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Need Additional Suggestions For Hunchback-Spud


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#1 Ryft

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Posted 18 November 2012 - 09:22 AM

So the second mech I've ever purchased is the Hunchback SP. I'm finding that I enjoy playing it a lot, and it's hardpoints give it a ton of options on how you can play it. I'm having a hard time figuring out exactly how to configure it for my playstyle... or for that matter what my playstyle even is! So I'm looking for advice on where to put my C-Bills, basically.

Currently:

Endosteel
Double Heat Sinks
Standard 200 Engine
Standard armor maxed on all locations - slightly heavier armor on the rear than is normal for a default hunchback.

Standard medium lasers in the arms
Left and right torsos have three DHS each
Right torso: LRM10 (3 tons ammo)
Left torso: SRM6 (1 ton ammo), AMS (1 ton ammo)

Known issues/ Progression of build:

1. Totally out of critical space and I still have tons of weight left! This means I am saving up for an engine to take advantage of the weight. Trying to figure out a good loadout to pick an engine around.

2. I've tried the 5 medium laser + 2 SSRM2 for hunting lights. However, I didn't yet have an engine that could keep up with lights properly, and this build suffers when I run into a lot of heavy armor. Went back to the twin SRM6s.

3. Following around heavies and assaults became my usual thing. Basically I was trying to position myself as a flanker and opportunist so that our heavier mechs came out the victors when they clashed with the opposing armor. Problem here was when the silly pug group decided to duke it out across open terrain, or when I was stuck behind shallow cover and unable to do anything. This is what led me to experiment with the AMS and with LRMs, to give me something to do while waiting. Basically the idea is to waste no time, and hammer the enemy from any position. This came at a loss of the head mounted medium laser, which was sort of ok because I don't think I took advantage of it as much as I could have, and because the double heat sinks aren't quite as awesome as when I was running 21 regular heat sinks, anyway.

Splitting my attention between SRMs and LRMs means that I'm no longer a specialist in any type of engagement. I definitely wish I had more "punch" again.

Sort of annoyed at my inability to equip additional double heat sinks... basically anywhere. Wish I could split between standard and double heat sinks. I was more heat efficient with standards, but, I recognise that the tonnage saved with doubles gives me a lot of options, too.

Totally open to suggestions. Right now I'm playing as a fire support mech that runs with the pack. My AMS helps anyone sticking close to me, and I have a solution to any encounter range. I don't get as many kills as when I was running the twin SRM6, however.

#2 Aware

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Posted 18 November 2012 - 10:33 AM

I like to decide if I either want to be long range or in your face brawling and you should too. I prefer in your face brawling. I'll link my build for the SP, http://www.mechspecs....php?152-******

#3 Budor

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Posted 18 November 2012 - 11:05 AM

250 standard engine with DHS gives you 10 built in sinks that function with 2.0 instead of 1.4 like any added additionaly in crit or engine slots. Its a good base to start builds from.

#4 Sennin

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Posted 18 November 2012 - 11:21 AM

Unless you are trying to run a twin LRM 10/15 setup, go with the 250 Standard Engine as previously mentioned. My SP uses 2 SRM-6's, 4 Medium Lasers, 16 Double Heatsinks, Endo-Steel Internals, and a 250 Standard. Strong Striker/Crit Seeker.

#5 Ryft

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Posted 18 November 2012 - 11:28 AM

So stick with a 250 or better engine for extra heat sinks... makes sense.

I like that ****** build that Aware posted. It uses a 255, but I might go with a 250 and add either more heat sinks, or else replace my head mounted laser.

I was in a fight once where I was down to the head laser. I lasted nearly another 30 seconds against 4-5 guys, and almost took a Jenner out with me. It was exciting, even though they took me out in the end. I imagine I could have lasted even longer had I another 10+ kph "under the hood" (so to speak).

#6 Ryft

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Posted 18 November 2012 - 12:15 PM

Lack of success with the single LRM, so I'm taking the advice to go long or go short.

Added the head laser back in. I can always not use it to avoid overheating. I had to zombie for about 30 seconds earlier today before someone coup de graced me. After adding the head laser back in, I was once again forced to rely completely on it a few matches in. I used it to take the AC20 off a Wang before I was brought low.

Good times.

#7 Mesa

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Posted 18 November 2012 - 12:21 PM

I'm in a similar position. I've been playing and enjoying my 4SP for a little bit, and have upgraded a bit on the way, going with double heatsinks and endo-steel. I've saved up enough now that I can buy and install a STD 250 engine for maximum heatsink efficiency, and have been thinking about changing up my weapon load out.

I previously had the 4 medium lasers, 2 SSRMs w/ 2 tons of ammo, AMS w/ 1 ton of ammo, and a small laser in the head that I never use. I've been thinking about upgrading to medium pulses, as I think the burst type damage would suit me a bit better. I think I'm going to ditch the small laser since I don't use it.

Here's what I'm looking at: STD-250 engine 4 med. pulse lasers, 1 SRM-4 w/ 2 tons of ammo, AMD w/ 1 ton ammo. and 5 double heatsinks. Any thoughts? Is the AMS worth keeping? I've read some complain that AMS is "worthless", others indicating it can be very useful for cutting down missile spam.

I could also drop a DHS and go back to dual streaks...

#8 The Farmer

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Posted 18 November 2012 - 01:48 PM

Ive spent a lot of time in the cockpit of the 4SP Variant (while Mastering the Hunchback).

The Build:
- 16x Double Heatsinks
- XL 260 Engine
- 2x SSRM2s 3 tons of ammunition
- 4x Medium Pulse Lasers
- AMS 1 ton of ammunition
- Maxed Armour


This build can chase Lights, particularly with the aid of Speed Tweak. The damage output will drop them quickly (especially when accurate with the MPLs). When running with my Clan I act as an Assault escort, easily able to chase off Lights and able to tangle with the Assaults (in no small part due to my speed). When running with PUGs it is a diverse build that can support, hunt or occasionally run Rambo. You just need to keep in mind that while running an XL engine you need to protect yourself. This is not a zombie build.

#9 Ryft

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Posted 18 November 2012 - 02:29 PM

Hunchbacks have a big torso... they paint too broad a target for me to feel comfortable putting an XL engine in them.

As for the AMS, I had tonnage to burn with awkward spaces to work with, so it worked at the time. I would say: yes, equip it on missile boats and assault mechs. Don't bother on anything else, until the metagame starts to encompass prebuilt team and map specific strategies. Once that happens, you can mass fire them within a lance, so, say...

Atlas K, with 2 AMS
3 other mechs, with 1 AMS each

Such a group can advance with near impunity against 2 or so missile boats if they stick very close together. Only 1-2 mechs will be targetted, but all 5 AMS thin out the missiles. Great when you are organizing on an assault mech to punch into the enemy line, but as a solo mech it's better to move from cover to cover, which almost guarantees no missiles will hit you.

Back to the topic:

I had gone 2 SRM6 with extra ammo to use up extra tonnage, until I realized that I never last long enough to dump all that SRM ammo into anything. Ammo unfired is potential damage wasted. In a close fight, you take damage, guaranteed almost, so I switched up to twin LRM 10 to make better use of that ammo while I grind out the 250 engine.

As planned, it works pretty well. Softening up targets for my team, and when attacked I'm actually a quite capable and agile combatant with 5 medium lasers to fend things off with. At the very least, I feel more capable with this than with the stock trial Cat-C1, which runs out of LRM15 ammo within a minute, and then has to work with only 4 torso mounted lasers. Teh suck.

And since my two weapon systems don't work together well unless the target range is within a 180-540 meter span, I don't have many heat issues.

Once I get the 250 engine, I'll drop a ton or two of ammo, and probably drop the AMS, and go with SRM6s again.

#10 Spectre999

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Posted 18 November 2012 - 03:13 PM

The sweet spot for a hunchback engine, imo, seems to be 245. you'll notice that 250 asks for a whooping 1,5 tons more for not so big a gain in speed, so if you're planning to go for a big engine, either take the 245, or go all the way with the 260.
As someone said before, XL engine is strongly discouraged, everyone seems to be targeting that hunch whenever they see it. 4SP is a bit better in this regard than other models, but still, XL will only get you killed faster.

With regards to weapons, the good thing about 4SP is that its slots are well arranged, especially the four laser slots in both arms are a godsend, allowing you to mix and match lasers in a highly mobile slot.

I had good fun missle boating dual LRM 15s with enough ammo not to bother about buying reloads and dual MPLAS to swat pesky ankle-biters. After the recent nerfs, I changed tactics and decided to go large engine, DHS, 4x MPLAS and 2x SSRM which works good for chasing lights.

4x MLAS is also a good base to build on, with just a few heatsinks you can afford to fire them non stop on chain fire. This gives you an inexpensive medium to short range option, just add some missiles at your preferred range. Dual SSRMs are great for swatting lights, LRM 5 or 10 don't pack a lot of punch, but can work nicely with just one ton of ammo. You can still use them when fighting at ranges above 180m.

#11 Mesa

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Posted 18 November 2012 - 03:28 PM

View PostSpectre999, on 18 November 2012 - 03:13 PM, said:

The sweet spot for a hunchback engine, imo, seems to be 245. you'll notice that 250 asks for a whooping 1,5 tons more for not so big a gain in speed, so if you're planning to go for a big engine, either take the 245, or go all the way with the 260.


If I understand this correctly, the 250 has 10 internal heatsinks, versus 9 for the 245. So, you must factor in the extra heatsink (1 ton) in the comparison, bringing it down to a half ton difference. And given that with the double heatsink upgrade, the internal engine heatsinks operate at 200% efficiency versus 140% on a mounted heatink, that is a significant advantage. So really for that extra half ton you're getting 60% of an additional heatsink and that little extra speed. Seems like a good trade off to me imho.

Anyway, I was able play a few rounds with my medium pulse 4SP a little after making my post, and I like it. You have to watch the heat with it though.

Edited by Mesa, 18 November 2012 - 03:29 PM.


#12 Falanin

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Posted 18 November 2012 - 07:34 PM

I ran my 4SP with 3ML, 2MPL, and Streaks. Group by weapon, set ML to chain-fire (3 of them means the green does not stop), and you get s surprising amount of constant DPS. Not an amazing alpha, but it runs cool enough to just keep firing for quite some time.

Sometimes for giggles, I'd downgrade the mediums to smalls, and use a pair of Large Lasers to engage at a bit more range.

#13 Ryft

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Posted 19 November 2012 - 04:02 AM

Currently running the 250 standard, with 8 additional DHS. 4MLAS + 1MPLAS (in the head) + 2SSRM2 (I've just officially declared my accuracy to be "bad" against anything fast when using the SRM6s).

So far I like it a lot. The DPS isn't amazing, but it runs very efficient on heat, and I am pretty dangerous to light mechs. Additionally, the damage output to a specific body location can be pretty mean, too, with all 5 lasers going.

#14 Aware

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Posted 19 November 2012 - 06:50 AM

View PostRyft, on 18 November 2012 - 11:28 AM, said:

So stick with a 250 or better engine for extra heat sinks... makes sense.

I like that ****** build that Aware posted. It uses a 255, but I might go with a 250 and add either more heat sinks, or else replace my head mounted laser.

I was in a fight once where I was down to the head laser. I lasted nearly another 30 seconds against 4-5 guys, and almost took a Jenner out with me. It was exciting, even though they took me out in the end. I imagine I could have lasted even longer had I another 10+ kph "under the hood" (so to speak).

You can drop down to a STD 250 without any noticeable performance loss. You have to drop off some more armor to get an extra DHS or ammo if you go to the STD 250

#15 Child3k

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Posted 19 November 2012 - 08:08 AM

View PostRyft, on 19 November 2012 - 04:02 AM, said:

Currently running the 250 standard, with 8 additional DHS. 4MLAS + 1MPLAS (in the head) + 2SSRM2 (I've just officially declared my accuracy to be "bad" against anything fast when using the SRM6s).

So far I like it a lot. The DPS isn't amazing, but it runs very efficient on heat, and I am pretty dangerous to light mechs. Additionally, the damage output to a specific body location can be pretty mean, too, with all 5 lasers going.


Actually, I think the SP is not the best choice for chasing lights. The SSRM2's are just not getting it done for my taste. I think the SP performs way better with the dual SRM6 setup and should be put up against bigger targets - say: medium-assault range. It piloted well it can be a pain in the *** - especially for the slower, heavier targets like Atlas or Awesome.

Against light I very much prefer the P-chassis with a large engine - say: 260 - those 9 MLs just get the job done in most cases. And with the 260+speedtweak you travel at a little over 90 kph. Just be aware: With DHS+ES the 260 and the Lasers plus 18 HS you end with no crit space left (and a total weight of 49.6t). So there's no room left over for an AMS or something.

EDIT: @ the build that was posted by aware: I agree with that 100% - but I would put ammo in CT and in the legs. CT is kinda obvious - but with the legs its the same thing: As soon as u get legged, ur dead anyways ;)

Edited by Child3k, 19 November 2012 - 08:18 AM.


#16 Aware

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Posted 19 November 2012 - 08:31 AM

View PostChild3k, on 19 November 2012 - 08:08 AM, said:


Actually, I think the SP is not the best choice for chasing lights. The SSRM2's are just not getting it done for my taste. I think the SP performs way better with the dual SRM6 setup and should be put up against bigger targets - say: medium-assault range. It piloted well it can be a pain in the *** - especially for the slower, heavier targets like Atlas or Awesome.

Against light I very much prefer the P-chassis with a large engine - say: 260 - those 9 MLs just get the job done in most cases. And with the 260+speedtweak you travel at a little over 90 kph. Just be aware: With DHS+ES the 260 and the Lasers plus 18 HS you end with no crit space left (and a total weight of 49.6t). So there's no room left over for an AMS or something.

EDIT: @ the build that was posted by aware: I agree with that 100% - but I would put ammo in CT and in the legs. CT is kinda obvious - but with the legs its the same thing: As soon as u get legged, ur dead anyways ;)

Honestly the SP does fine against lights as well. People just need to learn how to use SRM's effectively (ie Learn to lead the target). I won't tell you the number of lights I have killed with SRM's.

#17 Child3k

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Posted 19 November 2012 - 08:35 AM

Yeah - I know. I myself finished lights with srm's - especially builds that just use the stock engine. But against a good light pilot, who makes use of jumpjets and what not it gets really difficult.

#18 Ryft

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Posted 20 November 2012 - 12:33 PM

Currently practicing with SRM4s, let's me spam more for practice. I find the 5th laser helps with pinpoint damage a lot, since I like to target dangerous hardware in a close fight.

Probably my next hunch (towards elite) will be a P, followed (I hope quickly) by a G. I really want to play around with the G, but I recognize that the P is probably one of the easiest as far as tweaking goes (and cheapest to run!)

Edited by Ryft, 20 November 2012 - 12:35 PM.






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