[Guide]Don't save up for a commando, save up for the Hunchback HBK-4SP
#21
Posted 30 October 2012 - 12:36 PM
Lighter mechs should appeal to players who like mobility and hit and run tactics. During teamfights try to damage key components on the mech (take off the arms, or ammo storage area). Light mechs should attempt to get other mechs to tunnel vision them - then seperate them from the pack or lead them to where your team is ready to blob them. Youll get plenty of creds and XP for spotting, some damage, and assists which you should have many by the end of the game if you dont try to toe to toe with mechs.
As others have said in the thread if you go Commando - armor up and equip harass weapons.
#22
Posted 30 October 2012 - 02:47 PM
Sucks *** tbh.
#23
Posted 30 October 2012 - 07:29 PM
Edit: Although I have to admit I am a huge fan of the 4SP with dual SSRM 2s.
Edited by Karasumaru, 30 October 2012 - 07:30 PM.
#24
Posted 30 October 2012 - 08:28 PM
#25
Posted 30 October 2012 - 09:27 PM
HBK-4SP Factoids:
-120 degree torso twist (second only to the the Catapult's 140 without aticulating arms)
-20 degree torso pitch (second only to the dragon)
-40 degree arm movement (standard all mechs with articulating arms)
-The ONLY chassis with both 120 degree torso twist AND articulating arms.
-The ONLY hunchback with symetrical design
-The ONLY hunchback with 2x energy in each arm (all others are 1x each arm)
-Identical Hardpoints to the AWS-8T (awesome variant)
-Very good Stock Loadout (buy & drop)
-light mechs (annoying scouts) almost universally fear a mech without blind spots
All of this combined, means the HBK-4SP has the absolute best range of motion of any mech in the game...bar none. It is a "pilot's mech", meaning, as your personal skills improve, so will your gameplay with the chassis. Personally, going back to slow torso turning speed and 90 degree limitation is so bad, I doubt I'll ever play many other chassis'.
IMHO, the best mech in the game. Specializing in a role will have you picking a chassis perfectly suited for that role, but the HBK-4SP does not lag behind specialist builds dramatically. They can literally be configured for any role on the field, and fill that role nicely. I don't know of any other chassis or variant that allows such experimentation and customization as the 4SP. Just look on the field, and seldom will you see two 4SP's configured the same.
Mr 144
Edited by Mr 144, 30 October 2012 - 09:37 PM.
#26
Posted 31 October 2012 - 01:22 AM
#27
Posted 31 October 2012 - 07:54 AM
#28
Posted 31 October 2012 - 08:44 AM
#29
Posted 31 October 2012 - 04:15 PM
#30
Posted 31 October 2012 - 04:45 PM
Small question: Why do you prefer the hunchback with SRM over the one with 2 LRM-10s ?
#31
Posted 31 October 2012 - 04:56 PM
#32
Posted 31 October 2012 - 07:22 PM
*I know a lot of people love arm hardpoints but I prefer torso for a lot of things.
#33
Posted 31 October 2012 - 09:02 PM
#34
Posted 31 October 2012 - 10:43 PM
Xyco, on 31 October 2012 - 09:02 PM, said:
The hunchback 4SP when configured correctly is by no means slow moving. If you stand your ground and fight as if you are an assault you will die quick. The SP SRM combination is best used for heavy hit and run.
For players who do not know, the hit detection for commandos is not entirely accurate. When they circle they are much more difficult to hit compared to jenners and ravens, even with lasers. If you like to frustrate people, this is a good choice.
#35
Posted 01 November 2012 - 01:42 AM
IncorporeaL GhosT, on 31 October 2012 - 04:45 PM, said:
Small question: Why do you prefer the hunchback with SRM over the one with 2 LRM-10s ?
4SP is the only Hunchback config where you don't lose the majority of your firepower if one side torso gets taken out; the "Hunch" is missing because the hardpoints are spread between the side torsos, so they'll have to take out both of them to disarm you.
#36
Posted 01 November 2012 - 02:27 PM
any of the hunchback side torso's are way too easy to kill with the 200 std engine.
Edited by Cybermech, 01 November 2012 - 02:28 PM.
#37
Posted 01 November 2012 - 11:06 PM
Having said that, lights are not going to have as easy of a time moving forward. Once knockdowns get implemented correctly with no warping, unlucky/unskilled light pilots are gonna be getting blasted with alpha strikes.
#38
Posted 02 November 2012 - 11:16 PM
Mr 144, on 30 October 2012 - 09:27 PM, said:
All of this combined, means the HBK-4SP has the absolute best range of motion of any mech in the game...bar none. It is a "pilot's mech", meaning, as your personal skills improve, so will your gameplay with the chassis. Personally, going back to slow torso turning speed and 90 degree limitation is so bad, I doubt I'll ever play many other chassis'.
IMHO, the best mech in the game. Specializing in a role will have you picking a chassis perfectly suited for that role, but the HBK-4SP does not lag behind specialist builds dramatically. They can literally be configured for any role on the field, and fill that role nicely. I don't know of any other chassis or variant that allows such experimentation and customization as the 4SP. Just look on the field, and seldom will you see two 4SP's configured the same.
Mr 144
Yes, the mobility (not speed, but maneuverability) makes it one of the most engaging mechs in the game to pilot.
Lugh, on 31 October 2012 - 04:56 PM, said:
I did use MC to buy the HBK-4SP, because I enjoy it that much.
IncorporeaL GhosT, on 31 October 2012 - 04:45 PM, said:
Small question: Why do you prefer the hunchback with SRM over the one with 2 LRM-10s ?
Because the hard points on a mech are *way* more important than the starting weapons. The nice thing about the 4SP is that it can do the LRMs too, if you want
#39
Posted 03 November 2012 - 11:14 AM
Edited by StonerMk2, 03 November 2012 - 11:16 AM.
#40
Posted 04 November 2012 - 09:17 AM
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