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Ballistic-Based 4G Hunchie. Need Advice


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#21 Plepis

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Posted 20 November 2012 - 07:49 PM

@Taizan: i just played around with the 4g you suggested, and i'm wondering how did you fit 3 MPLAsers in there? STD200 engine, no AMS, or did you strip armor?

#22 Plepis

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Posted 21 November 2012 - 04:49 AM

View PostRFMarine, on 20 November 2012 - 07:13 PM, said:

MG's are mentioned in the patch notes today


I think i missed that part? Where were they mentioned?

#23 Hauser

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Posted 21 November 2012 - 08:00 AM

View PostTaizan, 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.


They're dynamic parts. You can put them anywhere on your mech. They'll never get in the way of your weapons unless you simply don't have enough space left.

When the dynamic armor and structure slots are white, you can drop a weapon on them and they will move to the side. When they are orange (and no longer called dynamic) you simply don't have enough space on your mech to move them anywhere.

Edited by Hauser, 21 November 2012 - 08:02 AM.


#24 Taizan

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Posted 21 November 2012 - 09:27 AM

View PostPlepis, on 20 November 2012 - 07:49 PM, said:

@Taizan: i just played around with the 4g you suggested, and i'm wondering how did you fit 3 MPLAsers in there? STD200 engine, no AMS, or did you strip armor?

Upgrades: DHS, Endo, FF armor
Standard 200 Engine
2 DHS
2 Tons of Ammo (60 shots)
49.5 tons
No armor stripped 338/338

The Mech is pretty crammed and all slots are taken either by structure or armor slots, so even if you could save weight with normal MLasers, you would not be able to fit in anything else (No dynamic slots left over). Except maybe swap the engine for a 225 if you prefer more (albeit minimal) speed.

Edited by Taizan, 21 November 2012 - 09:29 AM.


#25 Plepis

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Posted 21 November 2012 - 12:23 PM

View PostTaizan, on 21 November 2012 - 09:27 AM, said:

Upgrades: DHS, Endo, FF armor
Standard 200 Engine
2 DHS
2 Tons of Ammo (60 shots)
49.5 tons
No armor stripped 338/338


So.. no AMS then?

#26 Taizan

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Posted 21 November 2012 - 12:42 PM

View PostPlepis, on 21 November 2012 - 12:23 PM, said:


So.. no AMS then?

Nope, you won't have the space or tonnage free for that. You got to move in and out of cover a lot any way, as discussed before hand.

#27 Alexander 1978

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Posted 22 November 2012 - 05:05 AM

Hi.

I'm pretty new to the forums and MWO, but I started out with my Founders Hunchback (HBK-4G) variant and that AC/20 ist just a beast for brawling.
That AC/20 needs a good aim though and a bit of time to get used to its speed and the time it actually takes from button press to the round beeing fired. I would suggest to use it only on shots that you are rather sure will hit and not on "Hey lets take a luckshot here.". Otherwise you waste ammo and time with a miss.

So your double AC/5 or maybe UAC/5 after the last patch are a better choice if you wanna stay further away from the fight and are not yet familiar with the "feel" of the Hunchy and the game itself. It took me several matches to get used to the 4G variant but now I have fun with it and will experiment with it further once I have 3 variants through their basics and all of em on master.

If you want to try out a rather fast Hunchy variant (81 kph) that has a nice 55 damage Alpha and not runs too hot with a litle patience then you may want to try out my current build (4SP):

Spoiler


I know my build is not perfect but I get good results with it as long as I play with my team and not run off solo... ;)

Options for my build would be to drop the SRM's for SSRM2's and the med for medpulse lasers and more double-heatsinks and maybe the 260 engine to get a variant that is more viable to hunt lighter mechs. Yeah I know what some of you might say...gotta fight fire with fire so light vs light. But hey 2 streaks and the faster firing pulse lasers will hurt the average light more then you might think. and a 20 damge pulse laser strike is not so bad when you consider the 25% less time you need "on target" to deliver the full damage.

Edited by Alexander 1978, 22 November 2012 - 05:09 AM.


#28 Plepis

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Posted 22 November 2012 - 09:47 AM

View PostAlexander 1978, on 22 November 2012 - 05:05 AM, said:

If you want to try out a rather fast Hunchy variant (81 kph) that has a nice 55 damage Alpha and not runs too hot with a litle patience then you may want to try out my current build (4SP):


No offense but from this point on you derailed from the discussed topic.

I already have a 4SP, and i'm currently thinking about a ballistics-based hunchie.


Now back to topic:

Anyone here ever tried a double UAC/5 build? I think i built one but 4 tons of UAC/5 Ammo sounds too low... Any feedback here?

#29 Alexander 1978

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Posted 23 November 2012 - 12:05 AM

View PostPlepis, on 20 November 2012 - 06:32 AM, said:

As of now, which would you name are the top 5 brawling mechs..?


The mentioned 4SP build was more aimed at your question of the top 5 brawlers. But for me the Hunchback definitely belongs in the top 5 especially the 4G variant with the AC/20 and the 4SP with two SRM6 and 5 med lasers with it mighty alpha up close. Sorry for straying a little bit off topic with that.

The double UAC/5 build is viable but as you mentioned yourself, you can burn through 4 tons of ammo rather quickly. If you groupfire them you will have 25 salvoes (2 AC's using 2 shots when double fired) worth of ammo or 27,5 seconds firepower. If you aim to have the double UAC/5 as your primary weapon you should take more ammo imo.

If you consider using 2xAC/5 instead I got two builds for you:
Number 1 is rather expensive because I used XL engine together with Endo steel and DHS. It holds 6 tons of ammo and 3 med lasers for additional firepower up close and the ability to continue fighting should you ever run out of ammo. With this build you can fire both AC/5's 90 times which gives you 153 seconds AC firepower. (6 tons = 180 shots = 90 salvoes with both AC's = 153 seconds worth of pure firepower)

Spoiler


Here is build number two for the AC/5 only fan. It holds 10 tons ammo that should be sufficient for any battle no matter how long. ;)
(10 tons ammo = 300 shots = 150 salvoes = 255 seconds pure AC/5 goodness :rolleyes: )

Spoiler


As others in this thread have mentioned before this build has a rather bad alpha potential but will give you a decent range and the ability to do your "sideline brawling" or rather "sideline sniping" in this case cause with AC/5 you can do damage up to 1.620 m. Although the damage drops off after 540 m at 1.620 m you pretty much only "knock" at the target.

I hope this helped.

TLDR: If you are too lazy too read you are not worth my posts. :)

Alexander 1978

Edited by Alexander 1978, 23 November 2012 - 12:26 AM.


#30 Sorpin

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Posted 23 November 2012 - 01:19 AM

I run a lbx10+4tons, ac/2+2 tons, a MG+1 ton and a ams, it's fun :rolleyes:

#31 Lavrenti

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Posted 23 November 2012 - 02:12 PM

View PostPlepis, on 19 November 2012 - 08:38 PM, said:

I was reading around in the forums that Machine Guns were supposed to be crit seekers; From what i understand, they have the ability to take out weaponry without needing to explode the mech section such gun is intalled at. That, and chew on exposed sections of armor like it's nobody's business...

Does it mean MGs are broken, or they just doesn't work as advertised?


At the moment, MGs do 0.04 points of damage per shot that hits and fire 10 shots per second. A critical hit multiplies the damage caused by that shot by either x1, x2, or x3. Any shot that deals damage to internals has a chance of causing a crit: I forget what the exact chances are, but I think it's about 25% for a x1, 14% for a x2, and 3% or so for a x3. So at best, a MG crit hit can do 0.12 points of damage - if all 10 hit and get a x3 crit, thats 1.2 damage over a whole second.

The thing is, all internal components have at least 10 hit points and continue to function normally until they take that much damage. That's 9 seconds of MG fire to take out a component, even if every round is a x3 crit. The odds of that are so low you might as well not bother.

Basically, the idea that MGs are crit seekers (and deadly as a result) is a fallacy. I don't know how it got started, but it's not true. You're better off taking a weapon that does more damage.





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