide fires with 4.88 srm4s

My thoughts:

The fact that the Huginn has to fire twice for the same damage as one salvo from the Oxide negates any advantage that Artemis provides against any opponent with the brain function to actually move their mech.
I feel like the raven legs are crippling enough to a dedicated brawler that giving up a jumpjet and some speed might be a fair trade.

So what do you think? Am I forgetting a major achelles heel on the Oxide? Underrating the Huginn?

#2 Murphy7

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Posted 29 September 2015 - 03:59 AM

I like the Oxide better myself, but I retain machineguns on my Huginn for when the armor is gone, and I like the noise.

Oxide performs better for me, but I am too aggressive in my habits to outlive my ammo supply. My opinion, therefore, is suspect.

#3 TyphonCh

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Posted 29 September 2015 - 03:59 AM

I heard that the Oxide had a missile hardpoint removed when it was released because it might be 'Too OP'... In the current game I don't see it being an issue. If it had that extra hardpoint it would be a menace

Edited by Team Chevy86, 29 September 2015 - 04:04 AM.


#4 GreyNovember

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Posted 29 September 2015 - 04:14 AM

You can run an Oxide with 295XL, 4SRMs and about 400 shots. Skimp some armor though. Runs colder than a Huginn because the game is fire your arm group, then your torso group, and break away.

Huginn has to circle someone down, or stand behind an assault and slam rockets into it's back. Artemis helps with that, but I'd argue it's a much, much more Niche mech that isn't very flexible when it comes to using SRMs. Against a Panther with an MPL setup, I'd put money on the panther.

Huginn wants to be as quick as possible, so it can disengage if things go wrong when it's trying to kill. Oxides, not so much. Their softer reputation makes pilots more careful, and less prone to solo rambo games.

#5 MeiSooHaityu

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Posted 29 September 2015 - 04:25 AM

View Postsolar levitas, on 29 September 2015 - 03:54 AM, said:

I feel like the raven legs are crippling enough to a dedicated brawler that giving up a jumpjet and some speed might be a fair trade.

So what do you think? Am I forgetting a major achelles heel on the Oxide? Underrating the Huginn?


I think one thing to take into consideration is that both the Raven and Jenner have hitbox vulnerabilities. You commented on the Raven's legs, but the Jenner also has a very large and easy to hit CT.

The Jenner is the only light mech that I aim for center mass instead of the legs. I know it received some CT hitbox corrections a month or so ago, but it still seems very CT soft for a light even after the corrections (just not as bad as it was). I just know if I aim for the torso, the CT will soak up the fire.

It is just something to keep in mind.





#6 Mcgral18

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Posted 29 September 2015 - 04:31 AM

View PostTeam Chevy86, on 29 September 2015 - 03:59 AM, said:

I heard that the Oxide had a missile hardpoint removed when it was released because it might be 'Too OP'... In the current game I don't see it being an issue. If it had that extra hardpoint it would be a menace


Two, actually. An additional one in either arm.

Same as the IIC will get.

#7 Mcgral18

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Posted 29 September 2015 - 04:34 AM

Posted Image

#8 Narcissistic Martyr

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Posted 29 September 2015 - 06:00 AM

View PostMeiSooHaityu, on 29 September 2015 - 04:25 AM, said:

I think one thing to take into consideration is that both the Raven and Jenner have hitbox vulnerabilities. You commented on the Raven's legs, but the Jenner also has a very large and easy to hit CT.

The Jenner is the only light mech that I aim for center mass instead of the legs. I know it received some CT hitbox corrections a month or so ago, but it still seems very CT soft for a light even after the corrections (just not as bad as it was). I just know if I aim for the torso, the CT will soak up the fire.

It is just something to keep in mind.


Thing is your team will split between aiming for the the CT and the legs like they do any other light so jenners are a little more durable than people think. To further encourage people to shoot at my spindly legs I use the mountain line camo and paint the bottom bright and the top part dark as people naturally notice and aim for the brighter thing.


View PostMcgral18, on 29 September 2015 - 04:31 AM, said:

Two, actually. An additional one in either arm.

Same as the IIC will get.



Yes... gimme them hard points daddy wants 6 SRM2.

Edited by Narcissistic Martyr, 29 September 2015 - 06:04 AM.


#9 xXBagheeraXx

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Posted 29 September 2015 - 06:15 AM

Huggin. Those freaking SRM overquirks makes it much more dangerous if it sneaks up behind you. Also : screenshake.

The only thing I ever see an Oxide do is explode.

#10 levitas

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Posted 29 September 2015 - 06:25 AM

Bagheera, the quirks actually put the Huginn a measly 3% ahead in max dps compared to the oxide, and that's only with the cooldown module. The oxide has a significant edge if you don't have one when it comes to rocket vomit.

#11 TercieI

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Posted 29 September 2015 - 06:26 AM

View PostMcgral18, on 29 September 2015 - 04:34 AM, said:

Posted Image


I'll be in my bunk

(I prefer the Oxide to the Huginn personally but the Huginn is probably better overall)

#12 TheCharlatan

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Posted 29 September 2015 - 06:44 AM

I prefer the Huggin because JJs.
Also because i like having Artemis on Srms, and fewer srms=better hitreg.

#13 Alistair Winter

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Posted 29 September 2015 - 06:47 AM

I think the Huginn is better against worse players. It's a vulture, feeding on the weak. When you can sneak up on people and start blasting them at close range, it's a fantastic mech. But against a moving target, trying to shoot at you while evading fire, I don't feel like the Huginn is that good.

The Oxide, on the other hand, is fully capable of taking out good players in a straight fight. Its alphastrike is just so powerful at close range.

Personally though, I haven't played the Oxide. And I don't do very well with the Huginn anymore, even though I have 200+ matches in it.

#14 GreyNovember

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Posted 29 September 2015 - 07:26 AM

View PostAlistair Winter, on 29 September 2015 - 06:47 AM, said:

I think the Huginn is better against worse players. It's a vulture, feeding on the weak. When you can sneak up on people and start blasting them at close range, it's a fantastic mech. But against a moving target, trying to shoot at you while evading fire, I don't feel like the Huginn is that good.

The Oxide, on the other hand, is fully capable of taking out good players in a straight fight. Its alphastrike is just so powerful at close range.

Personally though, I haven't played the Oxide. And I don't do very well with the Huginn anymore, even though I have 200+ matches in it.


Much truth. The Huginn, when it came out with the quirks, was more effective than it was now. Something I'll attribute to people now being used to it, and understanding it's more crippling weaknesses.

Oxides didn't get quirked as hard, so I imagine people look at it, think "Not Firestarter", and kind of ignore it.

#15 Fang01

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Posted 29 September 2015 - 07:28 AM

Still more likely to reach for the 10P over the Huginn. I'll take survivability over dps

#16 xXBagheeraXx

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Posted 29 September 2015 - 07:38 AM

View Postsolar levitas, on 29 September 2015 - 06:25 AM, said:

Bagheera, the quirks actually put the Huginn a measly 3% ahead in max dps compared to the oxide, and that's only with the cooldown module. The oxide has a significant edge if you don't have one when it comes to rocket vomit.



Its the chain fire screenshake that annoys me. Most Oxides when they actually live long enough to get close just go SPLAT all at once. Every dam huggin driver i see chain fires the thing with a CD mod so its constantly rocking you. Troublesome if you are in something that requires accurate return shots like a dual gauss crab or something like that that I drive a lot.

#17 levitas

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Posted 29 September 2015 - 08:11 AM

I guess if you really want to shake their screen, you can in the oxide. Chaining the oxide's srms lets you shake the enemy almost exactly as much as the huginn.

#18 DAYLEET

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Posted 29 September 2015 - 08:14 AM

They both are terrible mech. Ammo dependence on a light chassis... it forces you to play certain ways, your team has to be good so you can mop the floor at the end or you have to wish for an isolated mech. Remove the quirks you basically remove the mech from the game.

#19 Light-Speed

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Posted 29 September 2015 - 09:58 PM

Everyone has different things that they are good at. Your success highly depends on what you do, and how proficient you are with that style. If you consider this, its almost impossible to recommend stuff, really, because everyone's so different. So make your own judgement.

Anyways.

I have two primary lights, the Oxide and the SPL Jenner F. One of the biggest advantages that the Oxides have is that it doesn't have much of a face time. I can take a split second to aim and then I can torso twist while my mind drift to strategizing my actions or taking note of my surroundings.

I believe a comparison between the F and Huginn can be drawn in that regard. Not only can I focus on surviving and putting that damage where I want it, I can protect my biggest weakness by turning my face. The big CT is honestly not that big of a disadvantage, you just should know how to torso twist. Come on, how hard is it, guys? Huginn, on the other hand, has to almost fire a shot take a shot. The screen shake certainly doesn't help you with more than one enemy.

As for spread damage, it doesn't make much of a difference if you are close enough. Maybe a bit of difference if you go for the torso. But do know that the enemy aren't going to just stand still and think of rainbows while you rain missiles on them.

Another thing is that it's much harder to assassinate someone from behind if your attacks have a lot of screen shake. The other guy will have to be a noob or a 70 year old guy to not notice something like that (granted, there are ways around that, but you don't always have a lrm teammate conveniently firing on the same guy at the same time).
As for its advantage at disorienting the enemy when going face to face, well, wtf are you doing in front of a heavier dude in the first place. Yeah yeah, maybe you somehow happen to outdps the poor guy you're picking on, but the most dangerous part about direct engagements is their sensors. You can't always wait for someone to isolate themselves, so the majority of targets you take down are fairly close to their team. They lock you, and **** will hit the fan very much against your favor.

Jump jets are a very valuable resource. However, the lack of them is also a valuable opportunity. You learn to stay low and how to walk. Yes, walk, and by walk I mean controlling where your body wants to go properly. At the very least, you'll learn not to be one of those teammates that fly to the highest ridge you can at the earliest chance and be like "Oh hey! I am coming to stab you in the back! Pretend you are blind and stay where you are, ok?"

Honestly, the period where I improved the most as a light pilot was the period when I focused upon improving on the Oxide. A close friend of mine also became a very strong light pilot after he picked up the Oxide and piloting the hell out of it. So I am sure we're doing something right.


By the way, what you should know is that a proper light should have at least a speed of 150 kph, or it becomes very hard for you to stay behind a fatass because you have to travel a wider circumference than your target's turning torsos. 150 is the absolute minimal. So I recommend the Oxide I am using, XL 295 or 300 with 3 SRM 4s. It is less of a hit and run style than most people do, but hey, me and my friend are one of those who continuously plays the Oxide and finds success with it. I guess that says something. It's not like you can't switch builds after you got the thing.

And the Jenners aren't going to be very affected by losing their quirks, they barely got any in the first place and were doing fine before the quirks came along.

Edited by Nightingale27, 29 September 2015 - 10:10 PM.


#20 Chuck Jager

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Posted 29 September 2015 - 11:00 PM

I think I have seen 1 of each in the last 2 weeks and that was during the day when MM was being less picky.

It is usually my mistake if I loose to a Huggin. A good oxide will eat me, because of the less face time per bigger alpha.





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