Hbr Prime: Is This Build Any Good?
#1
Posted 08 August 2016 - 03:08 PM
Is this following build of any use at all?
http://mwo.smurfy-ne...0578b14d21bd362
Thanks for any feedback; thoughts of how to improve the build welcome.
#2
Posted 08 August 2016 - 03:41 PM
-Machine guns are also in a pretty bad place for how weak they are, not entirely useless, but weight they use could be better used elsewhere.
-Using a single SRM4 is a pretty weak blast, SRMs work pretty well when massed and with Artemis in larger launchers
-Your ERLLs should be in higher mounts so you can fire over things at long range, your head and torso mounts are high up compared to the arms that can hit rocks or other cover in the way
-AMS is nice, but with ECM already you don't have too much to worry about when missiles are incoming, so that 1.5 tons can be used elsewhere
-Hellbringer is an omnimech, use this to your advantage and swap out the pods it has to create great hardpoint setups
Here is a build I made that is similar to yours.
http://mwo.smurfy-ne...7542fc0bdd756fe
The long range firepower is a bit weaker, but up close its devastating. The ERLL is right ontop of the cockpit though, so whatever you see you can hit. All the weapons are located in the torso to keep them clustered close so you won't waste shots in nearby walls or hit teammates in blindspots. The arms are empty and can be used to shield your torsos from damage if you twist well. Armor is maxed except for the arms so you should survive longer. Firing groups are reduced from 4 weapon types to 3, allowing for easier use in the heat of combat.
ERLL would be decent to give you some return fire at very long ranges and with its super high mount near the cockpit you can trade decently with it, just without much damage. At mid range you can throw the medium lasers into the mix to give yourself a decent strike while only revealing the upper half of your torso. If enemies get up close you'll have a powerful SRM strike that can be mixed in with the lasers. I wouldn't fire the ERLL up close due to its long durations if I was brawling because it causes a very long face time, meaning you can't twist and spread damage to the arms.
#3
Posted 08 August 2016 - 03:56 PM
320/434 -- stock armour is not good. HBR is not a quirked mech, so you need as much armour on it as possible to begin with.
Second, that's a very eclectic loadout -- ER LRGs are super long duration, when you have them on opposite arms like that, you're going to run into big convergence issues, and a lot more friendly fire than anyone'd be ok with. One SRM4 and two MGs, and lasers. Too many weapon groups, imo
If you're going to stick on to the same type of loadout, I'd say
http://mwo.smurfy-ne...6062e1982e029d5
With LPL/ERML like a stormcrow, or
http://mwo.smurfy-ne...c009d64311556a8
With one less ERML than your build
Still, the HBR has a lot of potential, just check out mechspecs and metamechs for good builds.
Edit: Dakota beat me to the punch and has better builds up
Edited by Keshav Murali, 08 August 2016 - 03:57 PM.
#4
Posted 08 August 2016 - 04:06 PM
2 machine guns are always a waste of tonnage, without fail.
And with that laser config, you'll rarely have the heat cap to spare for SRMs. Just load up on your heatsinks and stick to lasers.
Edited by LT. HARDCASE, 08 August 2016 - 04:07 PM.
#5
Posted 18 August 2016 - 11:54 AM
That is the build I used for mastering them, but you have to watch the heat. You can ditch a ton of the ammo for a heatsink, and play around with the armor. You can also strip the arms and replace the ER smalls with mediums if that is your thing. I like the range (with range module) and efficiency of ER smalls over mediums.
As far as playing that build, I tend to group with the assaults. The HBR gets fire-focused less when among them (which helps close the range and survive to fight), and you can keep the assaults under ECM coverage.
#6
Posted 29 August 2016 - 05:28 PM
LT. HARDCASE, on 08 August 2016 - 04:06 PM, said:
2 machine guns are always a waste of tonnage, without fail.
And with that laser config, you'll rarely have the heat cap to spare for SRMs. Just load up on your heatsinks and stick to lasers.
I like the above build. I run a variant quite similar except I have one extra MLAS in the left arm, for that extra whumph. It's a deadly mech.
#7
Posted 07 September 2016 - 11:12 PM
Hard
#8
Posted 23 September 2016 - 05:46 AM
Machine guns are negotiable, and given the input from the rest of the thread it might be worthwhile just ditching them
#9
Posted 23 September 2016 - 05:52 AM
http://mwo.smurfy-ne...8f30f9978b31963
Pop on those arm actuators. Enjoy the articulation.
#10
Posted 24 September 2016 - 02:23 AM
I don't get with the suggested builds, why so huge amount of leg armor? My 25 is little bit low, 30 should be enough. For example I usually have 40-45 on Dire Wolf and that's quite sufficient.
Maybe I should drop the lasers from hands, and give legs the 30 armor and get more heatsinks. Should I try missiles to this as well, like 2x LRM5 or some SRM? 2x 6 or 4 SRM, which one would be better? I'd rather not switch to artemis right now.
HBR-PRIME 6xC-MPL
Edited by Teer5, 24 September 2016 - 02:27 AM.
#11
Posted 24 September 2016 - 05:24 PM
Teer5, on 24 September 2016 - 02:23 AM, said:
It might be based on the kinds of enemies higher tier players face - where I'm languishing from in T5, most people aren't quite accurate enough to aim for the legs regardless of the mech, so I feel comfortable stripping a bit of the armour from there even if I'm also carrying ammo in them
#12
Posted 26 September 2016 - 04:32 AM
The 4 mediums hit home at any range save maybe past 570 meters, and big ballistics can help you work towards your own playstyle.
#13
Posted 23 October 2016 - 09:33 PM
It's possible eliting it helped a lot, I just mastered the one chassis I kept.
Really those high mounts with ECM really work nice with ER-L. 2xLRM 5s are just to have something to shoot while cooling off behind cover. Can't say TC1 or CAP are really useful either, if I'd drop either for heatsink it would be TC1, I'm often slighly exposed anyway so being able to target them is good for wins. Migh try drop hand and leg armor for one more heatsink, then I'd really be low on leg armor. On open maps I go flank the enemy little from side, rarely does any light or medium try to come get me.
Hellbringer 4xER-L
#14
Posted 05 February 2017 - 04:33 PM
Dakota1000, on 08 August 2016 - 03:41 PM, said:
-Machine guns are also in a pretty bad place for how weak they are, not entirely useless, but weight they use could be better used elsewhere.
-Using a single SRM4 is a pretty weak blast, SRMs work pretty well when massed and with Artemis in larger launchers
-Your ERLLs should be in higher mounts so you can fire over things at long range, your head and torso mounts are high up compared to the arms that can hit rocks or other cover in the way
-AMS is nice, but with ECM already you don't have too much to worry about when missiles are incoming, so that 1.5 tons can be used elsewhere
-Hellbringer is an omnimech, use this to your advantage and swap out the pods it has to create great hardpoint setups
Here is a build I made that is similar to yours.
http://mwo.smurfy-ne...7542fc0bdd756fe
The long range firepower is a bit weaker, but up close its devastating. The ERLL is right ontop of the cockpit though, so whatever you see you can hit. All the weapons are located in the torso to keep them clustered close so you won't waste shots in nearby walls or hit teammates in blindspots. The arms are empty and can be used to shield your torsos from damage if you twist well. Armor is maxed except for the arms so you should survive longer. Firing groups are reduced from 4 weapon types to 3, allowing for easier use in the heat of combat.
ERLL would be decent to give you some return fire at very long ranges and with its super high mount near the cockpit you can trade decently with it, just without much damage. At mid range you can throw the medium lasers into the mix to give yourself a decent strike while only revealing the upper half of your torso. If enemies get up close you'll have a powerful SRM strike that can be mixed in with the lasers. I wouldn't fire the ERLL up close due to its long durations if I was brawling because it causes a very long face time, meaning you can't twist and spread damage to the arms.
sooooooooo meta.
http://mwo.smurfy-ne...2dfc85f0196eedd
or if you absolutely gotta meta somehow
http://mwo.smurfy-ne...9b39270d0e407c6
second line, in your face lrming, with the assault, or at distance, plinkity plink plink. tcomp6 for the funzies. sml in both arms to keep me in the fight no matter how shrekt i am.
#15
Posted 17 February 2017 - 06:47 PM
seperate, on 05 February 2017 - 04:33 PM, said:
http://mwo.smurfy-ne...2dfc85f0196eedd
or if you absolutely gotta meta somehow
http://mwo.smurfy-ne...9b39270d0e407c6
second line, in your face lrming, with the assault, or at distance, plinkity plink plink. tcomp6 for the funzies. sml in both arms to keep me in the fight no matter how shrekt i am.
As a player who tends to use optimal builds in any cases, even non meta options, those builds hurt to look at.
#16
Posted 21 February 2017 - 10:45 PM
Teer Kerensky, on 23 October 2016 - 09:33 PM, said:
It's too hot. On paper it doesn't look like it, but it cannot dissipate the heat and that is a BIG problem. Takes way too long.
This is the most popular cERL build used by most... I've cranked 2k dmg many, many times in Faction Play with it.
Edited by justcallme A S H, 21 February 2017 - 10:45 PM.
#17
Posted 21 February 2017 - 11:07 PM
#18
Posted 22 February 2017 - 05:37 PM
Edited by Stf Sgt Marblez, 23 February 2017 - 09:58 AM.
#19
Posted 22 February 2017 - 08:22 PM
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