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Which For You "seems" Tougher - Hunchback, Blackjack, Griffin)


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#41 Corrado

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Posted 05 April 2016 - 02:25 PM

View PostThomasMarik, on 05 April 2016 - 02:01 PM, said:

Kintaro > all other mediums

When's the last time you managed to kill one?


actually the 5SRM4 2flamers XL350 KTO-18 is one of the funniest. could have some structure quirks to bring it back from the grave tho.

#42 Revis Volek

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Posted 05 April 2016 - 02:39 PM

View PostThomasMarik, on 05 April 2016 - 02:01 PM, said:

Kintaro > all other mediums

When's the last time you managed to kill see one?


FTFY

#43 El Bandito

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Posted 06 April 2016 - 10:06 AM

View PostMister Blastman, on 05 April 2016 - 06:45 AM, said:

You run that 4SP much in the PUG solo queue? Tell us how you do!

Last time briefly tried to use it I found it a squishy target, as usual.

View PostEl Bandito, on 05 April 2016 - 07:31 AM, said:

Actually I just bought the 4SP thanks to this thread and running it with 2xASRM6s + 5MLs and XL275. Currently 3 wins 1 loss so far. Managed to 1v1 a Stormcrow with my one ST orange, thanks to its ridiculous twist speed. Will post the results once I hit around 30 matches.


Aaand I just finished playing around 30 matches with the 4SP in Solo-Q. First 10 matches with XL275, and last 22 matches with Std250 engine. 2xASRM6s + 5MLs config. HBK-4SP REG

Posted Image

Man, this mech is a beast! Not as much offensively--although it can shoot 51 damage alpha three times without overheating--but defensively. I have never piloted a more forgiving Medium mech in my MWO life, with the possible exception of pre-nerf Blackjacks. I derped around a lot initially, constantly getting caught out of position due to my unfamiliarity with Medium SRM mech. However, thanks to its quirks I always survived the initial blunder and continued to contribute to the match. When I do get into range though, I can even out-trade Clan Heavies due to better sustained damage combined with durability/mobility quirks. 4SP's only glaring weakness lies in the fact that the SRM6 launchers are relatively easily stripped once the armor is gone--no amount of structure can help there.

Later on I just decided to use this mech as a "disruptor" type of mech, one that charges into the enemy team's flank at the right time, sowing confusion among enemy ranks and allowing my team to mop em up. Dropping onto a bunch of unsuspecting enemies from above the Viridian Bog ledge was especially fun. I usually did not survive the ordeal, at least not with all torsi intact, but when done right, my team follows up and rolls over the confused enemy.

From my stable, the only Medium class mechs that came close to its stats, which were played more than 30 matches, were the pre-nerf Blackjacks and pre-nerf WVR-6R. So yeah, the mech is strong, and I personally think it needs a small structure nerf, perhaps 4 less on each section. But hey, since the games I played were not that many, I could have been simply carried by my team. Posted Image

Edited by El Bandito, 06 April 2016 - 10:24 AM.


#44 Kubernetes

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Posted 06 April 2016 - 10:17 AM

I'd say BJ>Griffin>Hunchie. Mobility counts for a lot of survivability the way I play, and being able to twist and JJ backwards mitigates a ton of laser damage. On the other hand, I find the Enforcer 4P to be my tankiest medium--no explanation for it other than the hitboxes might be glitchy.

#45 JC Daxion

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Posted 06 April 2016 - 10:50 AM

View PostEl Bandito, on 06 April 2016 - 10:06 AM, said:


Aaand I just finished playing around 30 matches with the 4SP in Solo-Q. First 10 matches with XL275, and last 22 matches with Std250 engine. 2xASRM6s + 5MLs config. HBK-4SP REG

Posted Image





Well honestly, judging by the W/L ratio.. i think a lot has to do with you being on a win streak, unless you really think your skills and that mech made that huge of a difference. I've played matches with you and have seen you pull in over 500-600 many times in other mechs, so i know you are a good pilot...

But i'll take my timber, when i first got it and around 30 matches in, my W/L was over 2, KDR near 3.. I'm thinking wow these things are a total beast... Fast forward 400 matches.. my W/L has dropped to around 1.2 or so depending on the version, and KDR has dropped into the 1.5 range.. about average for the mechs i am good in. I tend to play DPS mechs, not alpha's so lots more assists, than kills.

I'm not saying it's not a good mech, as i've said it has been a favorite of mine since i started playing in 2013, long before quirks.. But i'll just say more data.. If we get an event weekend, try busting it out for another 30-50 matches,, or do some playing at peak hours..

We were talking about this yesterday, and this morning you posted the data, so judging by the times, off hours, and you could of just been rolling bad players, on the Plus side of a win streak... Like i said.. I've had great nights that i barely lost a match.. then the next day i can't get a win, or hit 300 and been on the loosing side of near total rolls all night.. But nice 30 matches either way.

basically.. more data please Posted Image

Edited by JC Daxion, 06 April 2016 - 10:55 AM.


#46 mogs01gt

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Posted 06 April 2016 - 01:04 PM

View PostEl Bandito, on 06 April 2016 - 10:06 AM, said:

Aaand I just finished playing around 30 matches with the 4SP in Solo-Q. First 10 matches with XL275, and last 22 matches with Std250 engine. 2xASRM6s + 5MLs config. HBK-4SP REG Posted Image Man, this mech is a beast! Not as much offensively--although it can shoot 51 damage alpha three times without overheating--but defensively. I have never piloted a more forgiving Medium mech in my MWO life, with the possible exception of pre-nerf Blackjacks. I derped around a lot initially, constantly getting caught out of position due to my unfamiliarity with Medium SRM mech. However, thanks to its quirks I always survived the initial blunder and continued to contribute to the match. When I do get into range though, I can even out-trade Clan Heavies due to better sustained damage combined with durability/mobility quirks. 4SP's only glaring weakness lies in the fact that the SRM6 launchers are relatively easily stripped once the armor is gone--no amount of structure can help there. Later on I just decided to use this mech as a "disruptor" type of mech, one that charges into the enemy team's flank at the right time, sowing confusion among enemy ranks and allowing my team to mop em up. Dropping onto a bunch of unsuspecting enemies from above the Viridian Bog ledge was especially fun. I usually did not survive the ordeal, at least not with all torsi intact, but when done right, my team follows up and rolls over the confused enemy. From my stable, the only Medium class mechs that came close to its stats, which were played more than 30 matches, were the pre-nerf Blackjacks and pre-nerf WVR-6R. So yeah, the mech is strong, and I personally think it needs a small structure nerf, perhaps 4 less on each section. But hey, since the games I played were not that many, I could have been simply carried by my team. Posted Image

This is my biggest issue. My SRMs kept getting stripped due to lack of armor quirks. Structure quirks do **** to help the 4sp. Its good on paper but not in combat. Also, it doesnt really have that killing blow weapon.

Edited by mogs01gt, 06 April 2016 - 01:04 PM.


#47 sycocys

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Posted 06 April 2016 - 02:32 PM

View Postmogs01gt, on 06 April 2016 - 01:04 PM, said:

This is my biggest issue. My SRMs kept getting stripped due to lack of armor quirks. Structure quirks do **** to help the 4sp. Its good on paper but not in combat. Also, it doesnt really have that killing blow weapon.

I usually run out of ammo with 2 tons before losing a launcher, or at least through most of it. For the killing blows, that's why I run it with 5 MPL, focuses that damage right up nice and tight.

#48 mogs01gt

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Posted 06 April 2016 - 03:35 PM

View Postsycocys, on 06 April 2016 - 02:32 PM, said:

I usually run out of ammo with 2 tons before losing a launcher, or at least through most of it. For the killing blows, that's why I run it with 5 MPL, focuses that damage right up nice and tight.

how the hell are you running MPL's without over heating????
this?
or
HBK-4SP+xl

#49 Bishop Steiner

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Posted 06 April 2016 - 04:41 PM

View PostJC Daxion, on 06 April 2016 - 10:50 AM, said:



unless you really think your skills and that mech made that huge of a difference.



Oh, he does, I can assure you of that.

#50 mogs01gt

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Posted 06 April 2016 - 05:17 PM

No idea who people can play a mech that depends on engaging enemies at >300m. I cant get a team to push passed 500m.. 3 matches in a row...assaults sitting in the back playing peekaboo.


5 matches in a row and having my own team core me!

at 6 now..

Edited by mogs01gt, 06 April 2016 - 05:35 PM.


#51 El Bandito

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Posted 06 April 2016 - 05:23 PM

View PostJC Daxion, on 06 April 2016 - 10:50 AM, said:

Well honestly, judging by the W/L ratio.. i think a lot has to do with you being on a win streak, unless you really think your skills and that mech made that huge of a difference. I've played matches with you and have seen you pull in over 500-600 many times in other mechs, so i know you are a good pilot...

But i'll take my timber, when i first got it and around 30 matches in, my W/L was over 2, KDR near 3.. I'm thinking wow these things are a total beast... Fast forward 400 matches.. my W/L has dropped to around 1.2 or so depending on the version, and KDR has dropped into the 1.5 range.. about average for the mechs i am good in. I tend to play DPS mechs, not alpha's so lots more assists, than kills.

I'm not saying it's not a good mech, as i've said it has been a favorite of mine since i started playing in 2013, long before quirks.. But i'll just say more data.. If we get an event weekend, try busting it out for another 30-50 matches,, or do some playing at peak hours..


Could be true, but I did have better WLR with the 4SP during NA prime time. Once the EU players logged in, the fight became more static, and less people followed me in my charge. So I say prime time is actually better for my performance.

Here, I was trading fire with the enemy frontline until I realized that my team was content in hiding behind cover and in no rush to assist me. I had to run back under fire in order not to get caught by multiple enemies, but thanks to the structure quirks I survived the ordeal. Checked the tab--and EU server. EU meta is definitely not for the 4SP.

Posted Image

Edited by El Bandito, 06 April 2016 - 05:35 PM.


#52 sycocys

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Posted 06 April 2016 - 06:19 PM

View Postmogs01gt, on 06 April 2016 - 03:35 PM, said:

how the hell are you running MPL's without over heating????
this?
or
HBK-4SP+xl

I run it like this - close to yours, 2 less DHS for artemis. Does run a touch hot, but it's manageable because those pulses will put down on a single component every time that .3 of a second makes a pretty big difference to letting you split off back into/through cover for repositioning and cooling. Remember - striker not a tank. Take your shot on the run and move (usually) the opposite direction they start to twist away, iirc even after the skill debuff this thing has like 168 degrees of twist so you can catch them a second time as they try to twist back to where you were.

-- also if you want (and are pugging) you can easily just use those 10 thousand cool shots that PGI was throwing at us last year. Don't really need a uav since you have siesmic and are going to actually be actively engaging the enemy.

Edited by sycocys, 06 April 2016 - 06:22 PM.


#53 JC Daxion

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Posted 06 April 2016 - 06:27 PM

View PostBishop Steiner, on 06 April 2016 - 04:41 PM, said:



Oh, he does, I can assure you of that.



lol and that is why i said that.. I know that guy is damn good.. :)

#54 Bishop Steiner

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Posted 06 April 2016 - 06:53 PM

View PostJC Daxion, on 06 April 2016 - 06:27 PM, said:



lol and that is why i said that.. I know that guy is damn good.. Posted Image

He's ALMOST as good as he thinks he is. Posted Image





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