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[Guide] The Ultimate Hunchback Iic Guide


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#1 Wildstreak

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Posted 21 December 2015 - 12:46 PM

Have not seen one of these from Helmstif in some time. Since the original Hunchback got one, then the IIC should too.

For those who have played MWO over the years, the Hunchback IIC will bring back memories of the old times. New players will get to feel what those moments were like. This is due to the complete lack of quirks (currently) compared to the now beefy Inner Sphere versions resulting in a more fragile 50 tonner.

However the IIC is not without benefit since it gets to take advantage of those longer ranged Clan Lasers and Ballistics, does not die due to side torso use when packing XL engines and even has up to 4 Jump Jets to get to places the IS Hunchback cannot. This means the IIC should be packing a good selection of mid-range weapons and striking then fading from that area using its speed and jump to take advantage of locations even the IS Hunchback cannot go. For that reason, I believe all IIC's should be packing maximum Jump Jets that have a bit of the super-boingy effect seen on Mediums and Lights lately. Train with those JJs to use them right.

IICs also have the advantage of using shoulder mounted weapons for ridge peeking gaining a bit of the Blackjack's/JagerMech's edge. Another advantage is three variants do not us arm weapons. Usually when I fit armor, I tend to leave a small amount off the legs, maybe the head depending on where the cockpit is. Here, these IICs can leave armor off the arms since losing them is not that big a deal and you can get hit in the torso instead of the arm. This does present another downside, side hits can easily destroy your torsos adding to the more fragile feel. A final advantage is the builds can be modified to put a DHS in each leg to take advantage of water cooling on maps that have water.

The following are a list of Final and Starting builds. The reason for 2 for each variant is that lately I have found myself using one build before unlocking Speed Tweak and gaining doubled Cool Run and Heat Containment. Sometimes I want a certain speed so this means using one engine to start then downgrading it after gaining Speed Tweak giving myself more tonnage later. Also I may choose to run at a certain heat level initially then after getting the doubled Heat Efficiencies, I modify it with a little less Heat Sinks and more of something else. Additional builds are welcomed in this topic.

Hunchback-IIC Base variant
That's what I am calling them since they have no special letter designator, not even a Prime name.
Packing 4 Ballistics in the torsos and only 2 CT Energy mounts, this variant seems somewhat daunting at first. The only real weapons that could use all 4 Ballisitc slots are some kind of AC2 or MG build. The CT Energy points have an upper limit of 2 ERLLs but are located midway on the Mech's height. So you have to maximize the use of the Ballistics to gain that ridge-peeking advantage found throughout the chassis.

Final Build
Mini-JagerMech-DD Hybrid - Puts the Triple UAC5 build on a smaller frame using the wider range of Clan Ultra Autocannon. Both Ultras have enough ammo for 60 shots without the extra shots that cause jams so make the shots count. Has the same firepower roughly as a Dual Gauss build without the charge up mechanics or the danger of a big weapon explosion in your side torsos. There are several ways to modify this a bit all based on removing the 2 extra DHS and:
- adding more armor.
- adding more ammo.
- increasing the engine size.
- changing the ERMLs for MPLs (not that big a deal).
So far, I have yet to run out of ammo so I do not see that as needed but for Community Warfare it could be desirable.

Starting Builds
Alternate Mini-Jager - First one I tried but I felt it moved too slowly, I just place it here since it has full damage at longer range someone might like.
I did test out a Quad UAC2 build on Testing grounds for lulz but the heat handling is just not right.

Hunchback-IIC A variant
Probably will turn out the best of the variants using 4 shoulder mounted Energy points allowing excellent ridge humping and sniping when speed and jump is properly employed to those critical shooting positions. Despite the constant nerfing of Clan Energy weapons, this Mech can still make them work.

Final Build
4 ERML Sniper/Laser Alpha - Same sniping as below but also allows a 6 laser alpha and use of MPLs when needed to cool off while fighting. Tried building the 6 ERML I saw once but always wound up a ton short.

Starting Builds
4 ERML Sniper - Maximizing the mid-range sniping potential with 4 high mounted ERMLs backed by 4 low heat SPLs if someone gets too close. Firing all 8 weapons will get you Ghost Heat though I cannot figure out the exact amount, Smurfy's lists 8 ERMLs causing 15.96 extra heat, 8 SPLs cause 5.7 more so somewhere between those values I figure. It has been rare for me to need to alpha all 8 weapons though I have done so a few times. You do get the benefit of using max engine for speed and a very good alpha in those rare moments.
ERLL Sniper - Trading the alpha of the ERMLs for a pair of sniping ERLLs backed by 6 ERSLs for those who try to touch your Mech in bad places. Slower speed but still on par with most Mechs in favorite use and no Ghost Heat from using an Alpha Strike that delivers near the same as the other build but you need to give some facetime to your enemy due to Laser Duration except when sniping.

Hunchback-IIC B variant
The only one with Missile slots and it has 4 of them that provide the biggest of all the Hunches on the IIC models. While LRM builds are possible, I will not be listing one because I do not feel LRMs are the best use of this variant though I did once see a Quad-LRM10 build. The good LRM pilots today look for Mechs with the ability to self-TAG or NARC and this variant is bad for a TAG having only 2 Energy mounts low in the CT. That leaves NARC, while possible is tricky to use since you need good aim and mid-range on the target combined with a low ammo supply thus NARCs are typically used by a few Lights. So only Streak and SRM builds are listed here.

Final Build
SRM 24 Striker - For those with good aim comes the standard SRM shooter that hits and fades with no GH effects and 4 tons of ammo. MPLs are downgraded to ERMLs so whenever the opportunity is present, you can snipe at range though the mount locations are not optimal.

Starting Builds
Streak 20 Striker - I think this is the best use of range and firepower especially for those who have a bit of trouble with aiming the next build. It does require some tricky maneuvering to get the lock on need for the Streaks but once you have it, you are guaranteed all Missiles hit for maximum damage and no Ghost Heat. If you do not mind a little GH, a Streak 24 causes 1.32 additional heat over the usual amount easily obtained by dropping a pair of DHS to replace the SSRM2 with a SSRM6. 4 tons of ammo seems plenty given the long cooldown times. Another advantage is the Streaks have +90 meter range on the standard SRMs.

Hunchback-IIC C variant
A slight variation to the Base variant, only 2 shoulder mounted Ballistics but 4 Energy mounts though they are all still low. A less powerful Ballistic sniper but in times when your whole Mech is exposed, an excellent mid-range alpha striker that keeps firepower better when the ammo runs dry.
EDIT 12-30-2015 - After trying several builds, I have resigned that the best use of this variant is just to make a copy of some Base variant build ignoring the arm hardpoints. I even tried 2LPL in arms, 2MPL and for laughs 2MG. It just works better to take something you can build on the Base variant and use it here. Right now I have 2 Mini-Jagers but you can also do Dual UAC10, Dual UAC20, Dual Gauss, 1UAC10 & 1UAC20, whatever you want. The arm weapons are even lower than the CT ones so it is not worth it.

Final Build
Mini-JagerMech-DD Hybrid - Same as the Base variant.

Starting Builds
UAC10 Alpha - With a speed buff over the average, you get a decent Alpha Striker at mid-ranges especially if you get off the double shot. 3 tons ammo should be plenty but you can always trade DHS or downgrade to a 255XL for more.
Dual UAC5 Sniper - Standard speed in MWO currently and shorter range pulse lasers allow for some longer range sniping from the shoulder mounted Ultras using 5 1/2 tons ammo. For now I feel the ammo is about right, if you like running hot, you can swap the SPLs for ERMLs for more damage but I feel the cooling advantage of the SPLs is better off.

Edited by Wildstreak, 19 January 2016 - 07:19 PM.


#2 Wildstreak

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Posted 30 December 2015 - 05:59 PM

Updated with Edit for C variant.

#3 Wildstreak

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Posted 19 January 2016 - 07:25 PM

Fixed the mini-Jager links, they were backwards.
Added current A build.
Put in final builds as I am near finished Mastering these.

#4 Brandarr Gunnarson

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Posted 08 May 2016 - 05:57 PM

Just ran across this. Nice little guide for the HBK-IIC.

As an addition to the builds you have above, I like this build based on the original Hunchback.

http://mwo.smurfy-ne...c727eb20f43745f

#5 Palfatreos

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Posted 12 May 2016 - 04:28 AM

I don't understand this build HBK-IIC The UAC5 has no synergy of range/cooldown or speed with the uac 10 or erml. Both arms has only 18 hp it very likely if you wanna protect your torso with that arms you gonna waste that ton ammo.

HBK-IIC (2 x cUAC10, 1 x JJ, XL255)
HBK-IIC
Alternative:
Drop the 1.5 ton ammo and replace with 2 ERSL and armor in the arms
Drop 2 ton ammo and replace with 2 ERML

#6 Censio

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Posted 12 May 2016 - 04:47 AM

Hey Guy.. i am Fa of that Mech to and drive it for ma live. Its a pretty Mech and YES... i can feel the old good days too in this nice Mech!

My Builds i used are that ones...
Have fun with the Ghost of MWO

#7 Rothgar57

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Posted 15 May 2016 - 08:33 AM

HunchBack 2iic-A is my favorite variant of the origins hunchbacks. I like running 8 ERMLs, 4 jump jets, clan 275. The modules I run are Med laser cool down, ERML extended range, advanced zoom, radar dep, cool shot 9x9 fully maxed and UAV. I engage targets up to 500M. I look for high ground and use my jump jets to my advantage. I focus out damaged components with the advanced zoom. When mechs are cored, I run up next to them and give them a pinpoint 56 damage full alpha. I run the lasers in 3 groups Left, Right and Middle. The 8ERML build has the benefit of losing one side torso and still having 5ERML. Its actualy quite durable if you protect your CT. I much prefer this mech to the balistic varinants do to the pinpoint accuracy. This is a skirmish mech not a brawler use distance and height to your advantage. Good luck.





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