Edited by The 4th Amigo, 03 September 2017 - 07:33 PM.


Hellp Me With The Hellbringer-A
#1
Posted 03 September 2017 - 07:29 PM
#2
Posted 03 September 2017 - 07:47 PM
First of all its a poking mech, so avoid open ground.
When you poke only move out of cover enough to put crosshair on target mech. Go no futher. Release your payload and reverse back to cover. Repeat. You may have to move if the enemy has fixed your position.
I run Dual Large Pulse Lazors, Quad ER Medium Lasorz, installed on the left side of the mech.
8 extra Double Heatsinks
plus ECM.
Some people add an extra ER Medium lasor, but since I'm exceptionally skilled at overheating I for go this option.
Often with a Hellbringer you will find your self being about to poke your nose around some terrian and be ignored by the enemy. ECM's good for dat.
Thats the time to line up a nice juicy back or CT or weakened area and fire away.
Then pull back to cover and repeat the cycle at another convenient location.
Edited by OZHomerOZ, 03 September 2017 - 08:05 PM.
#3
Posted 03 September 2017 - 08:54 PM
The 4th Amigo, on 03 September 2017 - 07:29 PM, said:
Hellbringer is my main and favorite mech, pulling over 500 average damage per match, nearly 4 KDR, and a win rate of 1.69. In general my builds are focused heavily on lasers and using the ECM to stay stealthy. If you haven't already, unlock the 2 ECM nodes in your skill tree, you'll use them a lot for this mech. I also recommend getting every single heat gen node you can in the skill tree's weapon section and all the cool run and heat containment in the operations section, they'll greatly boost your damage potential with all the lasers.
Hellbringer is pretty much the ultimate mid range skirmisher, its fast, stealthy, has high mounted torso weapons, and runs pretty cool. You'll want to get good at a style of play in which you use cover, peek out, take a shot, and get back into it before the enemy gets a clear shot on you. ECM will help you take very little focus fire, usually only being shot back at by the one enemy you shot at if you're too slow on the getting back into cover part.
Ok now for builds, there's a few pretty good laser focused options.
6 ERML: This build is built for sustained fire, if you are someone who likes to be aggressive and be shooting at the enemy very often then its a build for you. Just be accurate with your fire and rip components off enemy mechs.
6 MPL: This build loses a bit of cooling per second and range over the ERML build, but gains higher DPS and more precise damage through the faster cycling and shorter duration medium pulse lasers. Its great for if you want good sustain and decent burst damage.
4 ERML+Gauss: This build is for people who want a bit more frontloaded damage for when lasers just don't cut it. Its a bit more fragile due to the explosive gauss rifle, but the gauss also gives a harder hit at longer ranges and is very useful against light mechs that spread laser damage well
4 HML+2HLL: This new tech build uses a mix of heavy lasers to put out absolutely devastating alpha strikes but has a long cooldown time and high heat per shot. due to the long cooldown times the heat is somewhat sustainable though, but your HMLs will only have about 300m range after skill tree boosts, so you'll have to get a bit closer than the other builds, which is fine if you're comfortable with it.
6ERML+2HLL: If you found having a lot of sustain was boring, this blast build will fit you well. Your range is over 400m with this build and you can spit out 78 points of damage at once, but your heat will spike greatly, forcing you to get back to cover to cool for a bit longer than normal. Its a great build for out trading an enemy who doesn't push into you.
4ERLL: This build takes you out to extreme range with quad extended range large lasers, allowing you to attack completely out of enemy sensor ranges, and out of the range of most enemy guns. If you're the kind who likes to put a lot of damage into the enemy before they close range, then this build is for you. Just fire the lasers in pairs so you avoid ghost heat.
dual UAC10s: This build works pretty well for direct fire support without generating a whole lot of heat. Just pack on your ECM, stand next to some assault mechs, and you'll keep LRMs off of your team while supporting them with heavy ballistic fire. Unlike the others it doesn't focus much on lasers, so it can assume a more DPS based pusher role when backing up team mates or it can still poke similar to the 6 ERML build by peeking up, double tapping its UAC10s for 40 damage while also firing the ERML for 7 damage and moving back behind cover. Its a pretty nice build for both the early game and end game of matches.
I hope you like something out of those. My favorites are the 6 ERML build and the 6ERML+2HLL build.
#4
Posted 04 September 2017 - 10:39 AM
#5
Posted 04 September 2017 - 12:31 PM
The 4th Amigo, on 04 September 2017 - 10:39 AM, said:
ECM makes it very hard for an enemy to get a lock on you, they'll have to hit you with TAG, a NARC beacon, or have you standing under a UAV or disable your ECM to get a lock on you. AMS is pretty redundant and just a waste of tonnage if you have the ECM.
The builds also tend to be based around using cover to peek out, take a shot, and get back into cover. That alone makes you immune to LRMs entirely, as they move so slow that you'll pretty much always be back behind cover by the time they would get to you.
EDIT: also AMS is in the head slot on the Hellbringer, but it competes with a laser slot also in the head. Its just a better option to put the laser there so more of your weapons are high mounted.
Edited by Dakota1000, 04 September 2017 - 12:32 PM.
#6
Posted 04 September 2017 - 01:01 PM
#7
Posted 04 September 2017 - 01:26 PM
#9
Posted 04 September 2017 - 01:35 PM
Vlad Striker, on 04 September 2017 - 01:26 PM, said:
I'll have to disagree. The Hellbringer doesn't rely on a team much at all due to its skirmisher and stealthy nature. In multiple cases I've brought a game back from disaster on bad teams by carrying the team to victory as last man. Brawlers are mechs that tend to rely heavily on teams, the longer your range gets the less you rely on them, as you gain the ability to attack from many different positions without needing support from the team to get in range. The ECM further helps disrupt the enemy team's ability to fire back on you, especially against more coordinated teams that rely on targeting an enemy to call out your letter designation and focus all guns on you, they'll not get the letter or be able to spot you with command wheel, so they're practically left blind.
#10
Posted 04 September 2017 - 02:33 PM
It's note a facetime mech, it's a flanking and poking mech.
#11
Posted 04 September 2017 - 03:08 PM
You've got weapons for every range and can typically use 2 ranges at once without too much worry of overheating (i.e. Long/mid or mid/short ranges)
http://[smurfy]http://mwo.smurfy-ne...74e394e1ae65a87[/smurfy]
Edited by SuperFunkTron, 04 September 2017 - 03:10 PM.
#12
Posted 04 September 2017 - 03:30 PM
#13
Posted 05 September 2017 - 04:19 PM
Another build i run myself and do super well in is 1gauss+4ERML+1HLL on the HBR-prime. If you arent yusing the prime chassis (which gives 10% heat generation quirk, well worth the loss of 1 energy hardpoint id love to bring) you are better off swapping the HLL for 2 ERMLs if using teh A model and using the had hardpoint. That said, even without prime quirks, the gauss+6ERML build gets like almost 1 DPS above pure laser. Optionally, you might want to try 1gauss and 4-5 ERML if you like a cooler running build that has more sustain (and prolly more ammo) but in practice is say a little bit higher alfa strike is generally going to serve you better since it still has over 5 sustained DPS on any of the suggested builds.
Finally, while its not exactly a super serious build, you might wanna try 2 ac/uac-2 with 6 ERML. Looking at raw stats, uac2s are almost as good in the DPS department as uac-5s, weigh less, and while they still spread all over, you are alot more likely to nail the desired component due to gauss velocity making their damage over time much more effective the uac-5s. Its pretty much an improved version over the old dual uac5 HBR but with more lasers and far more effective damage even if its a hair less raw DPS. Ive been running mind with 2 ac-2, 4 ERML, 1HLL (to take advantage of the set-8 quirks and because ac-2s are way cooler the uac-2s), but the 2 ERML with 2 uac-2 is prolly a better idea although to be honest, this is more of a "fun" build rather then super competitive meta trash.
Anyways, as for builds that ive seen work well but i dont run myself (for one reason or another).
6 ERML/MPL (very good DPS on both of these, and low burn time on MPL if you can deal with its lack of range and alfa strike).
2 UAC-10 (pretty much the maximum dakka you can get on a HBR even if ammo and lack of secondarys is an issue).
dual PPC or gauss+ppc (i played around with this and ive seen it rarely, fairly entertaining (and about the maximum PPFLD you can get on the mech with decent DPS behind it, but gets shat on in any sustained engagement and lacks JJs to truly use PPDLF).
2 SRM-6A and 6 ERML (very good DPS, and prolly the best thing if you wanna brawl after the cSPL died, but a little too situational for my personal taste).
Edited by panzer1b, 05 September 2017 - 05:30 PM.
#14
Posted 06 September 2017 - 07:08 PM

Edited by The 4th Amigo, 06 September 2017 - 07:08 PM.
#15
Posted 06 September 2017 - 08:31 PM
the 4 ERLL is blast to use too.
Edited by Xaat Xuun, 06 September 2017 - 08:39 PM.
#16
Posted 16 September 2017 - 01:05 AM
The 4th Amigo, on 03 September 2017 - 07:29 PM, said:
[smurfy]http://mwo.smurfy-ne...0740ca459cf8bf4[/smurfy]
You can swap the Guass into the arm, but the high shoulder mount + ECM makes it worth the risk of the Guass exploding. This is the best mech i've owned, and i've been around since beta. It works at all ranges. The Gauss is great at long range sniping, and at close range, treat it like an AC/20. The lasers cool down fast enough, but with the Gauss you always have options. I would pick up all cool runnings, laser duration and advanced zoom to start as far as skills go. The ECM is essential, because it protects you and your team from LRM's. There are also not many doable hellbringers without that ECM torso due to the laser hard points.
I typically push 700 damage a match, and get around 2-3 kills, but 1000 damage games are frequent enough.
Edited by Shade4x, 16 September 2017 - 01:07 AM.
#17
Posted 25 September 2017 - 12:56 PM
#18
Posted 18 November 2017 - 11:40 AM
It has its drawbacks and it cant quite trade headon vs the HLL boats, but if you use it properly and actually support the team instead of trying to 1v1 everything in a pokefest, its a much more effective build in the longrun and helps the team way more then poking someone for 60-80 damage every 30 seconds...
#19
Posted 21 November 2017 - 02:46 AM
Tons of ammo, not crazy hot. Always used it to pick from weird angles and flanks on support roles. WIth arms for shielding it can work well enough against laser boats and you just use that speed to press on punishing back with uac. And feeding off LRM boats, yum.
I tried every possible build I recall, with uac10, laserboats etc, but the mech is quite squishy and broad, so brawling isn't the strength it has.
And for harassment purposes I still enjoy more sustained damage output.
http://mwo.smurfy-ne...0cea6ddd685b4d6
I regularly meet HBR on field with my MAD-BH2 and yet to encounter much trouble with them in brawling.
#20
Posted 21 November 2017 - 03:12 AM
You can fire for ages with decent damage even on hot maps, and the flamers are a great help in any kind of brawl, especially if you are in a duel.
The build suffered quite a bit with the latest medium laser cooldown nerf, but still rocks in my opinion.
Edited by Daggett, 21 November 2017 - 03:12 AM.
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