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Huginn Much?


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#1 Xbwalker

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Posted 12 October 2015 - 08:01 AM

Hi guys. As you probably know, I love Ravens. Naturally, I have purchased the Huginn to complete my collection :)

I played around with my build once I bought it and almost instantly realized I hated machine guns. They take way too long to matter and when you are a close range light, the last thing you want is to make yourself known.

I played with some AC10 builds but didn't like the limited damage. I came up with a double SRM6+Artemis build that I have been doing fairly well with thus far. It is nice stripping rear armor off assaults in 2 salvos. I am still adjusting to playing close range in a light. Talk about freakin high adrenaline gameplay.

Here is my build http://mwo.smurfy-ne...edf233b1d7b5920

What do you guys think? Any Huginn builds or advice is always appreciated.

#2 WrathOfDeadguy

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Posted 12 October 2015 - 08:25 AM

I don't own a Huginn myself, but right now they've got insane SRM4 quirks; you're best off with those instead of SRM6s because with the extra 25% cooldown (for 50% total) you'll be able to vomit out some of the best DPS in the light bracket. You're actually handicapping your damage output by taking the bigger launcher in this case.

#3 levitas

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Posted 12 October 2015 - 08:25 AM

This is a base line golden standard for the huginn (though I didn't look at armor values, they may be off)

http://mwo.smurfy-ne...6ff9127c943494a

Srm4s do way better dps, as 50% reduction in cooldown + 12% for the module and 5% for eliting lets you fire as much dps as 6 srm4s on an unquirked mech (or 5 if they have the module/elite).



#4 Darwins Dog

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Posted 12 October 2015 - 08:25 AM

The first thing that comes to mind is quirks. Running SRM4s takes full advantage of the quirks (25% shorter cooldown, and 12.5% longer range).

Dropping to 4s also lets you max out your engine (speed is life afterall).

Other than that, MGs (especially 4 of them) are great when you do open up the rear armor. Shred their weapons and potentially trigger ammo explosions.

#5 Xbwalker

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Posted 12 October 2015 - 10:52 AM

Ok so I am doing the double SRM with 2 MG build and WOW. What a rush. Every match is be running and gunning for my life lol. I killed 2 assaults and a heavy last match by can opening their backs. So much fun. It is going to take me a while to get used to not sniping but I am loving the damage potential of the little monster.

#6 Thor Sten

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Posted 13 October 2015 - 01:05 PM

View PostXbwalker, on 12 October 2015 - 10:52 AM, said:

Ok so I am doing the double SRM with 2 MG build and WOW. What a rush. Every match is be running and gunning for my life lol. I killed 2 assaults and a heavy last match by can opening their backs. So much fun. It is going to take me a while to get used to not sniping but I am loving the damage potential of the little monster.
This sounds like a lot of fun. Gotta try it on the next sale :)

#7 NUJRSYDEVIL

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Posted 14 October 2015 - 07:14 AM

Huginns are most effectively used when you can enter the battle mid-way through. This is to say that you need to let your teammates fight and take some hits, then insert yourself behind an enemy mech and tear apart the back CT and STs. If you insist on going right into a fight I find the Huginn is very good at ripping off Assault/Heavy mechs' legs.

#8 Xbwalker

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Posted 14 October 2015 - 07:16 AM

So, my thoughts the first week -

Damage Output = 500-700 per match avg (that's a LOT for me as a light)
Speed = Fast obviously. About 140km/h. I went with the stock engine so I could pack more ammo and JJ
Survivability = LOW. Even in good matches, I tend to be the dead guy :) That's ok though. Being a light and charging into the enemy even if it is behind can be dangerous.
Range = Short. About 300m.

Overall, I have enjoyed my time with this mech immensely. Unlike the 3 standard Raven variants, this thing can actually carry a match. It is one of the few lights that can if you ask me. Yesterday, I broke my personal record on lights and hit 5 kills in a match with 2 other assists having highest damage. Holy freaking crap, I hope they never nerf this mech or the quirks.

#9 z MadButcher z

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Posted 14 October 2015 - 07:33 AM

I had the most luck when I just ditched the machineguns and went with 2 srm4s with artemis and quite a bit of ammo. You have to be sneaky but if you get behind people you can usually kill or cripple them before they know what is happening.

#10 Voivode

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Posted 14 October 2015 - 08:16 AM

View PostXbwalker, on 14 October 2015 - 07:16 AM, said:

Holy freaking crap, I hope they never nerf this mech or the quirks.


Sorry to be the bearer of bad news, but they are going to eliminate all weapon based quirks. All Raven variants are going to be pushed towards Information Warfare roles. How effective that will be is anyone's guess but there is currently a build on the Test Server that buffs IW significantly, so I'd look for that in the future. Hopefully there will be a buff to machine guns soon, they desperately need it.

#11 stealthraccoon

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Posted 14 October 2015 - 09:57 AM

I also didn't really figure it his one out. Basically left 2MG's and 2SRM4's with lots of missiles - never quite did get a rhythm with it, but it did inspire me to run Locusts with dual SRM4's and they were a blast.

#12 Xbwalker

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Posted 14 October 2015 - 10:41 AM

I have also dropped the MG and gone pure SRM4+Artemis with a boatload of ammo.

That is truly depressing to hear about the dropping of weapon quirks. That doesn't make much sense with IS weapons already being less effective than Clan but w/e.

Anyhow, with added IW importance, will they be doing somehting to compensate contributers like XP bonuses for IW?

#13 Kdogg788

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Posted 14 October 2015 - 10:46 AM

From what I've heard dropping all weapon quirks was part of testing the role warfare on the test server. They won't be going away completely but some of the more aggregious ones will be toned down.

-k

#14 Xbwalker

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Posted 14 October 2015 - 02:02 PM

View PostKdogg788, on 14 October 2015 - 10:46 AM, said:

From what I've heard dropping all weapon quirks was part of testing the role warfare on the test server. They won't be going away completely but some of the more aggregious ones will be toned down.

-k



In that case, I better Huginn much while it is still awesome.

#15 Audacious Aubergine

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Posted 14 October 2015 - 02:26 PM

I run mine practically stock, 4 MG and 2 srm4. The way I see it, a Raven is a carrion bird - it picks at the leftovers, and at most it'll go for something critically wounded for an easy kill. Thus I play Huginn with this in mind - I'll wait near highe damage teammates attacking a target I have locked on, and once I see that CT armour disappear I'll run out and poach the kill.
Alternatively, I get impatient, run into the whole enemy team because I accidentally leave my own behind, get focus fired by four assaults at once and die in a ball of flames.

#16 Dino Might

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Posted 19 October 2015 - 01:58 AM

Max engine. 1 JJ. 2 SRM 4

Drop the Artemis and arm armor so you can maximize ammo. About 800 missiles or so is enough...usually.

#17 Xbwalker

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Posted 19 October 2015 - 02:08 PM

View PostDino Might, on 19 October 2015 - 01:58 AM, said:

Max engine. 1 JJ. 2 SRM 4

Drop the Artemis and arm armor so you can maximize ammo. About 800 missiles or so is enough...usually.

That sounds lovely on paper but I rarely run out of ammo as I am running it now. The Huginn lives fast and dies hard. I am getting better at surviving in it but nothing changes the fact that this setup is a brawler and can be short lived without fellow lights to keep enemy lights off your back. http://mwo.smurfy-ne...b57a8d31b5c8a4e

#18 Old-dirty B

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Posted 26 October 2015 - 03:42 AM

The Huginn, my favourite mech. Very satisfying when piloted well, but can be extremely frustrating too as the slightest mistake can send you off the battlefield with hardly any damage done at all. I see the Huginn as a sort of hunter assassin, find enemy and use the element of surprise to get close in their back and unleash damage and cause havoc. Ideally a solo mech, but can also be done very well with multiple enemies that are engaged with your team.

View PostFreebirthToad18999, on 14 October 2015 - 02:26 PM, said:

... The way I see it, a Raven is a carrion bird - it picks at the leftovers, and at most it'll go for something critically wounded for an easy kill. Thus I play Huginn with this in mind - I'll wait near highe damage teammates attacking a target I have locked on, and once I see that CT armour disappear I'll run out and poach the kill.
Alternatively, I get impatient, run into the whole enemy team because I accidentally leave my own behind, get focus fired by four assaults at once and die in a ball of flames.


Of course each his own playstyle, but to me this is a waste of great damage and harassment potential. The huginn is capable of outputting a lot of damage in a very short amount of time. Most enemy that you jump on to and start pounding with SRM's will freak out and either start running or turn their back to your team, provided you had the element of surprise... (Watch out you don't chase into the opposing team - *** note to self **)
I think that potential can made more useful when one more actively seeks opportunities to unload that damage potential. To move out when the opponent is critically damaged disregards that potential and possibly exposes your "high damage teammate" much longer to enemy fire. Sometimes you can sneak around and position yourself behind that opponent and take out that rear armor and damage the ct, if not, hit n run / boom n zoom on the flanks.

This sounds pretty easy, but in reality its far from that. I have had great games with 3-4 kills, 7-9 assists and 600-800 damage, followed up by some games with 0 kills, 0 assists and 50 damage done where i was the first to go or havent been able to do anything substantial. Turning a corner, cresting a hill only to run into a full lance, or even worse the complete opposing team got me killed quite a few times very very fast.
If the enemy does the death ball well, and keeps an eye out on the flanks / back, its very hard to find that gap / opportunity to get close and dish out that damage. Then you have to do with hit n run around the front line, in and out of cover near your team. Hopefully it falls apart later on in the game in favour of your team and then you gain more room and space to work, to flank and sneak around.

Edit: btw this is the build i use: HUGINN

Edited by Klauwhamer, 26 October 2015 - 03:54 AM.


#19 Dino Might

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Posted 27 October 2015 - 02:56 AM

View PostDino Might, on 19 October 2015 - 01:58 AM, said:

Max engine.  1 JJ.  2 SRM 4

Drop the Artemis and arm armor so you can maximize ammo.  About 800 missiles or so is enough...usually.


Just took it out again today after a long break.  Put the Artemis back on the SRM-4s.  They've adjusted the ROF, so you need the extra accuracy to make up for the reduced DPS.  Also, I'm questioning whether they changed the pattern of the SRM-4 spread.  Does a lot more horizontal than it used to, in my opinion.  But maybe I'm just paranoid.

Edited by Dino Might, 27 October 2015 - 03:01 AM.


#20 Nightshade24

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Posted 27 October 2015 - 03:03 AM

I feel like a hipster as my huginns main firepower is the MG"s and not the SRM's...





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