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[Guide] The Ultimate Hunchback Guide


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#161 Reptilizer

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Posted 07 March 2013 - 06:47 AM

Hi everybody,

since it seems to be the case that the one thing we all agree on is that no one likes the 4G and its hardpoints, i want to give the poor thing some loving. And i actually found a variant i very much like to play since MGs have been modified:

HBK-4G

This one is very fast, missile proof and very able to zombie. When you have stripped someones back off armor with the lazors on your insanely flexible arms, the MGs shred the internals quite well.
Also really nice for small mech hunting as you can outmaneuver most of them and still track em with your LGLs.
So, do not let your founders 4G go all rusty, use dakkadakka for fun and profit!

Edit: Weapon grouping works actually quite well when you group the MedPulse with the MGs. Screw the range difference, Dakkadakka still sounds good even when out of range and the ammo is not really an issue.

Edited by Reptilizer, 07 March 2013 - 06:51 AM.


#162 slayerkdm

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Posted 07 March 2013 - 08:48 AM

I am running something similar Reptilizar.

Just dumped my AC20 for a 2LPLAS/3MG/SLAS build.

What I have found interesting looking at weapon stats, is that the LPLAS is far outperforming my AC20. Accuracy is double and damage per match is nearly 3x. I imagine the LLas would be the same, I may put it on to find out.

MG's are still, well, not so great, but I love the sound of them, so on they stay. I did in there defense just strip a Stalker of four weapons in one MG salvo last game. Of course he was almost gone anyway, and got gutted by laser fire moments after.

#163 Ewigan

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Posted 07 March 2013 - 11:49 PM

Soooo, because Artemis is FOTM, i modified my 4J build.

All together i exchanged my MLs against SLs and crammed artemis into it.
And yeah... it's kinda nice :)

Here's the build:

http://mwo.smurfy-ne...f9bce974ca7ec6f

#164 BigTrak

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Posted 10 March 2013 - 02:30 AM

Most excellent thread for newbie wannabe HBK pilots, thank you to all contributors!

First outing last night in the trial trenchy and about 20 matches done. Basically, first 10 matches I tried to brawl with MLas and let’s say I lived up to my username L still have a long way to go in piloting skills... second 10 matches I hung back and unloaded with the 2 x LRM15’s first and only went in to close combat when ammo gone. Felt cowardly but ended up with 5 kills, about 20 assists and loads more cbills and gxp.

To my question finally, would I be better off getting a HBK-4J for my first mech and sticking to LRM playstyle? I had planned on going with the HBK-4SP but I really don’t think I have the pilot skills to brawl well right now. Then I read the HBK-4P quote “the go-to recommend 'Mech for MWO new-comer all-day everyday”. So now totally confused! lol I know I need to learn to brawl, but I also need to earn cbills and XP...

Any thoughts on my first HBK to buy and initial loadout? And thanks again for the great Hunchy guide.

#165 Ewigan

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Posted 10 March 2013 - 07:21 AM

Do not get a 4P as your first hunch!

Either take the 4SP, what is definitely the most versatile and plain best of the hunches, or get a 4J and try LRMing stuff :)

#166 Hex Pallett

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Posted 10 March 2013 - 09:00 AM

View PostBigTrak, on 10 March 2013 - 02:30 AM, said:


To my question finally, would I be better off getting a HBK-4J for my first mech and sticking to LRM playstyle? I had planned on going with the HBK-4SP but I really don’t think I have the pilot skills to brawl well right now. Then I read the HBK-4P quote “the go-to recommend 'Mech for MWO new-comer all-day everyday”. So now totally confused! lol I know I need to learn to brawl, but I also need to earn cbills and XP...


Personally I have no experience for 4J, but it's proven to be a sufficient LRMboat. But 4SP basically does everything 4J can do, if slightly less efficient (6 salvos each launcher, thus LRM10 will fire in two bursts). Also 4SP makes an excellent brawler.

My strong recommendation for 4P is solely for the 7xSL 2xML build, which requires minimal heat management. 9ML however needs some practice, but is not uncontrollable.

If you're thinking of going Elite on your pilot tree, I'd say you get all three of them. Hunchbacks are not exactly expensive anyway.

#167 Ewigan

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Posted 11 March 2013 - 12:30 AM

I am nearly at elite status with my hunchies, the only mech that somehow doesn't want to get there is my 4P.
Guys, i tried a variety of builds, and while they are all ok to play with, they are not as much fun as the 4J or the 4SP.
And i am definitely not as good with the 4P then i am with the others....
HUNCHBACK HBK-4P 23 8 15 0.53 9 17 0.53 4,192 7,053 01:45:17

HUNCHBACK HBK-4J 14 8 6 1.33 9 8 1.13 3,442 8,236 01:20:43 HUNCHBACK HBK-4SP 14 7 7 1.00 13 9 1.44 4,721 7,106 01:07:39


At first i was running around in the 4P with 9 med lasers... what was great if you could get in close. i loved being able to melt mech faces with one alpha.
Had some funny moments against lights, but i was seriously lacking in range.
So i took out 2 mediums and refitted them with large lasers, what works WAY better now, just my HDR is at 0.91.... i can deal with it though.
But still.... it is somewhat not THAT much fun to pilot.
Any ideas for it?

Edited by Ewigan, 11 March 2013 - 12:32 AM.


#168 Excalibaard

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Posted 11 March 2013 - 01:43 AM

I'm so annoyed for selecting I wanted a founders medium mech. If only I had done some research on the 4G I'd have opted for light instead.
At least this post helps me to get a somewhat decent build out of it, the hunch is simply too easy to hit for a fragile Gauss.

#169 Hex Pallett

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Posted 11 March 2013 - 02:11 AM

View PostEwigan, on 11 March 2013 - 12:30 AM, said:

At first i was running around in the 4P with 9 med lasers... what was great if you could get in close. i loved being able to melt mech faces with one alpha.
Had some funny moments against lights, but i was seriously lacking in range.
So i took out 2 mediums and refitted them with large lasers, what works WAY better now, just my HDR is at 0.91.... i can deal with it though.
But still.... it is somewhat not THAT much fun to pilot.
Any ideas for it?


The problem with all laser-centered builds. The lack of punch. If pewpewpew is not your thing, then unfortunately you'll just have to get along with it.

#170 Ewigan

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Posted 11 March 2013 - 02:13 AM

Well, i own a few builds that are only lasers and are really fun to pilot.
My TDK with 4 med pulse and nothing else. pewpewpewpewpew where everyone only goes pewpew :)

Or my STK-5S with 5 LLs who goes all PEW-------PEW :)

but the 4P is just weird somehow.
I even tried your gehtto delight build helmstiff, with LLs instead of the MLs for the range, but it wasn't my stile either :)

#171 Lexeii

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Posted 12 March 2013 - 03:35 AM

So I tried my HBK-4P2ERPPC 6SL build (added ferro, could add a sl but haven't tried so far)... and it works out ok.
I'm sure it's not the best build out there, but it does ok. Key is to stick at long ranges first, and if you get close, you have to get close enough to use the sl and ONLY the sl, otherwise you will overheat. However, heat is an issue.

Sometimes the low armmounted ERPPCs don't work that well (yes I sometimes shoot the ground :rolleyes: ). So I tried to put them in the hunch... and it's weird. Tried it at the training grounds first and found that at longer ranges (~1000m) i have to aim "far" to the right of the mech i want to hit. anyone experienced the same?
So back to arm mounted ppcs for me

#172 Ewigan

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Posted 12 March 2013 - 03:42 AM

yeah, try outfitting the arms with lasers and enter the training grounds.
it's a known bug, that you always shoot to the right (or was it the left?) of your crosshair.
with lasers you can see the effect quite well.

#173 BigTrak

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Posted 12 March 2013 - 06:20 AM

Thanks Ewigan and Helmstif, appreciate your dedication in helping newbie HBK pilots! Now the happy owner of a 4SP :) Will try to make you all proud lol

Two quick questions, do HBK’s have any strengths / weaknesses that impact mech skills development? I’m guessing torso twist is a high priority, any others or down to personal pref/style?

Secondly, having an argument with a mate whether artemis makes any difference on SRM’s. He is adamant it only benefits LRM’s. With the upgrade cost of around 4mill cb from stnd SRM6’s already on my HBK, I thought i’d double check.

Cheers all and happy hunting!

Edited by BigTrak, 12 March 2013 - 06:21 AM.


#174 Ewigan

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Posted 12 March 2013 - 06:25 AM

Well BigTrak, for the mech skills.... can't help ya there, sorry. I always master my mech, so i always get all the skills anyway. i mostly take the most expensive first.... Most overall usefull skill is definitely speed tweak though.

for artemis: hell YEAH! If you have the 2 slots and 2 tons in your 4SP build use it!
It tightens the impact of the SRMs so much...
There are videos in this forum where people tried it, can't fint it now though.

Sadly i didn't have the tons on my 4SP build for it....

you could try something like this build though: http://mwo.smurfy-ne...2d9b8064cd40442

Edited by Ewigan, 12 March 2013 - 06:27 AM.


#175 BigTrak

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Posted 12 March 2013 - 07:23 AM

Thanks for quick response Ewigan, Artemis it is then! Yes that’s pretty much the build I am aiming for, cbills permitting, tho I see there is the option of SRM6 or SRM4 for tighter grouping still...

Once the 4SP is finished, your HBK-4J STD250, 10DHS, Endo, FF, 2xLRM10(4ton), 2xML, 3xSL, TAG, AMS build is next on the hit list!!
Cheers pal.

#176 Matheos

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Posted 12 March 2013 - 10:29 PM

I got the 4G as my Founder's. In retrospect the Atlas would have been a better choice... or just pulling the trigger on the Legendary package. But, gotta make due with what you have.

I prefer using an AC/20 on the YLW, as you can run that guy with an XL and not worry about the side torso. Unfortunately the AC/10 isn't a good enough weapon on its own for the 4G without additional hardpoints (unlike the 4H).

After much experimentation, I did find a good build for the 4G that I really like:

DHS + Endo
STD 190 (Speed Tweak makes up for the lost speed over stock)
AC/2 (2 tons ammo) + UAC/5 (4 tons ammo)
2 ML
1 MPL (for zombie)
- ~40 points armor from max

Play it as a mid-range ballistics platform and keep the ACs group fired. Fire single shots at range and hold down the trigger if you get an opportunity in close. If you can come across someone who's already cored, he'll melt in front of your eyes. And, if you lose your torsos, you can still zombie with the MPL.

#177 Cairbre

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Posted 13 March 2013 - 03:37 AM

I'm quite enjoying the much maligned 4G once it is converted to a light hunting escort. HBK-4G I actually built it this way to see what the worst weapons in the game were really like, and ended up very much enjoying it. The LB-x is overly supplied with ammo, so shoot at every opportunity, at even the hint of a target. It works surprisingly well against close packed ECM formations. Heat is easy to manage, and lights are usually without armor after one hit. Even if they're circling you, they will cross the streams of your MGs, and their components will pop. Other than that, stick close to a capable bruiser and stick to their target.

This isn't ideal, but it is something that only a 4G can do. If you want to be a little more rational about it, you can add in an AMS at the expense of a little ammo- but I find knowing you will never run dry very liberating.

#178 Hauser

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Posted 13 March 2013 - 04:23 AM

View PostBigTrak, on 10 March 2013 - 02:30 AM, said:

To my question finally, would I be better off getting a HBK-4J for my first mech and sticking to LRM playstyle? I had planned on going with the HBK-4SP but I really don’t think I have the pilot skills to brawl well right now. Then I read the HBK-4P quote “the go-to recommend 'Mech for MWO new-comer all-day everyday”. So now totally confused! lol I know I need to learn to brawl, but I also need to earn cbills and XP...


4SP is great for beginners. If you don't have the piloting skills this is a good way to learn them. It's actually trickier to stay at range, between 270 and 180 meters, to play a 4J to it's maximum effect.

#179 Grifthin

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Posted 13 March 2013 - 12:03 PM

Starting to find a Hunchback-4G build - tests so far are promising but I don't have the 260 Engine in it yet. Short ranged but the 3x MG's are surprisingly effective. The Large pulses strip armor in record time, the MG's pop components. I'll report back in detail when I've got the 260Engine in as well as the Double Heatsinks.

#180 fl4sh222

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Posted 14 March 2013 - 12:43 AM

My standard 4SP-builds:

Mr. Effective

Actually I favourite Mr. Effective, because he is effective. I try to stay with assaults, mostly DDC´s and keep his big slow butts against these annoying 3L´s alive. If it´s not a whole swarm Mr. E can do that pretty well. And even he dont has the firepower of a Mr. Punch, he does his kills every game.

Mr. All Day Long

Mr. All Day Long can fire all day long without running hot. The smaller impact area of the SRM4 makes him a surgeon for amputations. And like a good doctor, he makes money.

Mr. Punch

The standard 4SP-build. Since the Artemis remake I pulled him out again and play him when I´m tired. Just make it like Muhammed Ali: fly around with fullspeed and alpha like a bee.

But never forget: it´s just a medium, so drive it like one.

Edited by fl4sh222, 14 March 2013 - 10:18 PM.






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