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


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#21 DrxAbstract

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Posted 30 September 2015 - 02:12 AM

As a comparison side by side, the Huginn wins.

It has a longer effective range by 150-200 meters, capable of firing accurately from its full 365m range thus it has higher precision and less wasted ammo plus being able to carry more of it. The biggest advantage however are the jump jets, affording a Huginn multiple more avenues of approach, escape and evasion while engaged and if that isnt enough then you can add that SRMs are not affected by crosshair shake while using JJs... Meaning it can continue firing while evading.

That's just a comparison of equipment. The Raven chassis itself is capable of spreading damage far more effectively and predictably than the Jenner while also providing a smaller overall profile and is far, far less prone to surprise instant deaths from things like cockpit and side torso blowouts. Not to mention the actual weapon locations on the Raven are closer together, being fired from a slimmer chassis. In contrast to being fired from a Jenner whose hardpoints are spread across the entire breadth of the chassis which is twice as wide, making 2 of the 4 launchers wildly inaccurate when taking snapshots from distances beyond roughly 80 meters.

These are not opinions or anecdotal recollections, these are facts. And the facts are not on the Oxide's side.

From my own experience, Huginns decimate Oxides and i've never lost to an Oxide in my Huginn.

#22 Lykaon

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Posted 30 September 2015 - 03:15 AM

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

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?



My Huginn build is a bit diferent.I don't see artemis as being worth the tonnage on SRM4s that are frequently being fired at knife fighting range anyhow. I also find my MGs are more effective than I initially thought so I keep 4 MGs.I also find that keeping both jets is well worth the enhanced mobility that I need to evade pursuit I also use a 280XL since I find 142.6kph is plenty of speed most of the time. 8.93 DPS 100% cooling efficency and 2 and one quarter tons of missile ammo per launcher.

My Oxide is essentially identical to your example. 4 SRM4s 4.5 tons ammo 280XLengine.

5.73 DPS and 50% cooling efficency with a mere one and one eighth ton of ammo for each launcher with no back up weapons. Lacking in jumpjets and an identical 142.6kph speed.

Overall the Oxide has one advantage it has a higher alpha strike value (actually nearly double the Huginn) But at the cost of being half as heat efficent less mobile (no jumping) fewer salvos (lower ammo per launcher) and no secondary weapons to fall back on after the missiles are spent.

I favor the Huginn over the Oxide.

#23 sneeking

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Posted 30 September 2015 - 03:33 AM

Huginn is a Goliath killer, 1v1 against anything bigger than itself ( save for a few mediums ) its un paralleled in my mind. I used it pre quirks with srm6 and post quirks with srm4.

You ditch the mg and strip the ears max the ammo dont waste weight on artemus take only one jet.

Simple

#24 sneeking

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Posted 30 September 2015 - 03:38 AM

Its my #1 mech of all time...

Iv never had so much fun since ghost bear legacy in a fire moth with flamers and mg....

#25 John McHobo

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Posted 31 December 2015 - 08:54 AM

Due to the recent sale I decided to buy a light hero mech.
I already own the Pirate´s Bane and have mastered Jenners and Ravens, so I narrowed down my choice to the Oxide and Huginn...and went for the Huginn.
I did so because a) I like maschineguns and B) I like JJs.

After 22 Matches and halfway eliting the mech my impression is: Its a fun mech for madmen.
If you enjoy the sound of maschineguns while ripping apart Assault back armor, you may have fun.
The SRM-quirks are still not bad, although I wonder if range quirks are that great on a shotgun-esque weapon system are that great. Why it lost all ballistic quirks altogether I dont know.

But beware because this mech has issues- huuuge issues.

Every single hitbox on this mech feels oversized except the arms. Your profile is very large in general, your CT is very big and long, and so are your STs. And oh my god the legs. The Huginn has a +16 structure quirk to the legs, higher than any other Raven and still about 3/4 of my deaths were due to legging, Im not sure if the enemies actively go for them or because they hit them by accident but your legs go FAST. I rarely end a game without critical legs, even good ones.

These hitboxes bring another issue: ammo storage, So far the only "safe"location seem to be the arms, because everything else will be opened up very soon and you can´t afford ammo explosions even in assaults because they are that deadly.

Another disappointment on the Huginn are the 2 Jump Jets. It turns out they give you about the same lift as a Highlander´s 3JJs without achieving the same maximum jump height...yay.

I have a feeling so far that the Huginn generally lacks the agility needed for its role, but that might change after eliting it, slightly.

All in all I dont regret buying it with won MC and at discounted price, it can be a fun mech, but it can be equally frustrating as well.

Final verdict: 4/4 maschineguns

#26 Barantor

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Posted 31 December 2015 - 11:41 AM

I've owned an Oxide since they came out. They still have all the vulnerabilities that a Jenner has. I recently bought the Huginn and I can tell the difference.

Oxide is a hit and run mech, it has to go in, alpha strike and get out otherwise it will lose a lot of armor and possibly the mech with that easy CT shots. Both have to facetime but the Jenner has a bigger nose to aim at.

Raven has the same leg problems it has always had, but the heat efficiency of 2 srm4s and 4 mgs is by far the easiest mech I've been on. It doesn't overheat, has great mobility and doesn't seem to go down as quick as folks think.

I still like the Oxide, but the Huginn is a better backstabber IMO and allows me to go places that the oxide simply just can't get to, like the tops of the plateaus on Bog.

#27 Narcissistic Martyr

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Posted 31 December 2015 - 11:45 AM

View PostBarantor, on 31 December 2015 - 11:41 AM, said:

I've owned an Oxide since they came out. They still have all the vulnerabilities that a Jenner has. I recently bought the Huginn and I can tell the difference.

Oxide is a hit and run mech, it has to go in, alpha strike and get out otherwise it will lose a lot of armor and possibly the mech with that easy CT shots. Both have to facetime but the Jenner has a bigger nose to aim at.

Raven has the same leg problems it has always had, but the heat efficiency of 2 srm4s and 4 mgs is by far the easiest mech I've been on. It doesn't overheat, has great mobility and doesn't seem to go down as quick as folks think.

I still like the Oxide, but the Huginn is a better backstabber IMO and allows me to go places that the oxide simply just can't get to, like the tops of the plateaus on Bog.


Good summary.

Oxide (and Jenner IIC) are boom and zoom while huggie bear does better at range (artemis) and is more mobile letting it do turn and burn as well as boom and zoom fighting.

Personally I prefer bnz style fighting so the oxide is my favorite of the two but both are fabulous mechs.

Edited by Narcissistic Martyr, 31 December 2015 - 11:46 AM.






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