#1
Posted 25 October 2021 - 08:14 AM
What do you all think about it? And what unique gameplay does it add to my roster?
#2
Posted 25 October 2021 - 08:23 AM
Andrewlik, on 25 October 2021 - 08:14 AM, said:
What do you all think about it? And what unique gameplay does it add to my roster?
this is what I've been using, from grimmechs
https://mwo.nav-alph...5bb6ce49_HSN-8P
the unique ability is that it can alpha 5SRM6 with no ghost heat as a 45-tonner. It's still a hellspawn so the convergence and hitboxes aren't great, but the armor quirks help and you do not want to see it get close to you if you're not a brawler yourself
also with the skill tree you can get the range of the SRMs up to 345 meters, which is a little fringy because it's tough to hit things reliably with SRMs at range, but it can let you get an alpha or two off against an assault at ranges you wouldn't be able to otherwise.
Edited by pattonesque, 25 October 2021 - 08:24 AM.
#3
Posted 25 October 2021 - 08:34 AM
Andrewlik, on 25 October 2021 - 08:14 AM, said:
What do you all think about it? And what unique gameplay does it add to my roster?
Average 'Mech, to be honest. Nothing great, but I have seen worse.
If we disregard some joke builds like twin Heavy PPCs, you best choice are some missiles.
LRMs with TAG might work in Tier 3, but I can not recommend them for higher Tiers.
Essentially, your best bet is to boat either MRMs or SRMs.
Currently, I am trying MRMs - 605 m range is not bad.
SRMs with 324 m range are not bad either, and you can boat a lot of them. The problem is getting close enough - and survive there for a while - to use them, since Hellspawn has quite wide profile (although quirks help).
I have not decided between the two yet.
#4
Posted 25 October 2021 - 08:05 PM
The lasers are good for poking or damage up close and the MRMs take care of lights. The other advantage is that one arm can be used purely for defense while there's only a single MRM10 on the other to make it an acceptable zombie build.
It has 4 jump jets to get me out of trouble and the MRMs are fairly quick. I find the heat management to be fairly good, even without external heatsinks.
The play style is simple - poking and spotting for the first part of the game, then close up attacks on damaged mechs to finish them off.
#5
Posted 26 October 2021 - 05:27 AM
Mark Yore, on 25 October 2021 - 08:05 PM, said:
The lasers are good for poking or damage up close and the MRMs take care of lights. The other advantage is that one arm can be used purely for defense while there's only a single MRM10 on the other to make it an acceptable zombie build.
It has 4 jump jets to get me out of trouble and the MRMs are fairly quick. I find the heat management to be fairly good, even without external heatsinks.
The play style is simple - poking and spotting for the first part of the game, then close up attacks on damaged mechs to finish them off.
I suggested that kind of mix with the Thunderbolt, but the comp guys just told me off because it was bracket-build, it was better to specialize.
I think that 5x SRM6s are already the bomb.
#6
Posted 26 October 2021 - 05:38 AM
Nothing in the hellspawn's kit really favors it dedicating that much tonnage to ER larges where there are other platforms in the same weight range that can do the same thing but better.
#7
Posted 26 October 2021 - 07:38 AM
Commoners, on 26 October 2021 - 05:38 AM, said:
You'll have a lot of fun playing "generalist" builds that can fight at multiple range brackets, but yes, the most lethal players stick to one and force an engagement at that range. It's the choice of being pretty okay everywhere, or lethal at one thing and almost helpless at other times.
#10
Posted 26 October 2021 - 09:33 AM
martian, on 26 October 2021 - 09:28 AM, said:
I do have a Grid Iron that I need to take out more often. It's currently carrying a heavy gauss rifle for the lulz, but I could easily run it as a sniper with a standard gauss rifle or even do something with light gauss.
#11
Posted 26 October 2021 - 03:07 PM
You're essentially competing with Assassin Surmbomber builds in that general weight bracket. The Assassin has MUCH better geometry, tightly clustered shoulder hardpoints, and generally better overall mobility. The Hellspawn's advantages are in the higher precision of its arm-mounted missile launchers, the damage reduction from its missile door (assuming this is one of the HSNs that has one of those?) and the significantly higher burst firepower of five SRM-6s over the more typical four SRM-4s of the Assassin. The drastically increased spread of SRM-6s over SRM-4s reduces the efficacy of that arm-mounted aim somewhat, but it's still a surprising amount of face punch for a sub-50 ton Sphere 'Mech.
The Hellspawn has no worthwhile quirks beyond its HSL increases to SRM-6s and LRM-5s. the stock loadout of five LRM-5s and a full complement of jump jets actually makes for a neat high mobility LRM skirmisher, though the HSN has very poor stock armor. You'd want to dump both arm-mounted heat sinks in exchange for an additional two tons of armor, and that still leaves you a few points short on both legs and the noodle. That's the cheap and easy modification, though. Snake two heat sinks off, replace with worthwhile plating on the arms and torsos, and play it as a quick fire support 'Mech. Have a worthwhile machine for essentially zero C-bills. You can spend some dosh to turn on LFF armor to get back half a ton and max out the plating, or do LFF and rip out the last heat sink in exchange for a Beagle active probe.
The more typical modification involves ripping out all previous equipment and replacing it with five SRM-6s and five tons of ammunition. No beams, no heat sinks, no jump jets - nada. Missiles. Ammo. Plating. In this role the Hellspawn is not really a brawler, since it's a 45-ton IXL 'Mech with bad geo and worse heat handling, but it can make an effective escort or wingman for heavier units, as well as a potent striker for sneaky pilots who're good at getting around the map unseen and ambushing enemies. You've got a big punch but no real endurance, since you heatcap quickly and dissipate slowly. Hit and fade is the name of the game. With no jets and no ECM, that can get complicated if you're not very good at maneuvering. It honestly is trying very, very hard to be a backstab specialist, with a markedly high alpha it cannot fire more than two or three times in succession.
On the admission that I have not run mine yet, I honestly kinda favor the LRM stockish build myself. Yes yes yes, I know, "lerms are terrible nobody should ever run them EVAR rargh gnargh grarhble glarghe!" The Hellspawn is quick and hoppy enough to get to good bombardment positions, as well as do what separates good LRM users from idjits and CHANGE POSITIONS TO SUPPORT THE TEAM, and massed LRM-5 fire is quicker and more precise than larger launchers. Smaller LRM launchers have more missile health, which is weird but okay, so five 5s can deal with minor AMS, as well. And frankly the Hellspawn just doesn't quite have the weight to run five SRM-6s and adequate ammo. Either you cut the engine to make room for jump jets and end up too slow, or you end up a fat groundbound Assassin with high spread weapons that get shot off when your arms explode. Which they always do, on Hellspawns.
Could be fun as a nimble midrange LRM skirmisher. I foresee mostly just disappointment as a close-quarters nut-punching wannabe-brawler.
#13
Posted 26 October 2021 - 11:59 PM
Light engine imo is a must.
A=::3:`0|Lg|OGpV0|Y?|Y?qV0|?@|i^rL0|?@sL0|?@|?@tX0|_OuX0|_O|_Ov80w806060
hsn-8p
Lower speed and armor as needed imo.
Edited by MechaGnome, 27 October 2021 - 12:05 AM.
#14
Posted 27 October 2021 - 12:32 AM
MechaGnome, on 26 October 2021 - 11:59 PM, said:
Light engine imo is a must.
A=::3:`0|Lg|OGpV0|Y?|Y?qV0|?@|i^rL0|?@sL0|?@|?@tX0|_OuX0|_O|_Ov80w806060
hsn-8p
Lower speed and armor as needed imo.
There are one or two thing that could be fine-tuned on your build, if I may ...
1. It is not neccessary to use Artemis IV Fire Control System on SRM-4 rack. SRM-4 is sufficiently accurate even with out Artemis IV.
2. Removing Artemis IV lets you add the fifth SRM-4 rack and five tons of ammo.
3. Upgrading to Ferro-fibrous armor lets you add the second Jump Jet.
#15
Posted 28 October 2021 - 03:12 AM
#16
Posted 28 October 2021 - 06:50 AM
#17
Posted 28 October 2021 - 10:04 AM
Good hunting,
CFC Conky
#18
Posted 20 December 2021 - 02:16 AM
I've had better success slapping two large lasers on it and using it to poke and harass, I also carry 4x rocket launcher 20s, all grouped together, which get used to maul the first non-light mech that gets close. It spikes your heat something crazy but it takes a significant chunk out of whatever you hit, and if you're hanging out with the assaults/heavies, which i often am in this mech it guarantees an easy kill on the first mech they encounter when the push begins
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