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Hunchback Build


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#1 EJOE

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Posted 10 April 2016 - 08:36 AM

Here it is any suggestions? http://mwo.smurfy-ne...c18458963bf74e2

#2 paws2sky

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Posted 10 April 2016 - 08:58 AM

I think you're going the wrong way with the engine. You want to be upgrading (to 250 or so). You'll want that extra speed for flanking and pouncing on damaged targets.

Here's my optimized build, off the top of my head.
http://mwo.smurfy-ne...dd78f819546c3e3

I think it is in line with similar builds. I recommend both of the ac/20 modules.

Edited by paws2sky, 10 April 2016 - 08:59 AM.


#3 Rogue Jedi

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Posted 10 April 2016 - 09:57 AM

I agree with paws2sky,

you had an AMS with no ammo, so that was a waste of half a ton, you had removed the too slow stock 200 engine for an even slower 180, with that engine you would be moving at the speed of a slow assualt, definately not what you want with the short range of all your weapons.
you were still running single heat sinks, and had not fitted any of the weight saving upgrades, DHS is an expensive (1.5 million) upgrade but that means that the first 10 in engine heatsinks are literally twice as powerful so, assuming you use a 250 or larger engine, that is the equivelent of 10 extra tons spent on heatsinks.

what I usualy do with a Hunchback is add the Endo Steel (significant weight savings) and Double Heat Sinks (so you no longer need all the extra heatsinks included with the basic Hunchbacks) upgrades then use the weight saved to up the engine to a 250, then upgrade any small lasers for mediums and use any remaining weight for more ammo or heatsinks, then if I still have 15 or more free slots put on Fero armor.

the 250 engine is the smallest which comes with a full 10 internal heatsinks, so if the Mech can take a 250 engine I would never use smaller.

Edited by Rogue Jedi, 11 April 2016 - 12:11 AM.


#4 paws2sky

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Posted 10 April 2016 - 10:19 AM

For upgrades, I think I went Endo Steel and weapon swap, then 250 engine, then DHS, then Ferro Fibrous.

I only have 3 tons of ammo in my 4G, but it usually lasts if I'm on my game (and don't die too early due to overextending myself or leaving the safety of the blob too soon).

Something else to note: when your hunch (RT) goes, so does one of your MLs. So, don't get too attached to that right arm...

Hunchback can be a great skill builder, but it can be a little frustrating to pilot at times, and every variant begs to be upgraded. Another good thing is that HBKs are pretty much single role mechs, so you can focus on learning ballistics (4G, 4H, GI) or LRMs (4J or zany 4SP loadouts), or heat management and laser spew (4P).

I was sad to see the 4P(C) rotated out from the Trial mechs.

#5 Unreliable Mercenary

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Posted 10 April 2016 - 11:07 AM

I posted this in the other fellows thread, but figured I'd drop it here as well as this is my thoughts on the Hunchback Posted Image

In my opinion the Hunchback is THE beginner mech to pick. It teaches you to torso twist to protect your hunch, it has enough speed to get you out of a wrong turn while learning the maps, and it is very powerful! The 4G with an ac/20 is a machine if you can stay fresh until the brawl starts, as is the 4P for surgical dismantling of your enemies with 6 medium lasers.

The techniques you learn in this mech transfer to many other 'Mechs in the game. Once you are consistently surviving matches with 300-500 damage, with your hunch still in tact and everything else blown up, you know you've mastered good twisting for survival.

Here is how I fit my Hunchbacks.

HBK-4G

This is a simple one, twist to protect your hunch between cooldowns of the AC/20, get in close, stay fresh until the brawl, then go to town punching holes through the backs of enemies distracted by your friendly assault mechs.

HBK-4P

Here you also need to twist to protect your hunch, but the 5 medium lasers and the one in the head are used to surgically carve up enemy mechs, with a slightly better range advantage than the 4G. It is great at poking and shaving off critical components once you get accurate with the lasers. The pulse lasers on the arms can be used along with the meds if you have the heat to spare, but they are mainly there to deal with fast moving lights, and pulse lasers with their shorter duration make it easier to get some good leg damage in on them.

HBK-4J

Your main weapon here is your LRMs, the cooldown is insane, and you can basically shoot them nonstop with chainfire to really tick people off. Don't just hide behind a hill lobbing missiles though, try and escort your teammates from the second line and mix in your medium lasers for extra damage, as well as to share your armor and give the enemy something else to shoot at. With your TAG laser you can mark targets for your team and yourself, giving bonuses to your missiles, and also netting you a lot of support c-bills. The TAG is mounted in your head as well, letting you get sneaky and peak your head over a ridge, tag something, and lob a volley of missiles. Just try not to get focused on, your XL makes you explode quite easily.

GRID IRON

This is the sniper of the bunch. Don't get your hunch shot if you can help it, Gauss likes to explode. Your job in this guy is to place accurate shots on damaged components from long range, and assist your frontline friends. Once the push begins you can move in and join the second line like with the 4J, and use your lasers to help out while the Gauss recharges.

You can actually build the two with your cadet bonus pretty easily, perhaps not if you start with the 4j because it needs an XL engine. I started with the 4G and the 4P myself.

Good hunting!

Edited by Owen Miller, 10 April 2016 - 12:21 PM.


#6 S 0 L E N Y A

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Posted 10 April 2016 - 12:42 PM

www.metamechs.com

#7 NecessaryWeevil

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Posted 10 April 2016 - 02:03 PM

Either there's an issue with Smurfys or you've left 9 unused tonnes on that mech.

#8 Rhavin

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Posted 10 April 2016 - 08:25 PM

Build Owen linked for the 4G is what I used though if you will be sharing engines I would go with a 250 and just add a medium laser with the extra weight. The 250 works better on some other variants.

Double heat sinks are a must, especially if all of your heat sinks are going to be in your engine anyways. If you want AMS, swap the ac 20 out for an AC 10 , and add it, then swap the medium lasers for medium pulse lasers. It's still an effective build and all the damage is more pinpoint and more suited to shooting on the move without spreading. You do loose some punch but get some sustained damage in return. AC 10 range is good as well making times you might have to poke and trade easier overall. Med pulse lasers are easier to use against fast moving light mechs than reg medium lasers because of less burn time, you also will be able to poke and trade faster because of that, leaving yourself exposed for less time is always a good thing.





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