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Hunchback-4G Guide


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#1 E_Crow

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Posted 05 December 2012 - 12:32 PM

I have been running the Founders Hunchback 4G(F) for a while now, and I have found a really neat way to change it from a close up brawler to a versatile, all range mech (although it still excels at close range) that I can usually get 1-2 kills in guaranteed with only a bit of backing from my team. What I do is I first: Remove the A/C 20 and Small Laser. I also replace the stock 200 engine with a 190 engine to free up some weight with minimal speed loss. I leave the medium lasers as they are, for anything that isn't a speck in the distance. Next I put in a Gauss Rifle in and four tons of ammo for it. If you are like me you will use about 15-35 rounds per match unless you are killed fairly early on or simply don't get to anyone fast enough. If you don't have enough weight available than it means I have simply made an error in the steps; I made this configuration soon after the game first came out and have only used on this mech. (I don't have ES/FF/DHS but I'm sure those would help)
The end result should have:
2X ML (one in each arm)
1X Gauss w/ 4 tons ammo
12 HS
STD Engine 190
304 Armor Points
1.43 Heat efficiency
Firepower 25 (don't let that fool you)
Speed 61.5 KPH

With this mech, support is key. If you do not have support, you will very rarely survive without a lot of luck/skill (LOTS of skill). Before the battle always announce what general direction you are heading AND that you need support. If no one gives you support follow the pack. This mech will very rarely be able to hold out on its own. It does extremely well in urban/ close quarters fights, but can dish out decent damage at all ranges. Ironically enough, I have never killed a Medium/Light 'Mech with it (Although I have put them to the brink, then someone steals my kill) but I have killed plenty of Heavies and a few Assaults in, for the most part, head on battles. The main thing to do with this mech is to stay away from missiles, and use the Gauss at any range outside of extreme ranges (unless you are a ballistics marksman). As long as you stay within range of your Gauss you can deal out good damage, and up close you can be a nightmare. Using this configuration and in close quarters, I have killed Atlases with little support, slaughtered heavies (O.K. maybe a slight exaggeration there) and I have caused heavies who started out in better condition that me when I was engaged to flee or risk immediate destruction. Basically, this mech is a heavy hunter. This is a really fun build to play with and is more of an enjoyment build than a grinding build, as ammo/repairs for this mech are not the cheapest.
Unfortunately my computer is acting up and I cannot post pictures for some reason. If this is just a pilot error than let me know how to fix it and I will post them.

Anny comments that aren't negative or suggestion are welcomed and appreciated! Like this if you enjoyed the loadout!

Edited by AstroTiki, 05 December 2012 - 12:33 PM.


#2 Felicitatem Parco

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Posted 05 December 2012 - 12:33 PM

I'm going to hunch this one over to the BattleMech Guides section of the forums...

Keep on Hunchin'!

#3 E_Crow

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Posted 05 December 2012 - 01:44 PM

View PostProsperity Park, on 05 December 2012 - 12:33 PM, said:

I'm going to hunch this one over to the BattleMech Guides section of the forums...

Keep on Hunchin'!

Thanks! I forgot about this section. heh. Didn't do my research... again...

#4 Ryft

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Posted 05 December 2012 - 03:03 PM

This is a very simple build... there's really no need to downgrade the engine if you add endosteel to it. With endosteel and double heatsinks you can even add the head laser back in, and even upgrade it to a medium. Gauss weaponry produces very little heat, and three medium lasers aren't a ton of firepower to keep up with, heat wise, either, so... with the extra tonnage from those two upgrades you could consider:

1) This is obviously a long-range support build, as you've stated, so it could really benefit from an AMS. At gauss ranges, and with only the speed mustered by a downgraded engine, LRMs can be a real danger, as you've already stated yourself.

2) An engine upgrade, at least back up to the standard 200. If your claim to be deadly towards slowish mechs with this 61.5 kph lumberer is true, you will be an absolute nightmare in close quarters with a bit more power "under the hood", so to speak.

3) Medium pulse lasers in the arms, for dealing with light mechs. You will find you have more luck scoring hits with them against light mechs, and you might finally get a kill against a light mech with these as your trick ace up the sleave. They run a little hotter, but nothing that double heat sinks can't manage. To boot, your 1.43 heat efficiency is amazing, and could actually stand to be a little lower if it means significantly upping your damage output. I like to run at around 1.2 or more for brawling builds if I can manage it.

Anyways, I can recommend some variation on those ideas. I played my HBK-H with a gauss and either 4 or 5 medium lasers, so I know it can be done!

#5 E_Crow

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Posted 05 December 2012 - 07:16 PM

View PostRyft, on 05 December 2012 - 03:03 PM, said:

This is a very simple build... there's really no need to downgrade the engine if you add endosteel to it. With endosteel and double heatsinks you can even add the head laser back in, and even upgrade it to a medium. Gauss weaponry produces very little heat, and three medium lasers aren't a ton of firepower to keep up with, heat wise, either, so... with the extra tonnage from those two upgrades you could consider:

1) This is obviously a long-range support build, as you've stated, so it could really benefit from an AMS. At gauss ranges, and with only the speed mustered by a downgraded engine, LRMs can be a real danger, as you've already stated yourself.

2) An engine upgrade, at least back up to the standard 200. If your claim to be deadly towards slowish mechs with this 61.5 kph lumberer is true, you will be an absolute nightmare in close quarters with a bit more power "under the hood", so to speak.

3) Medium pulse lasers in the arms, for dealing with light mechs. You will find you have more luck scoring hits with them against light mechs, and you might finally get a kill against a light mech with these as your trick ace up the sleave. They run a little hotter, but nothing that double heat sinks can't manage. To boot, your 1.43 heat efficiency is amazing, and could actually stand to be a little lower if it means significantly upping your damage output. I like to run at around 1.2 or more for brawling builds if I can manage it.

Anyways, I can recommend some variation on those ideas. I played my HBK-H with a gauss and either 4 or 5 medium lasers, so I know it can be done!

Awesome ideas, I'll definitely put them to use... Once I save up enough money. Those are all greate Ideas and I will most likely use every one. Thanks for the input!

#6 Najek Yuma

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Posted 06 December 2012 - 09:38 AM

I run something somewhat similar, but with the standard 200 engine, DHS, Endo, AMS, and a full 5xML. The only thing I'm giving up compared to your build is heat efficiency (by a lot), added repair costs, and I only run 2 tons of Gauss ammo. I use the 2 torso and 1 head medium laser basically only for alpha strikes, and on the regular occasions when my arms get blown off or the Gauss goes kaplooie I've still got the head laser for some zombie action.

I've been building up the 4-SP, so haven't run the G in a while. But with the current ECM-fest I'd probably drop the AMS and add in another ton of Gauss ammo, as I do run out regularly.

Edit -- Whoops, just realized I'm talking about the H, not the G. H has 2 energy and 1 ballistic in the left torso instead of the 2 ballistics of the G. Haven't run the G, but unless you are going to put in 2 ballistics into the left torso, the H gives you more flexibility.

Edited by Najek Yuma, 06 December 2012 - 09:51 AM.


#7 E_Crow

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Posted 07 December 2012 - 03:39 PM

View PostRyft, on 05 December 2012 - 03:03 PM, said:

Anyways, I can recommend some variation on those ideas. I played my HBK-H with a gauss and either 4 or 5 medium lasers, so I know it can be done!

Thanks for the tips, they helped me out a ton!
I just finished a match with 2MPLs and an AMS (with no ammo... oops!) instead of regular lasers and Endo Steel to save weight and got 3 kills plus an assist and just short of 800 experience (798 I think) and am doing far better now than I was with my old loadout...... I am still saving up for the DHS, and I can't wait to get them!

#8 Ryft

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Posted 07 December 2012 - 06:23 PM

Glad to hear of your recent success. It only gets better as you add two more HBK chassis to your collection and complete elite skills. My first few hunchbacks felt very sluggish at first, but once you start filling in the pilot lab mech skill trees, they start to become more responsive.

I'm now coming into the first mech of my second line of mechs, and while I'm currently having some troubles with them, I know that it will get better as I add mechs and start to master the line, the same way that it did the first time. While an Atlas will never handle like a Hunchback, it doesn't necessarily have to be as bad as when you first get a stock model for the first time, either.

#9 Elizander

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Posted 08 December 2012 - 02:47 AM

The only issue with the 4G is that unless you use at least 2 ballistics in the right torso, then the 4H is always the better choice due to the ability to have more energy hard points.

I've been trying out dual Ultra AC/5s and 3 Small Lasers, but I haven't had much luck with it yet.

#10 superteds

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Posted 08 December 2012 - 04:02 AM

I'm using dual ac2/3mlas in mine at the moment. less rocking from the AC2's now obviously, but if you can keep on target it has very solid dps.

#11 Coastal0

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Posted 08 December 2012 - 04:12 AM

Doesn't the speed irk you somewhat? I have taken to having Std260's in all of my hunchback builds, and with speed tweak they run at 90.6 kmph, which is great! It's no cicada though, but playing it as a well-armed, fast medium has been working really well in my favour.

#12 Elizander

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Posted 08 December 2012 - 04:44 AM

If I'm moving at turtle speeds of 64kph I generally stick with the heavies and assaults. The only time I break away from the group to do some flanking and scouting in my mediums is when I'm at 80 kph or close.

#13 Major Starscream

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Posted 08 December 2012 - 05:18 AM

I've been using my HBK-4G for quite some time. This is how I was doing it:
XL 195 - 64 KPH with speed tweak
1xGauss rifle
2x LL
1x SL

Upgrades:DHS, ES.

I've done some tweaks and now I have it fitted like this:
STD 245 - 85 KPH with speed tweak
1x AC/20 or Gauss riffle
3x ML

Upgrades:DHS, ES.

#14 Elizander

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Posted 08 December 2012 - 06:10 AM

I found something that's quite good for the HBK-4G so far. It's nothing spectacular but it seems that 3x AC/2 is the way to go.

Upgrades: Endo Steel, Double Heat Sinks
Engine: 200 standard
Armor: 288 (max all except legs - 23 each)
Weapons: AC/2 (x3), 4 tons AC/2 Ammo (in legs), Medium Laser (x3)
Heat Sinks: 10

Generally stick with the team and prioritize heavy and assault mechs or any mech moving in a straight line towards you. The triple AC/2s will chew though their armor quite fast and you can speed things up with the Medium Lasers. It is mostly direct fire support though you can use hills to shoot enemies with the 'hunch' and they can miss quite a lot due to your small profile and their weapons being in arms and lower bodies. I even used the bumps in the sides of the volcano on Caustic to avoid most of the enemy fire and force them to back off since a lot of them were hitting the ground.

If you play carefully and pick your targets, you can probably get 300+ damage easy. I'm not good at aiming at lights with it so I try to use arm lasers to shoo them off. To fire it's 3 for all 3 AC/2s, 4 for 1, 5 for another. To shoot, tap 5, 4, then hold down 3 in less than half a second. 1 for arm lasers, 2 for head laser.

It does around 16.6 DPS if you include the lasers but you're gonna heat up quite fast if you do. I wouldn't recommend it unless you can retreat or afford to stop shooting the AC/2s for awhile.

Try it out. I hope it works for you. :ph34r:

Edited by Elizander, 08 December 2012 - 06:10 AM.


#15 superteds

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Posted 08 December 2012 - 06:19 AM

View PostElizander, on 08 December 2012 - 06:10 AM, said:

I found something that's quite good for the HBK-4G so far. It's nothing spectacular but it seems that 3x AC/2 is the way to go.

Upgrades: Endo Steel, Double Heat Sinks
Engine: 200 standard
Armor: 288 (max all except legs - 23 each)
Weapons: AC/2 (x3), 4 tons AC/2 Ammo (in legs), Medium Laser (x3)
Heat Sinks: 10

Generally stick with the team and prioritize heavy and assault mechs or any mech moving in a straight line towards you. The triple AC/2s will chew though their armor quite fast and you can speed things up with the Medium Lasers. It is mostly direct fire support though you can use hills to shoot enemies with the 'hunch' and they can miss quite a lot due to your small profile and their weapons being in arms and lower bodies. I even used the bumps in the sides of the volcano on Caustic to avoid most of the enemy fire and force them to back off since a lot of them were hitting the ground.

If you play carefully and pick your targets, you can probably get 300+ damage easy. I'm not good at aiming at lights with it so I try to use arm lasers to shoo them off. To fire it's 3 for all 3 AC/2s, 4 for 1, 5 for another. To shoot, tap 5, 4, then hold down 3 in less than half a second. 1 for arm lasers, 2 for head laser.

It does around 16.6 DPS if you include the lasers but you're gonna heat up quite fast if you do. I wouldn't recommend it unless you can retreat or afford to stop shooting the AC/2s for awhile.

Try it out. I hope it works for you. :ph34r:


This is basically what i use. The constant stream of AC2 lets you get your lead down quite easily, and is far more forgiving than missing with an AC20 shot. It still has issues vs small things close-in though, but given enough firing time on a heavier/slower target it does impressive damage. Get a 230 in there though.

Edited by superteds, 08 December 2012 - 06:20 AM.


#16 Ryft

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Posted 08 December 2012 - 06:35 AM

View PostCoastal0, on 08 December 2012 - 04:12 AM, said:

Doesn't the speed irk you somewhat? I have taken to having Std260's in all of my hunchback builds, and with speed tweak they run at 90.6 kmph, which is great! It's no cicada though, but playing it as a well-armed, fast medium has been working really well in my favour.


I've read a great deal on HBK engine choices. It seems that a lot of the higher end options are pretty viable. 260 is popular with the HBK-P because small and medium lasers weigh very little, and you can only fit so many double heat sinks. 245 and 250 are popular with HBK-SP users who favor some variant of the Bulldozer build. People favoring large weapons in an H, G, or J tend to stick with the stock engine.

I'd say that with a 245 or higher, it keeps up admirably with Centurions, which is sort of where the rivalry rests. 80+ kph lets you start to run circles around heavier, more dangerous mechs, like Cataphracts and Atlases. Catapults and Dragons might still give someone trouble, though, since they're pretty nimble for their weight.

#17 Flameink

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Posted 08 December 2012 - 09:57 PM

I also use the triple ac/2 build. I only have 1 mlas though, and take off all the armor from the arms to fit an ams and a better engine in there.

#18 Merky Merc

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Posted 09 December 2012 - 02:16 AM

The 4G is easily my least favorite of the three hunchbacks I own. It's to slow with ballistics and despite the lols I've had running dual AC2s lately those weapons seem to be kind of ... wonky. I'm only running the 4G right now to max out it's perks, but I'm running:
260 std
2LLs
1ML
AMS w/ 2(?) tons ammo

It works alright, I definitely prefer my 4P or SP, but with the LLs I just assist as much as I can, or go for headshots when those are possible. Bigger engines are crucial in mediums, imo anyway, you've got to be able to get away from heavier mechs and it makes for fun chases in urban areas.





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