Everyone thank you very much for the input so far, it's all getting me thinking about possibilities and room for improvement! Just a couple things i'd like to comment on:
Taizan, on 19 November 2012 - 08:47 PM, said:
With Dual AC/5s he might have the problem of slot allocation for both FF/Endo as the Mechlab auto assigns Armor slots and (maybe I don't get it though) you are not able to change them.
I'm not really featuring FF on the AC/5 build, only on both triple AC/2's, but about that auto assign thingie, i remember some fixed structural crit slots being assigned o nmy SP when i did apply endosteel, might indeed impact on equipping stuff where i wanted to.
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Engine:
Generally I like to have a speedier engine for additional mobility + faster torso turning. 64.8 kph will feel ridiculously slow on the battlefield and imo you need to dodge in a lot to keep those 2/3 of your firepower alive. If you want to stick with the 200 engine, definitely take AMS with you, you will be a very slow target for some smart LRM pilots. I'd be vey careful with an XL on a 4G, your right torso will be a prime target (also has a higher repair cost afaik).
Afaik in one of the early videos (on IGN I think) the 4G used to have dual lasers on the arms like the SP, but it seems they limited the hardpoints, so in general you will always have a medium damage build, probably around 25-35 damage at the most. This means you need a high survivability for sustained damage during the battle, once again favouring more speed.
Not to mention, losing the XL... Encountering a couple G variants, i noticed how much the RT sticks out and begs to be shot at
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Go Endo + DHS only at first, FF brings a higher repair cost with it
FF was only considered for reducing *that* much on weight, which i had the spare criticals to get away with on builds 2 and 3. Thanks for the extra repair bill note though.
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My conclusion:
If you like small lasers and energy weapons, go for the 4P, if you like a big gun with you, go for the 4H. Leave the 4G. The 4J and 4G are mediocre "inbetween" chassis in my opinion. I'd say the most balanced HBK is probably the SP with the 4H being next up.
Guilty. I only considered the G because of the ballistic hardpoints, which i'll admit i'm a sucker for that kind of weaponry. I'll make a P for my 3rd Hbk, but they kind of feedback i'm getting ingame and on the forums about the G is starting to rub off on me on considering making an H instead.
Selfish, on 19 November 2012 - 09:12 PM, said:
If you want to make the G variant shine, you should really stick to the AC20. The idea is that you want to minimize the time your torso is available to receive fire, and maximize the output of damage within that time. The 20 does this, and out of the three Mlas you can keep two on target without directly facing opponents.
The thought process behind going dual AC/5's wasn't exactly about aplha strikes, but rather sustained damage overtime. If i miss one or two shots with a chain-firing dual AC/5 setup, i lose half the potential DPS i'll lose when i miss an AC/20 Round, but i see your point there. I think i'm just too used to the SP brawling style, that i didn't consider as much the health hazards of being out there duking it out, specially with an xl engine on it, that's why i even considered the triple AC/2's on the 2nd and 3rd builds featuring the STD 200
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This gives you a full firing alpha of 35, and enough rounds to change a game. This is the same alpha as an H Variant running AC10 + 5x MLas. That's fairly competitive, if not a bit slower on the kph end. The advantage is that 20 of that alpha can be applied exceedingly quickly, and you can protect your vital hunch that much faster.
The other AC builds are alright, just not my speed. All HBKs sans SP must show their hunch at some point, and often for extended periods of time. If you find they mesh with your playstyle then all the better. This is just one build that can offer a bit more protection than the majority of HBKs, yet much less than the SP.
I'm starting to notice a trend between Hbk users... Is the size of the alpha (then retreating) really that much more that vital than staying power/sustainability because of that big juicy torso?
Elizander, on 19 November 2012 - 09:21 PM, said:
There is a problem with mixing in MGs with your AC/5. You might have to lead with your AC/5 shots against faster targets and this will make the MG miss or not hit the same spot your AC/5s will hit. It's not crippling but it's rather ineffective. You are probably better off getting a third laser on the head so you can at least zombie once they blow up your right torso.
Well this wouldn't exactly be an issue since i was planning on leaving the MG on a sepparate weapon group than the AC/5's...