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Found A Wonderful Huntsman Build (Paket)


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#1 DRACULATHEHUN

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Posted 24 February 2017 - 08:35 PM

I've had fantastic games in this particular build in my Paket. The build revolves around midrange harassment with SSRMS (And Lightmech wreking), abusing seismic, using UAVs and raking in that sweet sweet moolah.

I present to you my Pumpking

http://mwo.smurfy-ne...61e5fc2d5ddf1f9

This build is great for a few reasons:
-If you see a locust or any other light you're like a streak crow that can jump up to get a second death volley off
-Death lasers
-5.5 Tonnes of ammo
-Requires tactical thinking (Early phase you look for scouts, midgame you're watching for people you can hunt and protecting the team/seeking targets of opportunity to long-range-streak)
-Consistently can give you huge amounts of cbills. This mech rakes it in. I've had 2 games over 1200 damage in this thing and it's 50 tonnes.
-It's fun. It's really fun.
-You can jump over people and streak them in an attempt to have the leg streaks hit their torso.


Downsides
-You spray damage all over the place, you're streaking.
-There's a paywall to get to this build


Here's some notes on playstyle for this build! By that I mean a descriptive wall of text!

This is the Michael Jordan Pumpking. You're going to want to have seismic on it at all times so that you can know when to jump in some situations. Radar derp will help you with possible lurms, so I recommend bringing that too if you have one handy. For consumables, you're gonna want a UAV with this monster.

Make sure you have Artemis turned on (I think it still matters, could be wrong) for that sweet lockon time bonus. Your goal all match is to find the target with the least maximum armor and hit it with a barrage of missiles. Your secondary directive is to pepper the enemy team with ssrms in general. (Jump shots for style and grace/evading return fire. Seismic!) Your third directive is to use your surgeon lasers to pop components and center torsos for those beautiful kills.

Being with your team helps A LOT with this build because you need locks and you do a lot of damage really fast directly to the face of what they're fighting. It's like extremely short range LURM love with no minimum range. You also are responsible for keeping lights off of the front line as best you can, so try to keep an eye on your team mates as things get heated.

When you twist, try to lose your laser arm first. It's got less ammo in it. Sometimes you'll lose the other one first.


POSSIBLE CHANGES
Throw a targeting computer in it instead of ammo. Faster locks, feels nice, runs low on ammo in some games.

Edited by DRACULATHEHUN, 24 February 2017 - 08:35 PM.


#2 Mcgral18

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Posted 24 February 2017 - 08:51 PM

Artemis yes, that does decrease lock time

TC, NO
That DOES NOT decrease lock time. It decreases Paperdoll acquisition time (same as BAP)
This is completely different to weapon lock time

#3 Snazzy Dragon

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Posted 24 February 2017 - 08:53 PM

generic streak boat with backup lasers, meh

anyways

>that looks insanely hot, even for a streak boat

>targeting computers do not speed up lock on, only the Artemis upgrade does

>try to minimize ammo in the side torsos, even though the component is CASE protected the ammo can be crit which will blow up your ST instantly

#4 Pariah Devalis

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Posted 24 February 2017 - 08:58 PM

Here. Allow me to fix that Pakhet for you. It seems to have a couple... er... errors.....


http://mwo.smurfy-ne...1f0437a20099c2f


There we go. A mech that is a threat to all. Light mechs. Medium mechs. Heavy mechs. Assault. Terrifying in Scouting mode or if it manages to get into a brawl against virtually any mech in the game across all weight classes. That active probe is for counter ECM, but a TC1 also works. If you wanted to PUGlandia it in public 12s, making those ERMLas instead of SPLas might be a solid idea, just for the extra range.

Edited by Pariah Devalis, 24 February 2017 - 08:59 PM.


#5 Mcgral18

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Posted 24 February 2017 - 09:10 PM

View PostSnazzy Dragon, on 24 February 2017 - 08:53 PM, said:

>targeting computers do not speed up lock on, only the Artemis upgrade does


If he brought a TAG, that would also halve the lock time, to a neat 25%
Both halve

#6 Snazzy Dragon

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Posted 24 February 2017 - 09:20 PM

View PostMcgral18, on 24 February 2017 - 09:10 PM, said:


If he brought a TAG, that would also halve the lock time, to a neat 25%
Both halve


Oh right the laser pointer of doom

Forgot about it because pugs never bring their own and I don't run lurms or streaks, not my thing

But good catch, TAG is always handy for a streak boat and the wrath of the dorito slayers is fun to watch in solo queue

Cutting through ECM is also handy, should your cAP and backup UAV prove inadequate against those cheetoes

#7 DRACULATHEHUN

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Posted 24 February 2017 - 10:34 PM

Yes tag is a nice add! With this build you tend to lose your arms quite often if you torso twist so keeping your ammo there isn't a very viable option unfortunately. Thanks for the info on the targeting computer, I didn't know that it didn't change anything when it came to targeting time.

The point of this build isn't SRM 6es it's mid-range missle support and poptarting. I know it works great with SRM 6es though. I have run the srm 6 build on it, it works, but it doesn't have the same satisfying feeling this does when it comes to putting lights in emotional distress. I do cede that it is overall more viable with SRM 6's than with streaks, as streakboating has inherent disadvantages.

The upside though... You can pump damage from 400 meters (396 with module) with this at 60 alpha all over people which softens them up for your team. It's like being a midrange support lurmboat with lasers that can take down lights.

This mech has a weird feel to it. I really recommend trying it out.

#8 Tyler Valentine

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Posted 24 February 2017 - 11:36 PM

View PostPariah Devalis, on 24 February 2017 - 08:58 PM, said:

Here. Allow me to fix that Pakhet for you. It seems to have a couple... er... errors.....


http://mwo.smurfy-ne...1f0437a20099c2f


There we go. A mech that is a threat to all. Light mechs. Medium mechs. Heavy mechs. Assault. Terrifying in Scouting mode or if it manages to get into a brawl against virtually any mech in the game across all weight classes. That active probe is for counter ECM, but a TC1 also works. If you wanted to PUGlandia it in public 12s, making those ERMLas instead of SPLas might be a solid idea, just for the extra range.


Literally changed the exact same things then saw your post.

#9 The Zohan

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Posted 26 February 2017 - 04:47 PM

View PostPariah Devalis, on 24 February 2017 - 08:58 PM, said:

Here. Allow me to fix that Pakhet for you. It seems to have a couple... er... errors.....


http://mwo.smurfy-ne...1f0437a20099c2f


There we go. A mech that is a threat to all. Light mechs. Medium mechs. Heavy mechs. Assault. Terrifying in Scouting mode or if it manages to get into a brawl against virtually any mech in the game across all weight classes. That active probe is for counter ECM, but a TC1 also works. If you wanted to PUGlandia it in public 12s, making those ERMLas instead of SPLas might be a solid idea, just for the extra range.


This is the best missile/laser build you can do on the HMN chassis, hands down. Yours is pretty ****** Op, tbqh. But what can one expect from a sheroid?!

#10 Clanner Scum

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Posted 26 February 2017 - 04:56 PM

I just can't get over how slow that thing turns it's legs and torso. It may be meta but my god it's too damn slow for me.

#11 Marquis De Lafayette

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Posted 26 February 2017 - 05:56 PM

View PostDRACULATHEHUN, on 24 February 2017 - 10:34 PM, said:

Yes tag is a nice add! With this build you tend to lose your arms quite often if you torso twist so keeping your ammo there isn't a very viable option unfortunately. Thanks for the info on the targeting computer, I didn't know that it didn't change anything when it came to targeting time.

The point of this build isn't SRM 6es it's mid-range missle support and poptarting. I know it works great with SRM 6es though. I have run the srm 6 build on it, it works, but it doesn't have the same satisfying feeling this does when it comes to putting lights in emotional distress. I do cede that it is overall more viable with SRM 6's than with streaks, as streakboating has inherent disadvantages.

The upside though... You can pump damage from 400 meters (396 with module) with this at 60 alpha all over people which softens them up for your team. It's like being a midrange support lurmboat with lasers that can take down lights.

This mech has a weird feel to it. I really recommend trying it out.


The SRM/ spl builds are powerful ..but I agree with you that the things you can do with streaks and ersl's on the Huntsman are really fun, surprisingly effective and serve a slightly different role. It's like the streak-dog and the splat-dog. Same mech, similar build thinking...different role. The ability to pop-tart Streak from mid-range or to JJ and fire over a friendly during a push makes this different than other Streak-boats.

I have been using a very similar build....5 ersl and 4 SSrrm 6's. The advantages of this over the 5 SSRM's are two-fold: 1. You can Build it without using the Pakhet (so you can try the streak/ersl concept without spending MC or $) and 2. Heat management--- going to 4 SSRM's frees up tonnage for additional heatsinks...which you need if you get caught up in a brawl and you will. With only the engine heat sinks, you will be dead in a brawl real quick and don't have the speed to run. I know the extra 12 points of alpha is tempting...sometimes you just have to choose sanity...lol

#12 VirtualRiot

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Posted 26 February 2017 - 06:16 PM

Here lemme fix that build for you

http://mwo.smurfy-ne...f286ff867e384ed

Sorry, I can't get around the idea of a mech that weighs less than a stormcrow, and yet goes much slower. *shrugs*

#13 Bohxim

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Posted 26 February 2017 - 06:49 PM

I still highly recommend 8x srm6 7 tonnes ammo and fill the rest with dhs. Nastiest assassin I've every played. It's a guarantee kill if you sneak behind anyone

#14 1Grimbane

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Posted 26 February 2017 - 06:54 PM

i am in love with the pakhet. it is the one clan med i really use. the others are covered in dust. i like the up close sm pulse or er sm with ssrms however i use 3xermed and 4xssrm6's. a little range and close punch. loving the huntsman,

#15 Vellron2005

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Posted 27 February 2017 - 06:51 AM

I might give that Huntsman build a go in the scouting mode.. Right now, my huntsman is a cheese build with lrm 5's :D

#16 Baba Yogi

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Posted 27 February 2017 - 11:58 AM

Lose the streaks, huntsman is far too slow to use them against lights and they are ineffective against big guys. Most lights run twice as fast as you, and can peek at you repeatedly before you can respond with anything other than lasers. Which means you'll lose your trades against them if your team doesnt support you. Against anything bigger you have far too many weapons yet spread the damage too much and not have even remotely enough heatsinks to support those weapons. Yet all the weapons are short range specialized, it looks like a bad build.





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