I want to like the founders hunchback, I really do.
#1
Posted 13 July 2012 - 11:14 PM
If all it has is 2 balistic and 3 energy hardpoints, it is severely outgunned. The best I could come up with was keeping the engine the same to avoid core explosion from xl engines, reeplacing the ac 20 with a gauss riffle and 2 tons of ammo, changing the energy weapons to 3x medium pulse lasers, and the internals to endo steel, and double heat sinks. Lack of variety in builds is kind of hobbling this for me as a founders mech, and likely will have me changing my choice later.
Anyone have an alternative build that seems effective? Also if I add case on the torso with the gauss riffle, will it protect me from the gun exploding like it protects against ammo, or is it useless in the case of the gauss riffle.
#2
Posted 13 July 2012 - 11:21 PM
Besides, the inception Mechs may possess a different set of hardpoints than standard Mechs, so... wait and see I guess.
#3
Posted 13 July 2012 - 11:22 PM
#4
Posted 13 July 2012 - 11:23 PM
BenEEeees VAT GROWN BACON, on 13 July 2012 - 11:21 PM, said:
Besides, the inception Mechs may possess a different set of hardpoints than standard Mechs, so... wait and see I guess.
its been said that the founders have the same hardpoints as the standard loadouts of their respective type. But you can see if thats true it is probably the most limited in terms of choice if not in effectiveness that way.
#5
Posted 13 July 2012 - 11:38 PM
#6
Posted 13 July 2012 - 11:46 PM
Riffleman, on 13 July 2012 - 11:23 PM, said:
its been said that the founders have the same hardpoints as the standard loadouts of their respective type. But you can see if thats true it is probably the most limited in terms of choice if not in effectiveness that way.
Hmm yeah, you're right. The Q&A does state that founder's mechs will be the same but in the last IRC interview hardpoints were said to be subjectable to change.
Anyway, back on topic, a gauss rifle will give you range yes but your rate of fire will be extremely low and you'll have to behave like a "sniping" mech, staying back, taking potshots and avoiding direct combat, which feels like a waste on such a heavily armoured and immobile mech.
Also, forget about the case, if you lose your gauss ammo on the hunchie then it's already "gg" ... with approximately 1 med laser and 1 small laser left there's very little you can do.
Edited by BenEEeees VAT GROWN BACON, 13 July 2012 - 11:47 PM.
#7
Posted 13 July 2012 - 11:58 PM
#8
Posted 14 July 2012 - 12:30 AM
#10
Posted 14 July 2012 - 12:38 AM
#11
Posted 14 July 2012 - 06:17 AM
It all depends on how many c-bills you throw at a refit.
#12
Posted 14 July 2012 - 06:27 AM
#13
Posted 14 July 2012 - 06:35 AM
#14
Posted 14 July 2012 - 06:43 AM
But the point is, it's not a wasted chassis, You will be able to do something with it that fits your playstyle.
Edited by Xandre Blackheart, 14 July 2012 - 06:43 AM.
#15
Posted 14 July 2012 - 06:46 AM
If you are talking about only the default configuration, it remains one of the nastiest in-fighters in the game. That AC/20 will make even an Atlas pause before engaging you in close, and the armor is solid enough to withstand a pounding for a bit. The mech also keeps a pair of medium lasers as backup for when you expend all the ammo of the AC, and the manueverability isn't bad. All in all, there are few 'mechs as nasty in close-quarters fighting.
If you consider the possibilities from reconfiguring the mech, it becomes a 'mech with wide capabilities. Want a fast 'mech for recon or killing scouts? The Hunchback can do it. Want a sniper that isn't as big as a mountain? The Hunchback can do it. Want a 'mech with a little speed and good firepower? The Hunchback can do it. With a speed range up to 115 kph (124kph with XL technology), the ability to use some of the most interesting weapons in the game (LBX, Ultra, Gauss), and a decent energy weapon hardpoint configuration (two main and one capable of holding up to a Medium Laser), the Hunchback can be rebuilt into just about any role short of Assault or high-speed scout.
In short, no reason at all not to like the Hunchback. Just remember that it has possibilities, and use it for what it is configured for.
#16
Posted 14 July 2012 - 06:49 AM
the right torso is useless for anything but ammo, or heat sinks, should be able to mount at least one energy weapon there.
as for the options for a diffrent build, the gauss rifle is nice, but instead of the pulse lasers you could up the armour by a half ton
2 ton of gauss ammo, and 6 med er laser, that is assuming there is a energy hard point in the center torso. only 5 if not.
bit of heat issues, but chain 4 together as primary fire, and two extra when you want to do a alpha.
so one point off max armour, no xl and a good brawler still, with some range to it.
at least 5 beam hard points, 2 on each arm, 1 on the head, maybe one in the center torso
Edited by shadowhawk102, 14 July 2012 - 06:58 AM.
#17
Posted 14 July 2012 - 07:05 AM
Equipment Mass Internal Structure: Endo Steel 2.5 Engine: 250 12.5 Type: Fusion Walking MP: 5
Running MP: 8
Jumping MP: 3
Heat Sinks: 10 [10] 0.0 Gyro: Standard 3.0 Cockpit: 3.0 Armor Factor: 169 11.0
internal Structure Armor
Value
Head 3 9
Center Torso 16 24
Center Torso (rear) 8
L/R Torso 12/12 18/18
L/R Torso (rear) 6/6
L/R Arms 8/8 16/16
L/R Legs 12/12 24/24 Weapons and Ammo Location Crits Tons Medium Laser RA 1 1.0 Medium Laser RA 1 1.0 Medium Laser RA 1 1.0 Small Laser LA 1 0.5
AC/10 RT 7 12.0
Ammo (AC/10) 10 RT 1 1.0
#18
Posted 14 July 2012 - 07:12 AM
ScrapIron Prime, on 14 July 2012 - 06:17 AM, said:
It all depends on how many c-bills you throw at a refit.
Exactly - a lot of possibilities.
Just to do a comparison, I built up a mini-MAD-3R which used to be the cornerstone mech to compare firepower, mobility, etc.
MAD-3R: 75 tons, 4/6/0, 2 PPC, 1 AC5, 2 ML, 11.5t armor, 15HS - decent mix of everything, runs a bit hot
HBK-4Arrr 50 tons, 4/6/0, 2LL, 1 Ultra AC/5 2t ammo w/case, 1 ML, 10.5 armor, 11 DHS (22) - 1pt more in long range damage, 4pts less in med/short, 1 ton less armor, better heat management to use all the weapons, and the same speed. 25 tons less, but uses endo and DHS which is an expense. No XL engine used.
All in all, if you can mod the base model into something that can compete with one of the favorite designs of all time, you're doing ok!
Edited by Andrew X, 14 July 2012 - 07:17 AM.
#19
Posted 14 July 2012 - 07:13 AM
Type: hunchie Technology Base: Inner Sphere / 3050 Ruleset: Standard (5th edition) Tonnage: 50 Cost: 3,848,500 C-bills Battle Value: 1,113 Equipment Mass Internal Structure: Endo Steel 2.5 Engine: 200 8.5 Type: Fusion Walking MP: 4
Running MP: 6
Jumping MP: 3
Heat Sinks: 11 [22] Armor Factor: 169 11.0 Weapons and Ammo Location Crits Tons Medium Laser LA 1 1.0
Medium Laser LA 1 1.0
Medium Laser LA 1 1.0
Medium Laser LA 1 1.0
AC/20 RT 10 14.0
Ammo (AC/20) 5 RT 1 1.0
Ammo (AC/20) 5 RT 1 1.0
Edited by Latriam, 14 July 2012 - 07:15 AM.
#20
Posted 14 July 2012 - 07:19 AM
Except you are on a 100T you will always get outgunned.
Also HB carry´s a AC20....thats nasty. A good shot from that AC in a Assault mech that has already recived some combat damage and you could score a homerun. Dont drop the AC.
But at the end of the day dont forget the role of the HB...mobile AC dispenser ment to take some damage, recive some and nothing more.
You wont be the one that wins the battle nor the one that loses the battle.
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