Hunchback: the Founders, 4G, and 4H
As you may have noticed with your new Hunchback, you have three things: Armor, moderate agility, and a Giant Cannon on your shoulder (guess why most people pilot one?). As a medium mech, and specifically a Hunchback, your job is as a bodyguard and roving brawler. One very basic thing to note is to put your shoulder cannon on one weapon group, and keep your lasers on a second. Never fire them at the same time: it wastes ammo and heat.
What does flying a Hunchback mean right off the bat for you as a pilot? It means you should pick a friendly Atlas or a Catapult at the beginning of a match and plan to stay with them the entire time. This gives you two immediate benefits: one, it gives you a distraction for your enemies; two, it gives you extra firepower and armor in a platform that, if it explodes, isn't you. You're someone that the other pilot can rely on, even when they make a stupid decision.
To start with, an easy tactic is to follow behind your chosen wingman (or wingwoman) about 50-100 meters (you can judge distance by briefly moving your targeting cursor over their mech). From here, with your AC20/AC10, you can start picking at any enemy mech that decides it wants to go after your friend's squishy rear armor. Likely, you'll be shooting at light mechs and medium mechs with enough speed to flank your heavier wingmate.
The most important thing to be working on once you're in this situation is aim and ammo conservation. You may notice the first few times you engage an enemy in your sights is that you miss. That's normal, and it's because your AC rounds have travel time to target (just like any good physics-based projectile weapon). The downside is that with the AC20 in particular, and the AC10 in some situations, you have very limited ammo. Don't worry about it for right now, but watch where your rounds are landing, how much damage they do to enemy armor when they hit (how much does their armor color change on their little paper doll in the upper right?), and what kind of trouble you have with the weapon.
If you run out of ammo early, don't worry: you have medium lasers on your arms for a reason.
Once you get the hang of hitting where you're aiming (I suggest learning to hit their center torso, its a good practice target and once you can consistently hit it, you can start directing your fire elsewhere), you can start paying attention to where your wingmate has already started damaging the enemy (remember him/her?). Your AC20 is a giant battering-ram of a weapon, and once you can place it on already damaged vitals of the enemy mech, your enemy will start wishing they hadn't picked a fight with you.
As soon as you're getting the hang of hitting enemies where it hurts, you can start paying attention to where you are on the battlefield.
Watch where your chosen wingmate is moving. Are there a lot of enemies in that direction? Is your team close by and interested in chasing the same target? Are the enemy mechs larger than you are, or better shots? While you are the person that your wingmate can rely on, occasionally they do something stupid and wander into the entire enemy team by themselves. If you see that start to happen (and you don't have backup from your team), it's prudent to break off and pick a new wingmate.
Until you get a feel for when your about to die (it's a nice, sinking feeling in your gut), don't leave your wingmate.
The experience is far more valuable than the repair bills. Worse case, you get to let your team know where the enemy is and what they're flying through team chat.
While you're following your new friend (it might help to type in team chat that you'll be on their wing), start watching how they're moving and where they're headed. Are they turning their torso back and forth to check lots of different firing lanes? Are they taking potshots from a distance with a few heavy weapons? Are they constantly moving towards whichever target has been highlighted recently?
Your goal with watching for these signs will be to see what your friend needs you to shoot at, and which enemies are going to give him the most trouble. You then get to take over those roles for them. If they aren't watching the open lanes, keep checking your surroundings for enemies to shoot. If they're firing long range weapons, be ready to assist when a close range mech rolls up and starts shooting at the two of you. If they seem a bit scatterbrained, watch for flankers and enemy opportunists and give your wingmate a real target to shoot at.
Once you can read the battlefield, see where the enemy is going to be, and can hit their weakpoints, your Hunchback becomes a solo boat of destruction and a vital part of any organized team.
edit: too long?
Edited by Sicarus, 06 October 2012 - 12:28 PM.