So I'm Eliting The Hunchback Iic Chassi...
#1
Posted 09 August 2016 - 03:55 PM
I'm quite happy with my HBK-IIC-A (http://mwo.smurfy-ne...c0a1f9d4ec4cb84).
But now I have to upgrade 2 more variations, right?
So I thought of mounting a LRM Boat HBK-IIC-B. Build is as follows:
http://mwo.smurfy-ne...5f4b66cdc4a3ab1
As I've never played this type of mech before, I don't know if it's effective to put everything to it (only 1 Medium Laser for defense and "late game").
Anyway, I would like some insight or help from veteran players.
Thank you for your attention.
#2
Posted 09 August 2016 - 04:00 PM
You want SRMs+MPLs on the missile variant. Use Artemis. 4SRM6s for damage or 4SRM4s for more convergence.
If you do actually LRM, 4LRM10+Artemis. This is because the spread on 15s and 20s is terrible.
#3
Posted 09 August 2016 - 04:07 PM
As much as I love the look of those hunches with the four by twenty launchers, I find four by fifteen with Artemis more tenable. That said, try it with the twenties if you've got, go a few matches. See if you enjoy it before you drop the money to add Artemis.
~Leone.
Edited by Leone, 09 August 2016 - 04:08 PM.
#4
Posted 09 August 2016 - 04:35 PM
InspectorG, on 09 August 2016 - 04:00 PM, said:
You want SRMs+MPLs on the missile variant. Use Artemis. 4SRM6s for damage or 4SRM4s for more convergence.
If you do actually LRM, 4LRM10+Artemis. This is because the spread on 15s and 20s is terrible.
It's quite a short range build, isn't it?
http://mwo.smurfy-ne...64aaca3864223a1
I just stay hidden in cover until the enemy approaches? Because I can't hit anything more than 400m away with this...
Leone, on 09 August 2016 - 04:07 PM, said:
As much as I love the look of those hunches with the four by twenty launchers, I find four by fifteen with Artemis more tenable. That said, try it with the twenties if you've got, go a few matches. See if you enjoy it before you drop the money to add Artemis.
~Leone.
Something like this?
http://mwo.smurfy-ne...af477749044b17d
I really liked it. Feels less like a showerer of death, but it surely looks more reliable.
#5
Posted 09 August 2016 - 05:26 PM
Hawke Gritzan, on 09 August 2016 - 03:55 PM, said:
I'm quite happy with my HBK-IIC-A (http://mwo.smurfy-ne...c0a1f9d4ec4cb84).
But now I have to upgrade 2 more variations, right?
So I thought of mounting a LRM Boat HBK-IIC-B. Build is as follows:
http://mwo.smurfy-ne...5f4b66cdc4a3ab1
As I've never played this type of mech before, I don't know if it's effective to put everything to it (only 1 Medium Laser for defense and "late game").
Anyway, I would like some insight or help from veteran players.
Thank you for your attention.
Well, yup your first build is pretty much a cookie cutter "meta" build for poking. I sometimes forget how much punch these have. Your second build I would run by dropping the MPL and adding 2 tons of ammo.
FWIW I have some guide lines when it comes to builds and you broke a couple
1) If a mech can equip jump jets, equip at least 1.
2) Never use CLRM20 or LRM20.
3) Bring enough ammo to complete a round without holding back.
4)Have a meaningful secondary weapon(s), or none at all.
http://mwo.smurfy-ne...e7f3e398e909139
Also, if you chain fire it avoids ghost heat. There are a lot of LuRM haters, most of it misplaced nub anxiety Now is the best time for you to learn LRM-ing, as you climb the ranks they become third rate weapons when use on experienced players. That said, they can be very effective on most maps if several people coordinate in there use. A big factor is having a skilled NARC-er. Anyway, the best way to learn is by doing.
Good luck man.
#6
Posted 09 August 2016 - 06:15 PM
Wedge Red Leader, on 09 August 2016 - 05:26 PM, said:
Well, yup your first build is pretty much a cookie cutter "meta" build for poking. I sometimes forget how much punch these have. Your second build I would run by dropping the MPL and adding 2 tons of ammo.
FWIW I have some guide lines when it comes to builds and you broke a couple
1) If a mech can equip jump jets, equip at least 1.
2) Never use CLRM20 or LRM20.
3) Bring enough ammo to complete a round without holding back.
4)Have a meaningful secondary weapon(s), or none at all.
http://mwo.smurfy-ne...e7f3e398e909139
Also, if you chain fire it avoids ghost heat. There are a lot of LuRM haters, most of it misplaced nub anxiety Now is the best time for you to learn LRM-ing, as you climb the ranks they become third rate weapons when use on experienced players. That said, they can be very effective on most maps if several people coordinate in there use. A big factor is having a skilled NARC-er. Anyway, the best way to learn is by doing.
Good luck man.
No Artemis?
Your build seems more balanced.
But isn't it better to just ditch the LRM5 for more ammo or another Jumpjet?
#7
Posted 09 August 2016 - 06:32 PM
Sure, drop the LRM5. But for a more constant stream of chain fired LRMs it is sort of needed.
Edited by Wedge Red Leader, 09 August 2016 - 06:34 PM.
#8
Posted 09 August 2016 - 06:58 PM
Hawke Gritzan, on 09 August 2016 - 04:35 PM, said:
It is less showery. But the ammo lasts longer, and 15s have a tighter spread, specially with artemis. It feel just as good as twenties to me, and seems to do better for me. (I do admit to basicing that thing with twenties though. It was just too much fun to flood the skies ^__^)
As for those who disagree with Artemis, I ask you this; Who gets locks if not the missile mech? It's always the mech in the front tanking that needs to put in the face time to do the damage, and Hunchback Mark Two, Clan version has often had to be that mech.
~Leone.
Edited by Leone, 09 August 2016 - 06:59 PM.
#9
Posted 09 August 2016 - 06:58 PM
Why the 7 armor on each arm? Isn't it better to strip it off (plus a few from the legs) and gain another .5t?
#10
Posted 09 August 2016 - 07:05 PM
http://mwo.smurfy-ne...cf28e5120d0a819
I think it's quite good. The 4 LRM10s are good enough to maintain a good barrage of missiles. It has good ammo (if not excessive), a nice secondary weapon (won't win any brawls with it, but it's not the objective) and, even thought maybe it's unnecessary, the 4 Jumpjets add maneuverability.
#13
Posted 09 August 2016 - 10:05 PM
~Leone.
Edited by Leone, 09 August 2016 - 11:05 PM.
#14
Posted 09 August 2016 - 10:42 PM
InspectorG, on 09 August 2016 - 04:00 PM, said:
You want SRMs+MPLs on the missile variant. Use Artemis. 4SRM6s for damage or 4SRM4s for more convergence.
If you do actually LRM, 4LRM10+Artemis. This is because the spread on 15s and 20s is terrible.
Well, actually... LRMs are a great way to rack up chassis experience, particularly in earlier tiers. Since everyone needs to learn how to use LRMs so that we see fewer "LRMS OP, ner nao" threads, he might as well start now. Definitely concur about the launchers, though - one of the things I think needs to be done to balance LRMs is to standardize spread across all launchers, but that's another thread. Ditto for the C-LLaser - I'd recommend This Instead.
However, SRM brawling is also an essential skill - so Terciel's build is a great substitute. Heck, no reason you can't do both while leveling the chassis.
#15
Posted 09 August 2016 - 11:13 PM
HBK-IIC - For classic AC20 shoulder (but now with Clam tech!). I liked it. YMMV.
HBK-IIC-A - Doesn't run as hot as you might imagine with a bit of trigger discipline
HBK-IIC-B - I find the Artemis isn't necessary. It's an "up and in your face" kind of 'mech. Missile accuracy at range isn't all that big of a deal. Indeed the Wall-o-MissilesTM is an effective psychological warfare tactic.
HBK-IIC-C - Mini-Kodiak
I'm sure these can be more effectively optimised but it's what I ended up with when I was done tinkering with the builds.
Hawke Gritzan, on 09 August 2016 - 07:05 PM, said:
http://mwo.smurfy-ne...cf28e5120d0a819
I think it's quite good. The 4 LRM10s are good enough to maintain a good barrage of missiles. It has good ammo (if not excessive), a nice secondary weapon (won't win any brawls with it, but it's not the objective) and, even thought maybe it's unnecessary, the 4 Jumpjets add maneuverability.
I'd pull the cERLL, the TAG and the BAP and put in a cLPL. I'd be prepared to listen to arguments for leaving the BAP in and removing ammo instead to counter ECM lights.
Edited by cleghorn6, 09 August 2016 - 11:35 PM.
#16
Posted 09 August 2016 - 11:27 PM
With my most okay Mad dog build I have I think 4x15 C-LRM and ammo for nearly 3000. I don't think a medium can be that effective with LRMs, as primary or only weapon. LRMs require so much lauchers, and ammo, to be useful. I've also tried other loadouts, currently I have two, one with 2x15 C-LRM+artemis4, and another with 2x or 3x20 C-LRM. With other I have bunch of 4 ER-M lasers, but can't remember which. Omnimechs are nice for trying out stuff.
LRMs are very imprecise so you need to rain LRMs nearly continuously at anything and everything you can, during most of the game. Well at least that's how I roll. So I don't think medium can carry enough either, much less both. Generally C-LRM 5 and 15 are most effective. If you have few hard points, 15's , if plenty, 5's, specially like on medium.
I think you should definetly try some build with some LRMs. It will learn you how they work and how not. Even with a heavy and good armor, you can sometimes be taken out in few seconds with several enemies dumping all their LRMs on you.
Anyway, you're looking at clan ICC battlemech which seems to have light engine as stock. Allowing it to carry nice LRMs.
First, who buys a clan IIC mech and then changes the engine to another XL type? Most people don't have such amount of C-Bills in start. But, thoso hardpoints and lighter engine can really boat LRMs well. Try like 4xC-LRM15. Firing them in pairs doesn't produse much heat. Have some jumpjets but like two. Tag+Computer 1 works I think better than tag+CAP.
#17
Posted 09 August 2016 - 11:36 PM
For the energy one, I plugged in a TarcomV and 2 ER PPCs.
Edited by Elizander, 09 August 2016 - 11:36 PM.
#18
Posted 10 August 2016 - 04:42 AM
Boogie138, on 09 August 2016 - 08:01 PM, said:
Beat me to it. That is almost my exact build too.
Total glass canon. So much fun though
Yeah, it's a tricky brawler. Pop-shooting the SRMs is the key to survival. You're too squishy for a pure brawl. It's the worst variant of the four, but can be a lot of fun.
#19
Posted 10 August 2016 - 06:42 AM
It lacks too much range (anything beyond 400m is a no-go) and requires you to be in the center of fights. With my (little) experience with my HBK, when you see yourself in the center of fights, you're dead not too long after. I play mostly (with my laser build) running in the edges of brawls poking enemies and discouraging Lights from approaching my team's Assaults and Heavies from behind, and it works quite well.
I think the LRM build can do the same (to some extent), even thought it's probably much worse against Lights.
#20
Posted 10 August 2016 - 06:52 AM
Hawke Gritzan, on 10 August 2016 - 06:42 AM, said:
It lacks too much range (anything beyond 400m is a no-go) and requires you to be in the center of fights. With my (little) experience with my HBK, when you see yourself in the center of fights, you're dead not too long after. I play mostly (with my laser build) running in the edges of brawls poking enemies and discouraging Lights from approaching my team's Assaults and Heavies from behind, and it works quite well.
I think the LRM build can do the same (to some extent), even thought it's probably much worse against Lights.
The LRMs are going to be much, much worse at that. The A is definitely the star variant of this chassis (2LPL+MLs to taste, 6MPL and 2ERPPC all good builds) and the B the dud. The SRM brawler can be brutal, but it's very hard to use well. If you haven't already bought it, I'd suggest a version of this can be run on both the "prime" and the C. The "prime" can also run triple UAC/5s and the C can run like an IS hunchie (not great, but super fun),
Edited by TercieI, 10 August 2016 - 06:52 AM.
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