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What Are The Hatamoto And Charger Good At?


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#41 Davegt27

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Posted 06 July 2019 - 10:34 AM

OP i picked up a HTM-27W I learned to some what like it

I am reduced to buying a Mechs grinding them to skill them up then moving on
so take what i say with a grain of salt

anyways I try to get mechs with the most versatility

that way I can play around with different load-outs

I know the ballistic charger will suck but I will probably get one just for something to do in this game

#42 Gilgamecc

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Posted 06 July 2019 - 10:54 AM

it's good for stomping around being a big ole rabbot

#43 FLG 01

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Posted 06 July 2019 - 06:25 PM

I have a confession to make, I love the Charger 1A1. It is a fast and agile laser vomit Mech. It is just fun to play and has become my favourite assault Mech, surpassing the Marauder IIC.
I am a cavalry man and I like responsive Mechs. The Charger fills that bill, at least some variants. The laser duration quirk on the -1A1 is far more valuable than people seem to think. It limits facetime, increases damage per tick, and thus fits perfectly on a Mech like that. The -1A5 is a mean brawler, as Jackal Noble said; basically a mini-Atlas with better hitboxes and agility (which I rate higher than a better quirk percentage on armour).

I almost regret not buying this Mech... almost. The flat, Highlander-Head is still a turnoff. If only it had a proper, lore-accurate Charger-head...


View PostJackal Noble, on 03 July 2019 - 10:10 AM, said:

Wow, the dumb vitriol in this thread is real.

... which is strange, really. Charger and Hatamoto are not the best Mechs but they capable and enjoyable enough. We had far worse.
I mean, yes, especially the slow Hatamotos have their limitations. But the -27T looks like a perfect HPPC unit, having SRM back-up for close combat. Of course, being a Steiner-loyalist, I won't touch it with a ten-foot pole. However, if you are a Kurita-guy, this could be a great ride, both in terms of performance and lore.

I really don't get this attitude that everything has to be either OP or DoA.


View PostNightbird, on 03 July 2019 - 02:58 PM, said:

Meta=common sense

Very true.

However, even if a Mech does not check all boxes, there still can be fun. We are not talking about Uziel-levels of badness (non-6P variants; The -6P is actually very good).
I am doing rather well in the Charger, despite - or, perhaps, because - I am not a regular assault driver. If I felt it would not be fun=success, I would have abandoned the unit like I abandoned the King Crab (which I love in the lore, and hate in the game).

#44 FRAGTAST1C

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Posted 06 July 2019 - 07:47 PM

View PostInsignus, on 06 July 2019 - 07:53 AM, said:

...........TL;DR - Stealth assaults are pretty hard to pull off, because they lack the speed and profile to get position undetected. Only one I've seen it work decent on are things like the Cyclops 11-P.


The Stealth is only when repositioning and closing the distance slowly from the flank 'cause the speed isn't there. I'll be relying on the ECM to stay out of danger for the most part and providing ECM support to whoever is around me. I know the heat dissipation is bad when in stealth. I have a Stealth Paralyzer, which I use for light mech hunting. As for the Hatamoto, the dual HPPC and MRM20 is playing into the quirks. I could do two large MRM systems but I already have the Marauder 9M(s) that does the same thing. So, I was thinking of something else.

#45 FRAGTAST1C

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Posted 06 July 2019 - 11:56 PM

I have started playing the Stealth Hatamoto. I must say that it is working well so far even without the skill points. The heat management is surprisingly reasonable at the moment and it will only get better. Put both the HPPC on the arm of your choice, 2 MLs on the other arm and the DHS as well. The only issue is that the MRM10s have a bigger spread somehow than the MRM30 that I'm used to, or maybe it's 'cause the swarm of missiles is less. I guess some Missile Spread nodes will help.

Been cracking 500 damage and getting at least a kill in the few matches that I've played. The funny thing is that the ECM helps when you are about 400m away and when the NASCAR begins, the Stealth armour serves like a lifeline when you're cutting across the centre and trying to get to the head of the line.

#46 The Trumpet of Gabriel

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Posted 15 September 2022 - 07:20 PM

I know this is an old thread but...I've found pretty good success with the 28TR loaded with 2 MRM 40's and 4 er smalls. May not be meta, but I've been averaging between 600 and 800 damage per match with the occasional 1000+ damage. The thing just melts armor.

#47 PocketYoda

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Posted 16 September 2022 - 08:27 AM

View PostThe Trumpet of Gabriel, on 15 September 2022 - 07:20 PM, said:

I know this is an old thread but...I've found pretty good success with the 28TR loaded with 2 MRM 40's and 4 er smalls. May not be meta, but I've been averaging between 600 and 800 damage per match with the occasional 1000+ damage. The thing just melts armor.


Yes necro.. But for me the Chargers are far superior than most give them credit for, use them like a fast Medium with excellent firepower and people do fine.. Use them like an Assault and you die.

Hatamoto dunno never owned one, seems under gunned.

Edited by Nomad Tech, 19 September 2022 - 08:58 PM.


#48 w0qj

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Posted 16 September 2022 - 09:06 PM

Hatamoto Chi just got major buffs for Sept 2022 patch ;)

https://mwomercs.com...-september-2022

https://mwomercs.com...auldron-changes

#49 Duke Falcon

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Posted 16 September 2022 - 11:24 PM

Hatamoto's are not direct engagement stuffs, to fragile. Second line fire support works. Or stay behind to midgame when enemy mechs are near decimated THEN push with them and brawl (still risky). I use a Hata with 2xLPLs, 2xLRM15s, TAG + AMS, what usually performs well but need to remain slightly behind (it is for fire support). Tried brawler builds but, as mentioned, Hatas are to fragile...

Not know much about the Chargers. Sometimes see a lone wolf what dies quickly. The most hurting I saw in Charger so far were a full LL-boat sniper\support build. Stood away from harm but could still hurt. Otherwise Chargers not seem to great mechs (oh, just see the lore about them and laugh!)...

#50 foamyesque

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Posted 17 September 2022 - 12:07 AM

I've had decent results with the 1A1 post-turboquirk, running five ERSLs and a couple of ERPPCs so you're not handcuffed in the poking game (and are less reliant on exposing to get your damage in).

#51 RockmachinE

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Posted 18 September 2022 - 07:10 AM

View PostFlyby215, on 03 July 2019 - 09:02 PM, said:


I get annoyed with the vitriol as well


Its not vitriol, its being realistic.

You can make any chassis work if you play it right, that's common MWO knowledge, just don't expect to be putting out high numbers and expect to be defeated when pitted against meta mechs in a fair fight.Especially if you can't afford the CBills. And the thing is, piloting bad mechs can and does get frustrating after a while no matter how much you like a chassis.

So if you come asking for advice, people will tell you not to get either of the two mechs. Unless you like them for a very specific reason. They are sub optimal and under perform, they are big, soft and make for easy targets that have a harder time fighting back. Precisely because of that they do get a lot of attention and tend to get shot early and often.

Edited by Louis Brofist, 18 September 2022 - 07:12 AM.


#52 Vlads Brain

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Posted 19 September 2022 - 11:55 AM

Necro but eh. You don't see them much for one simple reason even after the recent buffs. There are better mechs to use. Really thats all there is to it.

#53 PocketYoda

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Posted 19 September 2022 - 09:00 PM

Bare in mind when this thread was created Both of these mechs were trash, they have been updated a lot since 2019.

#54 Kriegson

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Posted 23 September 2022 - 08:00 AM

I took the base charger, kept the 400XL and put 2 Large pulse, 3 medium all in the torso, quirked mobility. It functions a bit like a big pissed off medium than an assault but it can do surprisingly well. Most of the time you can't get that much armor from one side of a front to the other and if you're at the front end of a NASCAR flank as a 64kph assault you're screwed but at 87+kph was it? Might even be 90 something, it's tough, fast and steady on damage while being able to twist and lose both arms without dying if it comes down to it.


Maybe a waste of an assault "slot" assuming MM does that, but yeah, I've had some great fun and good games with it.





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