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[Guide] The Ultimate Hunchback Guide


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#281 Wildstreak

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Posted 21 May 2013 - 07:03 PM

View PostGremlich Johns, on 20 May 2013 - 04:05 PM, said:


On the SP:
- You don't need the FerroFibrous, waste of money.
- Change the Leg Armor to 47 each and you have 0.5 tons to use.

#282 NRP

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Posted 22 May 2013 - 06:49 AM

I got the basics for my 4H, so I picked up a 4P. I'm running a 9 ML STD260 build (LOL @ boating). So far, I'm having a pretty good time in these Hunchies. They aren't that great at 1v1 brawling, but they excel at picking off wounded mechs of any size.

#283 Flagrant

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Posted 22 May 2013 - 11:45 AM

Is there any other mech with the torso twisting range of the HB? Just amazed how I can be running away but still able to shoot my chaser.

#284 Gremlich Johns

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Posted 22 May 2013 - 05:35 PM

View PostMerchant, on 21 May 2013 - 07:03 PM, said:

On the SP:
- You don't need the FerroFibrous, waste of money.
- Change the Leg Armor to 47 each and you have 0.5 tons to use.

Then how would you configure it?

I put the ferro on to get 5xMLas and the 2xSRM6, otherwise, I didn't have the armor I wanted. My survivability is pretty good.

Edited by Gremlich Johns, 22 May 2013 - 05:35 PM.


#285 Wildstreak

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Posted 22 May 2013 - 09:28 PM

View PostGremlich Johns, on 22 May 2013 - 05:35 PM, said:

Then how would you configure it?

I put the ferro on to get 5xMLas and the 2xSRM6, otherwise, I didn't have the armor I wanted. My survivability is pretty good.

Well, my SP looks like this but that's me.
Yours for starters, open your link to the 4SP then change Ferro-Fibrous to Standard and you will see you have 0.44 tons free plus your armor number does not change. As I understand it, FF does not affect your Armor Value, it just gives you some free tonnage but takes up slots, usually I think most people use FF only on Lights where slots is not a big deal.
If I changed yours I would do this, using the 0.5 tons on a CASE, while I know some people put ammo in the legs I also know there are players who leg shoot opponents so they can hit your leg ammo that does more damage to you making it easier to gimp Mechs and depriving pilots of any ammo left over thus rendering ammo using weapons useless. (Yes, I have been one of those known to leg people at times because I know people like you put ammo in legs and it makes you vulnerable. :( )

#286 mack sabbath

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Posted 22 May 2013 - 11:19 PM

Just finally got and outfitted my SP and I love it!

Thanks for an excellent guide.

My problem is when LRM's from 2 continents away don't core me, I find myself getting caught in the middle of multiple bad guys and getting quickly eaten alive.

How do I make myself hang back when I'm pugging in the bottom ELO brackets with brain damaged people who all go the wrong way? LOL! :)

#287 Hex Pallett

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Posted 23 May 2013 - 12:31 PM

My advice? For the next week or so, run your 4SP with twin LRM5 and a TAG in the head, and SPAM EVERYONE you see with LRM instead of SRM brawling. LRM is the thing right now and I suggest stick with it until people get used to it and return to normal playstyle.

#288 Raso

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Posted 23 May 2013 - 12:37 PM

View PostHelmstif, on 23 May 2013 - 12:31 PM, said:

My advice? For the next week or so, run your 4SP with twin LRM5 and a TAG in the head, and SPAM EVERYONE you see with LRM instead of SRM brawling. LRM is the thing right now and I suggest stick with it until people get used to it and return to normal playstyle.

Just started this. It's been a while since I've brought out my 4SP but I've had good results with it with the recent missile changes. Between a TAG, Artemis, dual LRM5s and 4 medium lasers I'm running a good balance between range and brawl. With an STD250 I've got the mobility to get into position and even to get in close and get some damage done with the lasers.

#289 ROJ

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Posted 23 May 2013 - 02:36 PM

View PostRaso, on 23 May 2013 - 12:37 PM, said:

Just started this. It's been a while since I've brought out my 4SP but I've had good results with it with the recent missile changes. Between a TAG, Artemis, dual LRM5s and 4 medium lasers I'm running a good balance between range and brawl. With an STD250 I've got the mobility to get into position and even to get in close and get some damage done with the lasers.


The HBK desperately needs more speed and have its efficiencies unlocked at the pilot lab.. When Its slow, I advise of it being a mid-long range mech as its short on catching up with lights or harassing of assaults/heavies.

I am now running a 4P to get the extra module efficiency unlocked on my 4SP and it seems to be doing decently fine with 2 ER-LL and 1 ER-PPC..

It is a very capable mech but I am finding that it is starting to appear less in the battles and more Trebuchets showing up and the TBT seems to be more nimble than the HBK..

#290 Wildstreak

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Posted 23 May 2013 - 03:39 PM

View PostDie Primate Die, on 22 May 2013 - 11:19 PM, said:

How do I make myself hang back when I'm pugging in the bottom ELO brackets with brain damaged people who all go the wrong way? LOL! :P

At match start, hit TAB, check who the big Mechs are, usually let them go first and don't get too close.
Except those silly LRM Stalkers and Awesomes, don't hang around them unless you have LRMs too, usually done better on the 4J where you can pack a big LRM15 or 20, sometimes LLs and sit at range.

#291 ROJ

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Posted 26 May 2013 - 08:47 AM

Here is an interesting 4P load-out I have been playing with for a while and it seems to be doing great so far:
http://mwo.smurfy-ne...d63dfc6da5c1821

Here is the 4SP load-out I am working with aswell, great for close combat:
http://mwo.smurfy-net.de/mechlab#i=22&l=b293b837685fecf284ccb890cd662cec5798f709

Edited by ROJ, 26 May 2013 - 09:19 AM.


#292 Shuyen

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Posted 28 May 2013 - 09:58 AM

View PostMerchant, on 23 May 2013 - 03:39 PM, said:

At match start, hit TAB, check who the big Mechs are, usually let them go first and don't get too close.
Except those silly LRM Stalkers and Awesomes, don't hang around them unless you have LRMs too, usually done better on the 4J where you can pack a big LRM15 or 20, sometimes LLs and sit at range.


That's pretty much what I do. I have an LRM-10 and a TAG, plus a ERLL. I know the second I go in with the first wave a couple of heavies will tear through me. I stay back a touch, put up LRM salvos when a team mate gets a good lock or pop out and get TAG locks on enemy mechs while firing a fast LRM/ERLL combo before getting back to cover. Once things get in close (and my LRM's are out) I wade in to help out with the ERLL, 4 MPL's and a SSRM2.

#293 Wildstreak

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Posted 28 May 2013 - 12:59 PM

View PostROJ, on 26 May 2013 - 08:47 AM, said:

Here is the 4SP load-out I am working with aswell, great for close combat:
http://mwo.smurfy-net.de/mechlab#i=22&l=b293b837685fecf284ccb890cd662cec5798f709

The link is broken unless you copy and paste, here is the correct one for you 4SP.

#294 ChuChuRo

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Posted 30 May 2013 - 01:19 AM

I also started with a Hunchback 4SP but I maybe wouldn't recommend. Actually at the moment I wouldn't recommend any medium that can't go 120 km/h. Especially the Hunchback really lacks a faster variant. I switched the SRMs for one LRM15 and stay back. It's ok for now but I'm not quite pleased.

#295 Xenishi

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Posted 30 May 2013 - 07:57 AM

View PostChuChuRo, on 30 May 2013 - 01:19 AM, said:

I also started with a Hunchback 4SP but I maybe wouldn't recommend. Actually at the moment I wouldn't recommend any medium that can't go 120 km/h.


Once you elite the HBK it is a really-really fun mech to play, getting it there is the learning experience. The 4SP is my favorite for my style. You need to keep it moving and drive it like a medium mech. At 91kms, it isn't the fastest, but with the perks it can spread damage. Hit and run, pick your targets and only engage other mediums, heavies, or assaults that are looking the other way. When you get their fire, you move, plain and simple. Good games are 400+ dams, average is 270-350.

It isn't anything crazy either:

4SP: 4xMLs with 2x4SRMs w/ STD 255 & 16DHS

Really hope they keep the flexibility of builds, but sometimes the simplest ones are the most effective.

#296 ZeProme

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Posted 01 June 2013 - 11:22 AM

I still look back to this guide for reference. As a 4SP operator (I change it occasionally from brawler to LRM support), I decided to buy the 4P. 9 medium lasers with DHS, STD 260 engine. Runs very hot but if you know how to control the fire, it's pretty deadly.

#297 Gremlich Johns

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Posted 01 June 2013 - 01:31 PM

View PostZeProme, on 01 June 2013 - 11:22 AM, said:

I still look back to this guide for reference. As a 4SP operator (I change it occasionally from brawler to LRM support), I decided to buy the 4P. 9 medium lasers with DHS, STD 260 engine. Runs very hot but if you know how to control the fire, it's pretty deadly.

9xSMPulse can be kinda fun

#298 Raso

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Posted 01 June 2013 - 03:27 PM

View PostGremlich Johns, on 01 June 2013 - 01:31 PM, said:

9xSMPulse can be kinda fun

I think that's actually more heat than medium beam lasers.

In my 4P I used 7 small lasers and 2 medium lasers (in the arm). It gave me a higher rate of fire and better heat management. The shorter beam duration also helped with hitting lights. I might consider 3 small pulse, 4 small beam and 2 small medium just for a bit of extra damage, though.

#299 Hex Pallett

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Posted 01 June 2013 - 04:07 PM

Oh I've done 9xSPL before. A hilarious rapid "popopopopow" and a more rapid climb on the heat meter :)

#300 Kragmore

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Posted 02 June 2013 - 01:38 AM

I love my hunchies, especially the 4sp.
lately I've come to run the following build http://mwo.smurfy-ne...93834c34d8347af. It give me decent damage output to Mid-High distance but still give me quite a smack when I move forward into close combat.





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