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Hbk-4Sp Missle Choice


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#1 Krazy Kat

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Posted 09 November 2012 - 07:14 PM

I bought an HBK-4SP and I really like the dual SRM6. But I was pondering the other options:

1. SRM6. Great damage, but you have to be close to get hits. Fast mechs are harder to hit.

2. LRM10 or LRM15. Long range and guided, but require lots more tonnage and hurt my role as a brawler.

3 SSRM2. Guided is good, but the damage is low and the time to lock hurts. On the plus side, the weight is lower, so it frees up weight for other stuff.

I might try all three but I can't afford it right now.

Any advice?

#2 Corvus Antaka

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Posted 09 November 2012 - 07:30 PM

5 medium lasers, 2 ssrm 2's. DHS, 84 KPH with a good engine, 2 tons of ammo. endosteel.

Kills lights dead.

#3 HaDeZs

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Posted 09 November 2012 - 07:33 PM

not so much anymore. SSRM reduced damage barely scratches the ones with FF on. I've had better results in matches with SRM6 than with SSRM2. More kills, better utility, and the medium lazers melt lights if you set up right.

#4 Hex Pallett

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Posted 09 November 2012 - 08:11 PM

Well, I think you've already have the answers yourself. SRM6 for brawling, LRM10 for bombing. LRM15 is too large IMO so let's leave that to the Catapults, and 2xSSRM2 is really not that impressive. Also I'd recommend you to leave the head hardpoint empty, it doesn't turn along with the arms so why waste the tonnage/heat?


(There's no honor in LRM.)

Edited by Helmstif, 09 November 2012 - 10:17 PM.


#5 Squarefox

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Posted 10 November 2012 - 03:33 AM

View PostHaDeZs, on 09 November 2012 - 07:33 PM, said:

not so much anymore. SSRM reduced damage barely scratches the ones with FF on. I've had better results in matches with SRM6 than with SSRM2. More kills, better utility, and the medium lazers melt lights if you set up right.


Ferro-Fibrious armor does NOT give you more armor, it makes your armor weight less (more points per ton). The maximum armor you can have is the same.

Edited by Squarefox, 10 November 2012 - 03:34 AM.


#6 Wrenchfarm

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Posted 10 November 2012 - 04:18 AM

View PostHelmstif, on 09 November 2012 - 08:11 PM, said:

Also I'd recommend you to leave the head hardpoint empty, it doesn't turn along with the arms so why waste the tonnage/heat?


Gotta disagree actually. I run a 4SP and find the my head mounted laser very handy. The arms are great but tend to hang low and wide, plenty of situations where your beams are blocked by walls and waist high crud. The head laser lets you continue some kind of DPS because if you can see it, you can hit it. Also, very handy for when you lose an arm or two, lets you stay in the fight.

I truck around in my 4SP with 2 SRM6s, 2 packs of ammo for it, 5 medium lasers, and AMS and 1 ton of ammo for it (you want it closing the gap on missile boats). Very standard, very deadly. Does well against scouts, have to pick your rocket shots carefully, and the lasers give them something to think about.

Love that mech. Running DHS right now, and I'm so twisted up with all the different opinions and math about it that I can't make a recommendation - works for me though. The only improvement I would like to make is to drop a bigger engine in it. Not sure if I could make the weight/slots work though (spoiled by my quicker Swayback).

#7 PYM Scorn

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Posted 10 November 2012 - 05:36 AM

I would like to recommend SRM6 packs. If you give 'em a case in the face this is what you get:

Posted Image

Admittedly it was only a Commando, but it works well against all 'Mechs.

#8 Cleverbird

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Posted 10 November 2012 - 07:50 AM

I'm currently running
2 mpl's
1 largel
2 streak srm2's

It give's me a nice punch up close, while still being able to do something at range

#9 Cstriker

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Posted 10 November 2012 - 08:08 AM

Step 1. SRM6 x2 W/ Artemis, 5x Medium Lazors.

Step 2.

Step 3. Win

#10 Flapdrol

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Posted 10 November 2012 - 08:26 AM

I run my hunch with about the same setup as Pandavision, only with a medium pulse in the head, it doesnt have to be on target that long, which is hard to do on a torso/head laser.

Edited by Flapdrol, 10 November 2012 - 08:26 AM.


#11 Rustik

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Posted 10 November 2012 - 08:26 AM

I love this chassis. However, the base mech ran a little hot for my tastes, so while farming the cash to afford DHS upgrade, I ran with 2 SRM4s, 2 medLas, and 2 Small Lasers. The punch is lighter, but it runs cool enough you can unload more consistently.

With the DHS upgrade it's basically stock + DHS upgrade + 1 more ton of SRM ammo. It would be nice if it was faster, but I've learned to hang back a bit from the group, wait for everyone to engage, and while otherwise occupied I put holes in the enemy.

As for LRMs, I have not tried them in a Hunch-back, I'm not really a fan of their weight. Though seeing as you'll need all three chassis upgrades, if you want to try LRMs pick up the hbk-4L when you've got the cash.

Haven't put dual streaks in it yet, but I've done dual streaks on a commando previously and they're quite nice. They were better when they always hit CT, though. I saw another player running 90 kph with 5 small lasers and 2 streaks. It seemed pretty effective as a skirmisher, and he was doing well as a scout hunter.

#12 AcesOnHigh

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Posted 10 November 2012 - 08:30 AM

Howdy,

I have tried a bunch of different builds with my 4SP. Even stripped it down and put two LRM20s in it plus Artemis for that day or so where LRMs were god.

Anyways, two builds in particular have stood out which I have loved! The first is 2 Streak SRMs and 4 Medium Pulse Lasers in the arms. Nothing in the head. It worked great against lights because the Streaks locked, and the Pulse lasers put a bunch of damage on a single point, quickly. Only two tons of ammo for the Streaks, and I have not had problems with running out. It also worked wonders on the Centurion's arms.

Currently, I just grabbed double heat sinks and put a bunch more weapons on my 4SP. I'm running 4 Medium Lasers, 3 in the arms and one in the head, one Large Laser for range, two streak SRMs, and an AMS. Two tons of ammo for the Streaks and one ton for the AMS.

I do about the same in each build, but they are slightly different to play in. The first needs to be in peoples faces to put a bunch of damage downrange. The second can hang back slightly, but needs a bit more skill with tracking the target with the arms. The pulse lasers are better if you have a hard time keeping lasers on target.

#13 Hex Pallett

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Posted 10 November 2012 - 08:40 AM

View PostCstriker, on 10 November 2012 - 08:08 AM, said:

Step 1. SRM6 x2 W/ Artemis, 5x Medium Lazors.

Step 2.

Step 3. Win


Step 4. Spend a fortune buying ammo.

#14 Cstriker

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Posted 10 November 2012 - 09:18 AM

View PostCstriker, on 10 November 2012 - 08:08 AM, said:

Step 1. SRM6 x2 W/ Artemis, 5x Medium Lazors. Step 2. Step 3. Win

View PostHelmstif, on 10 November 2012 - 08:40 AM, said:

Step 4. Spend a fortune buying ammo.


Required equipment for Cstriker01s "Artemis SRM6 steps to success":

1 HBK-4SP
2 SRM6s
1 Artemis
2 large balls
1 industrial strength can of win

Mix together in a large mixing bowl (one strong enough to contain a 50 ton mech), slowly pour in testosterone and flavour with your favorite energy weapons. Bake at 5,000 degrees Kelvin for 30 seconds, then let stand to cool. Now its ready for piloting by men! Communists who have difficulty with ammo costs will have difficulty piloting a mans mech and should look elsewhere towards a commando, or the flea.

You drive this thing to win. Not to anti-win, not-win, unwin, or reverse win...is that what its called? Backwards win? Sorry that other word isn't in my vocabulary, its hard for me to understand what people say when they don't win or complain about costs.



View PostHelmstif, on 10 November 2012 - 08:40 AM, said:


Step 4. Spend a fortune buying ammo.


Also, I kid. The ammo costs are steep with it. Shoot it when you know you will hit and don't waste shots.

Edited by Cstriker, 10 November 2012 - 09:18 AM.


#15 Raso

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Posted 10 November 2012 - 09:26 AM

View PostHelmstif, on 10 November 2012 - 08:40 AM, said:


Step 4. Spend a fortune buying ammo.

if you deal damage with them you'll make more money than you spend on ammo. You only ever have to pay for 25% of the ammo so if you try to save money by trying to save ammo you won't make any money. The SRM6s also are great a finding crits so that's more money to make.

At 2 tons the most I've ever payed for ammo is 30k and with my premium account I rake in no less than 160k on a bad loss while averaging around 200k on most wins.

You have to spend ammo to earn money.

#16 RedrumnCoke

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Posted 11 November 2012 - 02:22 PM

View PostRustik, on 10 November 2012 - 08:26 AM, said:

I love this chassis. However, the base mech ran a little hot for my tastes, so while farming the cash to afford DHS upgrade, I ran with 2 SRM4s, 2 medLas, and 2 Small Lasers. The punch is lighter, but it runs cool enough you can unload more consistently.

With the DHS upgrade it's basically stock + DHS upgrade + 1 more ton of SRM ammo. It would be nice if it was faster, but I've learned to hang back a bit from the group, wait for everyone to engage, and while otherwise occupied I put holes in the enemy.

As for LRMs, I have not tried them in a Hunch-back, I'm not really a fan of their weight. Though seeing as you'll need all three chassis upgrades, if you want to try LRMs pick up the hbk-4L when you've got the cash.

Haven't put dual streaks in it yet, but I've done dual streaks on a commando previously and they're quite nice. They were better when they always hit CT, though. I saw another player running 90 kph with 5 small lasers and 2 streaks. It seemed pretty effective as a skirmisher, and he was doing well as a scout hunter.


Since I am also saving up money, I too run mine with dual SRM4s. I think these get overlooked but offer several advantages:
1. More damage than the SRM2s but take up the same space and generate the same heat.
2. Takes up one less crit slot and generates less heat than the SRM6. Also, with only 4 vs 6 missiles, the grouping by default is tighter, so you save on ammo costs by not needing Artemis.

Cons: Less burst damage.

#17 EliteOne

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Posted 09 December 2012 - 05:34 AM

Hi guys, there are some great builds people have posted. I'm fairly new, my first C-Bills Mech was a Hunchback and I've since got my hands on a 4SP...

What do you think of the loadout I'm running?

*Endo
*DHS
*STD 235
*2 LLaser
*2 MLaser
*2 SSRM2's
1 ton SSRM ammo
Max armor except R/L legs (They're at 31 each)

This puts me at 50 tons, 76k/m speed with 38 FP.
As an Alt loadout, I run nearly stock with 4 MLasers and the SRM6s. I really wanted the ranged of the large lasers.

I'm almost ready to start working on the Elite skills. For the next series, I'd like to try something a bit heavier, that also has energy hardpoints on the arms.

#18 Elizander

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Posted 09 December 2012 - 06:06 AM

If you want to make that Atlas think twice about turning his back to you, go SRM6 and just learn to hit light mechs with your arm lasers.

If you really hate light mechs and are willing to hope they don't have ECM, go SSRM2.





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