Although I haven't used any of my HBKs in quite some time, I always have a blast while playing them. Going through literally dozens of possible builds for the 4J in the Smurfy Lab (trying a few of them in game), I finally settled on a 2xLRM10+Art, 5xML, TAG and BAP - with a fairly large XL engine to power the whole thing. HBKs are always going to be more of a support Mech than anything else, and my 4J is no different. It's role in combat is more of a Skirmisher, I stick close to some Heavies or Assaults and support as much as I can, flanking their targets and chasing off any lights that may appear.
My LRMs are usually shot with LOS on my target, to take advantage of the Artemis, and I also like to TAG my targets for those small bonuses, but I'll take some long in-direct LRM shots if I feel like they'll hit the target (hate wasting LRMs, it's embarrassing). I try to stick to the notion of LRMs being used to strip the armor off of my targets, then use the MLs to target the weak spots, although I'll change that tactic as the situation dictates (ie. Range restrictions). My build runs fairly hot, so it's important for me to maintain fire discipline and alternate my ML firing accordingly (helps to have a mouse with extra buttons for weapon groups).
She's a little tricky to pilot, but very rewarding when the Mech Gods smile down at me.
epikt, on 01 March 2016 - 05:00 PM, said:
Anyway, there is at least one thing we agree on: the use of the MLas. Most LRM pilots think of them as defensive weapons ("against light mechs", as if 3 MLas could scare an Oxide or a Firestarter), but on the opposite they are offensive weapons, used combined with the LRMs.
Quoted this just to bring attention to it again. LRMs without some lasers just seems like a bad idea to me.
Use them in conjunction, but know when each is best to be shot.