Need Piltoing Advice For Hbk-4Sp
#1
Posted 15 November 2012 - 09:02 AM
As I started to rack up CB, I was debating between a HBK-4SP or a DGN-1N for my next mech. I did pretty well in the trial Dragon and like the speed. But, I decided I'd just step up to a medium and try a Hunchback instead. I'd seen a some good posts about the 4SP lately, and I liked it's hardpoint setup and the fact that it didn't have 1, big, "shoot me hear" hunch. So I bought it.
I played a few matches with the stock loadout, and the swapped out the SRM6's for SSRM's, an extra heatsink, AMS, and a MLAS in place of the SLAS. So far, I have been down right horrible. I'm rarely getting damage over 150, and I'm quite often one of the first to die. I'm trying to stay with an assault (if I see one that isn't a trial Atlas), but even when I do, I find that I almost immediately have a Cat and another Hunchback circling me, tearing me apart and eventually coring me.
One thing I think is that I'm not used to the slow speed and I no longer have the ability to engage and disengage at my will. By switching to ES and dropping the AMS, a heatsink, and a MLAS, I can put in a STD 240 and get myself up to 77kph. I think that might help a little.
Any other suggestions? Either specific to my situation or general HBK-4SP piloting advice is appreciated.
#2
Posted 15 November 2012 - 09:13 AM
Also, you could try out a LLAS instead of a MLAS, to see if perhaps you'll do a little better over distance.
Personally I like to fight on all front, so I'm running 1x LLAS, 2x MPLAS, 2x SSRM and its been treating me very well so far. I might not be the biggest damage dealer, but I can fight on every front
#3
Posted 15 November 2012 - 09:17 AM
Cleverbird, on 15 November 2012 - 09:13 AM, said:
I like the LLAS idea. That will allow me to engage from a little further away at first and get a feel for what's going on...
Thanks.
#4
Posted 15 November 2012 - 09:48 AM
People are focusing you because the HBK-4SP is actually really dangerous (50 Alpha) and loads of people are playing them at the moment.
I now shamelessly link my 4SP build. http://www.mechspecs....php?152-******
#5
Posted 15 November 2012 - 09:52 AM
Aware, on 15 November 2012 - 09:48 AM, said:
I'd love to play it the same as I played the Raven, which is why I'm in agreement that I need a bigger engine. Maybe I'll grind out more CB with my Raven until I have a few million CB for ES, DHS, and the bigger engine.
#6
Posted 15 November 2012 - 10:18 AM
#7
Posted 15 November 2012 - 11:11 AM
Also, by the by, if you do get into a group, try and install a TAG in your head slot. Best thing I ever did for my brawler, as we have to stay in visual close contact range to attack anyway, and it helps loads with LRMs, and a bit with tightening up SRMs and a slight accuracy increase to Streaks. If you want a loadout configuration or more tips, feel free to ask
#8
Posted 15 November 2012 - 11:42 AM
Small trick you might not know: store your ammo in the legs. Leaves the torso completely free for DHSs.
With the Elite training unlock, you just barely break 80 KPH at a full run.
I have the MLAS on each arm grouped, then the head MLAS on its own with the twin SRM6 linked. Giving up the twin SRM6 on the 4SP gives up the chassis' haymaker. I can core an Atlas from behind with three good salvos of missles and lasers. I can rip arms off Mediums and Heavys with only a couple salvos.
Another advantage is that my armor is almost maxed with only a couple points missing on the legs.
As has been said, battlefield awareness is key. Know what you're strong against and what you can't take. You can't go toe-to-toe with an SRM Catapult or an Atlas, but if they're engaging someone else, take the opportunity to tear into their backs. I always go for back armor. Not only does it draw the heat off your allies because now the enemy has to engage on multiple fronts, but you also stand a better chance of dropping your target outright.
Also be cautious about being pulled into the thick of a fight. If you get surrounded, you will die. No way to protect that rear armor if they're all around you.
#9
Posted 15 November 2012 - 12:36 PM
#10
Posted 15 November 2012 - 03:02 PM
Endo
DHS
250 Standard
Artemis + 2 SRM6's
4x MLs
Standard Armor configuration
I get around 400-600 damage on average now with around 2 -3 kills and 4 assists. I like to play a hit and run/vulture kind of brawler. with 81 KM/H (no exp upgrade) I can get in and out of tight spots fairly quickly and my high armor values allow me to take a beating. At the start I hang back with my assaults and supports, occasionally scouting ahead for enemy formations. I always relay positioning to my team via the grid.
In fights I take 1 of 2 approaches:
1) Single out a slow moving heavy and flank them. I really enjoy fighting Catapaults (non-gauss el oh el) because my SRM6's destroy the **** out of their ears and sides. I usually try to strike from the rear and take advantage of my higher speeds to weave in and out of cover. Poking with missiles and occasional lasers bursts when I get the chance.
2) My other tactic is just straight out fire frenzy. When the lines break and **** hits the fan I just pop this poppy into full speed and run around. I make sure to fire my SRM6s at any target that is close enough to take the full blast and use my 4 lasers to shear off any damaged parts from enemies. I basically work as a big battle precision amputation master. If I am going for an arm, I fire my SRm6's when I am too their side, so the arm takes all the damage. Legs? same deal. I always make sure my full combo hits in one precise shot. My goal is to disable as many components as possible so my heavy hitting team mates can waltz in and blast them all to hell.
Keep in mind:
your back armor is very weak, don't get cornered or flanked.
Your arm reach is excellent, when running you can easily turn slightly to one side and swivel back, hitting and enemy with all 4 lasers. I've killed dozens of lights this way, and even managed to take of enemy arms and legs while they are chasing me.
But of course the number one rule: have fun. Find something that works for you and stick to it. Took me a few games to find my niche.
#11
Posted 15 November 2012 - 03:27 PM
malibu43, on 15 November 2012 - 09:02 AM, said:
One thing I think is that I'm not used to the slow speed and I no longer have the ability to engage and disengage at my will. By switching to ES and dropping the AMS, a heatsink, and a MLAS, I can put in a STD 240 and get myself up to 77kph. I think that might help a little.
Speed will help but it is not the solution. With a stock 200, you should be fine.
I can think of two improvements. To use streaks you have to keep looking at your target. This exposes your torso. To avoid that you should switch back to the SMR6. You can then turn in, alpha, and turn away and piddle on them with your arm lasers. This means your arms will catch a good amount of the damage.
The other thing might be to wait back a little longer. Your lasers have a maximum range of 500 meters and a max effect at 270 so you have a long range to play with. Use that range until the fight has actually become a brawl. Once people start brawling you wont receive that much focus fire.
#12
Posted 15 November 2012 - 04:24 PM
So I think tonight I'll put the SRM6's back on there. I really love the punch those things pack. While I haven't been very good overall, I did have a round on Forest Colony where I got behind an Atlas and launch volley after volley of SRM's and MLAS into his back, eventually coring him.
I'll try to stay back a little longer for a while. In the meantime, I'll save up some CB for ES and DHS so that I can drop a STD 255 in at some point. Or better yet a 250 which should allow me to keep the stock loadout and max out armor.
Edited by malibu43, 15 November 2012 - 04:27 PM.
#13
Posted 15 November 2012 - 04:56 PM
Firing point blank works, too, but it's helpful to know this about SRMs if you're a cheapskate when it comes to artemis
#14
Posted 15 November 2012 - 05:25 PM
Use cover, use flanking routes, and whenever possible save your SRM ammo for close-range blasts, preferably to the rear.
I have killed many atlases by walking up behind them as they fought and unloading a 50pt alpha into their rear armor, followed by a second one shortly thereafter.
Tip on using cover, if you're being chased my multiple mechs, say a hunch and a catapult: get behind cover, then stop and turn, the faster of the two will come straight around the corner and you can give him a face full of alpha before continuing past his rear (and making him turn around) and giving the other chasing mech a face full of hurt.
Continue this until someone is dead, you've got a decently long weapon cooldown, so I find this style of "jousting" works much better than the usual circling, especially with SRM6s.
Edited by One Medic Army, 15 November 2012 - 05:25 PM.
#15
Posted 15 November 2012 - 05:42 PM
http://mwomercs.com/...-the-bulldozer/
Edited by HlynkaCG, 15 November 2012 - 05:42 PM.
#16
Posted 15 November 2012 - 05:55 PM
What I mean by that is, if the teams are evenly matched, you can do a hell of a lot of damage and deal out the most damage on the team. However, I play PUGS, and if your team is getting overrun, there is nothing you can do with a 4SP to change that.
So it's a mech where you have to take the rough with the smooth, there are certain types of battles where you will be superbly effective if you use cover carefully and take up a role in support of your bigger brothers. If the enemy get split up, then you're in for a real party because with a standard 250 engine you have enough speed to track them all over the map and keep them in the range where you're most effective (200 - 300m). When this happens you can easily rack up a few kills.
My own experience has been that I haven't been getting a lot of kills with it, but I'm pretty much consistently in the top 2 or 3 damage dealers on my team. Just don't forget to use your SRMs, they're really good at taking off arms and shoulders!
#17
Posted 15 November 2012 - 07:09 PM
Selfish, on 15 November 2012 - 04:56 PM, said:
Firing point blank works, too, but it's helpful to know this about SRMs if you're a cheapskate when it comes to artemis
Tip of the month. Thank you so much for this.
#18
Posted 15 November 2012 - 07:46 PM
first off. endo skele
second. double heat sinks
weapon load out
4x medium lasers
2x SRM6's
and as much ammo as pos
with six DHS you'll get a 1.23 heat efficiency
then weapon grp your 4 lasers to 2. 1 grp per arm.
if you do this you can shoot around stuff when needed
the srm6's are always good at close range XD
edit
also a 245 engine not a XL just a normal one lol
the extra speed really makes this mech shine XD
also AMS with 1 ton of ammo
Edited by Demoned, 15 November 2012 - 07:51 PM.
#19
Posted 16 November 2012 - 09:14 AM
Wildhound, on 15 November 2012 - 05:55 PM, said:
^ this seems to be very true. Especially since I PUG a lot. Once things start to go south in a PUG, I find I'm surrounded, stripped, and cored very quickly no matter what my initial strategy was.
#20
Posted 21 November 2012 - 12:02 PM
Really I find the key to this build is teamwork. Either get on TS so you're running in a group (then it's almost a guaranteed win against any PUG match), or even if you're on your lonesome, saddle up to a heavy and see what happens. The SP was never meant to be a solo mech - it gets taken out too fast for that! If you can partner with, say, an atlas, and let him take the hits, then that frees you up to do some devastating damage from a flank or the rear while everyone is focussing on the assault mech. Priority targets will obviously be the ones with the most danger to your assault friend, and with this build you can melt mechs pretty quick if they've sustained battle damage.
If you honestly do need to go it alone, find yourself an overconfident atlas or other heavy - the biggest the mech, the easier time you'll have out manevering it - so *don't stand still*! Avoid the front of the mechs (as this is where the hurt is kept), and use your arms to your advantage (the hunchback can fire its arm-lasers in almost 180 degrees!).
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