Lets Talk Hellspawn
#1
Posted 15 December 2017 - 07:14 AM
Clearly cant run an XL in it because of its landing pad sixed side torsos, but it just doesn't have the tonnage for a fast STD either. A modest FLE works, but I cant say I'm happy with that either.
This is what I'm currently working with now, having modest success do to its simplicity.
http://mwo.smurfy-ne...84677182a1a4625
I am very curious about how the rest of you are building the other variants.
#2
Posted 15 December 2017 - 08:02 AM
#3
Posted 15 December 2017 - 08:25 AM
Darrious Quinn, on 15 December 2017 - 07:14 AM, said:
http://mwo.smurfy-ne...84677182a1a4625
#4
Posted 15 December 2017 - 08:27 AM
Koniving, on 15 December 2017 - 08:02 AM, said:
I would love that if it were possible, because by Kerensky's Jock-Strap... out of 8 or so matches last night using the above build, I died as a naked, stripped stick with legs almost every time. Only got legged out once.
I do like the mech though. Maybe that's the MW4 nostalgia kicking in for me, but I do wish it was a little more nimble.. but I'm still unlocking mobility nodes, so I wont condemn it yet.
TAKTCOM, on 15 December 2017 - 08:25 AM, said:
I appreciate the observation Tak. I gave a MRM build a go a few times but I found the missile doors on the chest created an annoying delay which was throwing my timing and aim off. I like taking multiple MRM10s but I tried a larger MRM on the arm, which well.... its an arm. Now some of the other Variants may not have that problem and I'm looking forward to trying.
Edited by Darrious Quinn, 15 December 2017 - 08:33 AM.
#5
Posted 15 December 2017 - 08:49 AM
Darrious Quinn, on 15 December 2017 - 08:27 AM, said:
#6
Posted 15 December 2017 - 08:53 AM
Darrious Quinn, on 15 December 2017 - 08:27 AM, said:
I do like the mech though. Maybe that's the MW4 nostalgia kicking in for me, but I do wish it was a little more nimble.. but I'm still unlocking mobility nodes, so I wont condemn it yet.
Are you available? I'm in the game now.
#8
Posted 15 December 2017 - 09:20 AM
Koniving, on 15 December 2017 - 08:53 AM, said:
Are you available? I'm in the game now.
Naw I'm at work for another 5-6 hours
Briareus Hekatonkheir, on 15 December 2017 - 08:58 AM, said:
For the 9F? I will run that.
It just seem that the 7 Series of Hellspawn make no sense to me. I'll get over it. Once the 7D(S) challenge is done I will focus on the 8-series which seems to be better suited for our current battlefield.
#9
Posted 15 December 2017 - 09:55 AM
Depending on how much missile firepower versus energy firepower you want I'd suggest pairing MRMs and SL/ERSL where you'd rely on the MRMs and only use the lasers when enemies get close, or MRMs and MLs. The arm pod is also good for adding a rocket launcher if you have the spare tonnage though I've found myself adding an extra jump jet instead of a RL10 if I've got a spare half ton.
I haven't yet tried SRMs as a 45 ton mech is usually a bit fragile at brawling, but I may make an SRM build and guard an assault teammate to see how well it performs.
#10
Posted 15 December 2017 - 11:16 AM
TAKTCOM, on 15 December 2017 - 08:25 AM, said:
Mine does not even use missiles and it's plenty deadly. This mech hinges on your pre-existing skills, if you drive an assasin, you already know what to do, this is doubled if you drove a Hellspawn in MW4.
Darrious Quinn, on 15 December 2017 - 08:27 AM, said:
There is some practical advice in the posts above but it seems that a lot of these guys forgot the one thing that all the Hellspawn pilots learned in MW4, and that is that much like the shadow cat for the most part the hellspawn is designed as a skirmishing/harassment mech. It generally should not be on the front line next to things like centurions and enforcers taking punishment directly because it's not designed for that at all. Instead, it does better when you skirt around the battle and hit targets that aren't paying attention or ignore you or better yet are already opened up. I started scoring much higher in damage when I made my Paralyzer all-energy and upped it's speed with an XL. The speed unlocks are great but at most you might get 10 KPH on a max-engine Hellspawn, and light engines wont give you enough speed to be able to move about the battlefeild.
Darrious Quinn, on 15 December 2017 - 08:27 AM, said:
Your observation about the missile doors is 100% correct, it does delay the speed of missile firing noticeably by a few seconds which translates to more time exposed to the enemy's fire. For the hell spawn event I was driving a 9F last night with two MRM-10's in the left torso and found that I tended to take more damage overall because I had to wait around for the missile door to open. Worse yet the enemy would often shoot at the missile side of my torso once the door was open, fortunately I had CASE so it wasn't crippling if the ammo went off but still. You can counter this missile delay issue by using variants with arm mounted missile hardpoints then using chain fire mode you set the arm missiles to fire first and the chest ones last. This will make the delay less noticeable.
#11
Posted 15 December 2017 - 12:18 PM
#12
Posted 15 December 2017 - 01:22 PM
HSN-7D(S)- general purpose skirmisher, MRM40+4xERSL+RL10. Decent results so far. Could drop the RL for that fourth full ton of ammo, but I like the one-time burst it adds and the range of the RL10 lines up nicely with MRMs. I may drop to a 255XL after getting speed tweak on it, because IMO 97-98kph is fast enough and the extra ton would really help since I have the slots left over to use it.
HSN-7D- LRMisher. Haven't taken it out yet. I'm not fond of LRMs, but since I had the spare chassis I figured I'd try it for giggles, then probably switch for something else. Maybe this or this.
Paralyzer- PPC 'tarting. HPPC+LPPC for the weight savings vs. 2xPPC. I will probably go down to XL255 after speed tweak to get another sink in there, with a teensy bit of armor shaving because of the need to drop FF. Or maybe add more jets, I dunno. It was a fun build. I also tried 2xSNPPC and that was fun too, but I wanted to keep the option for mid-long range poking.
HSN-8E- Splats and pews. Flamer for lulz. Drove it once, but the game was a roll so I didn't really get a feel for it. Might drop the Artemis for a bigger engine.
HSN-9F- Bigger splat with less pew and no Zippo. Haven't driven it but I can't see any reason why it shouldn't work.
All in all, it's a far better 'Mech than, for example, the Phoenix Hawk or Vindicator were when they launched. Part of that is the scaling, because it isn't as tall as a heavy, and part of that is actually having worthwhile durability quirkage (though IMO quirks for the RT and CT would serve the 'Mech better than the current LT/RA quirks). It's relatively quick, it's strange enough to be interesting, and it's got the right hardpoint mix for its tonnage. I like it. Seems good enough with XL- LFE would let you shield with the normally squishy RT, but I'm thinking that the larger alpha is worth sacrificing durability for, at least on this 'Mech.
#13
Posted 15 December 2017 - 02:10 PM
While in a defensive state, the door acts as a shield for the corresponding location reducing incoming damage inflicted on the location by 20% but also introduces a firing delay on any weapon attempting to fire from the location. While in an offensive state, the doors will remain open with weapons ready to fire at any moment without a delay, but this will also mean that you no longer benefit from the defensive bonus. Default key to toggle between these states is the "/" key, and this command is listed on the full keyboard layout in the academy and in our game manual. You may also re-assign this hotkey if you wish. Default state when entering the match is in the "Closed door" defensive state.
Just wanted to clear that up for players that did not know about this mechanic before.
#14
Posted 15 December 2017 - 03:14 PM
Also -- the reduction is 20% now? Had no idea this had ever improved. That would explain the extreme tankiness that my Archers have been exhibiting, as they house primarily LRMs behind the doors and so when I enter brawling range, the doors do not open. If each is reducing the damage by 20% that explains a lot. I was still under the impression of the old 10%.
Chris Lowrey, on 15 December 2017 - 02:10 PM, said:
Chris if I may ask as the manual has no mention of game mechanics (at least in regards to the door or any searchable test relating to missile or door), in the case of a certain Kintaro (the Golden Boy) that possesses two missile doors, does that stack twice or just once? And for that matter if it does stack twice, what happens if only one of the two doors opens to fire?
#15
Posted 15 December 2017 - 03:44 PM
#16
Posted 15 December 2017 - 05:41 PM
Chris Lowrey, on 15 December 2017 - 02:10 PM, said:
While in a defensive state, the door acts as a shield for the corresponding location reducing incoming damage inflicted on the location by 20% but also introduces a firing delay on any weapon attempting to fire from the location. While in an offensive state, the doors will remain open with weapons ready to fire at any moment without a delay, but this will also mean that you no longer benefit from the defensive bonus. Default key to toggle between these states is the "/" key, and this command is listed on the full keyboard layout in the academy and in our game manual. You may also re-assign this hotkey if you wish. Default state when entering the match is in the "Closed door" defensive state.
Just wanted to clear that up for players that did not know about this mechanic before.
Chris
Thanks much for the reply. I honestly forgot about the open door key. I should have known better just from my hours in a catapult. Still, thanks for the heads up.
#17
Posted 15 December 2017 - 06:34 PM
Riller Nath, on 15 December 2017 - 12:18 PM, said:
I don't agree with that because I know the mech can use them it just requires differing tactics to make it work. You shouldn't compare it to other mechs because while it is similar (in that it's loadout has missiles) it's not the same as a panther or a griffin. The hell spawn is an entirely differing design with a different role in mind.
#18
Posted 16 December 2017 - 06:19 AM
#19
Posted 16 December 2017 - 12:24 PM
Really, though, despite the 'Mech being billed as a LRM platform, the Hellspawn isn't ideal for it because PGI didn't specialize it for the purpose. The only 'Mechs that are truly good with LRMs are the ones with significant (10% or more) quirks for missiles, especially velocity quirks since those both decrease the amount of time a lock must be held for and shrink the engagement window for AMS on the enemy team. So, the 8E would be the best Hellspawn for LRMing, since it is the only one with velocity quirks... but none of the HSNs have, for example, velocity and cooldown, or velocity and spread reduction, or velocity and heatgen (or any combination of the above) like some of the other missile mediums (HBK-4J, TBT-3C, KTO-18, etc).
#20
Posted 16 December 2017 - 06:47 PM
Valpone, on 16 December 2017 - 06:19 AM, said:
I agree that mediums can make awesome lrm platforms, the hellspawn is unfortunatly not one of them. Not enough tonage for the tubes needed to get the missles home and enough ammo to do good damage. I figure that whenever you launch you should count on at least a quarter of the.missles missing. And if your firing into ams your gonna lose alot more potential damage. Note I am not talking about pelting an isolated fatty. I am talking about fire support from just behind the point of contact into the scrum. To make the lrms effective you have to shoot alot which is.tube count. You also have to do it for the whole battle which is ammo. The hellspawn cant carry enough tubes and ammo to make it worthwhile for me. If you have a functional lrm build that wont run dry after the first contact with the enemy I would love to see it. The griffen works cause it can lob lrms all day and quickly reposition. The hellspawn has the speed but I am having trouble getting enough ammo on the dang thing to last a battle.
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