Thorasta, on 03 January 2013 - 10:40 AM, said:
OK. I just started playing. I built your
HBK-4P... Now how do I play?
What do I focus on learning how to do first? Which targets should a newbie with this hunchback focus on - small, medium, or the heavies? I'm not good at anything yet - least of all running in circles without hitting stuff while I'm twisting in to a target. Does overheating cause me to do damage to myself? I seem to die awfully fast even if I'm using the trainer stalker, and am wondering if I'm doing half the damage to myself. P.S. When they take out my bank of small lasers - it SUCKS. I reduced some of my armor and upgraded the head laser to medium.
If you are like me when i first started and used the HBK-4P, it could mean that you are not suited to brawling. Speaking of which, any hunchback pilot in a right frame of mind will never dive into a brawl unless he is sure he can kill something and get away with it. The role i would recommend would be that of direct fire support. You can also assume it means sniping and act accordingly (Peek out, take a few heavy-hitting shots and then retreat to relocate/cooldown). The HBK-4P comes with a brace of MLs but is simply too thinly armored to survive.
My HBK-4P config is as follows.
2 ER PPCs
2 SLs
17 HS (9 DHS installed - 1 for the engine i think) (9 x 2 = 18) (18 - 1 = 17)
STD Engine 200
304/338 armour
Speed 64.8 kmph (bit on the low side if you ask me)
Weapons
The 2 ER PPCs will grant you heavy hitting fire power at amazing distances while it also works at close ranges if necessary. (Please note that the enhanced zoom module is highly recommended.) I initially tested the HBK-4P with 3 large lasers as my main punch but i quickly discovered a problem. That is that for lasers, you had to remain on target with the beams when firing to apply full damage, but this prevents you from ducking back behind cover to avoid retaliation. This is not so for the ER PPCs. You pop out, fire about 1-2 salvos depending on the on the situation and targets and then duck behind cover. The heat curve is not that strict for beginners, allowing a maximum of almost 5 salvoes back to back before heat induced shut-down. DO NOTE HOWEVER THAT PPCs REQUIRE YOU TO LEAD YOUR CROSSHAIRS TO HIT MOVING TARGETS. This is a skill you must master if you wish to be an asset to your team.
The 2 SLs are for self-defense and weapons of last resort. I usually mount one in each hand so that it minimises the chances of losing my both secondary weapons at one go. The heat curve for these weapons are generous indeed. I did a test and when i fired them, my heat gauge went back to baseline before the lasers even recharged. Good for adding to the damage when you cant fire your ER PPCs as your mech is cooling. This comes as no surprise seeing as you have 17 HS cooling your mech.
Tactics
Basically this all boils down to killing/damaging enemy mechs. This means that you got to play like an ambusher. Bind the ER PPCs to mouse button 1 and the 2 SLs to mouse button 2. The reasons will be made clear later. With 64.8 kmph the hunchback is not very fast which is both a blessing and a curse. You are a medium and you should not go zooming off like a sports car after the light scouts to take it to the other team. More often then not i have made this mistake and found myself a smoking scrapheap within 30s of contact with the enemy team. The 64.8kmph top speed allows you to keep up with all assaults and most heavies which you should stick close to for continual health reasons. ( Would recommend those assaults with Anti-Missile Systems and ECM, if not then the heavies will have to suffice) Do not ever leave the pack! Being cut off is bad enough, but being cut off and taking fire from almost every enemy mech is hell! Trust me on this. Once contact is made with the opposing team, trottle back and let the assults and heavies take the lead. Find a good vantage position with overhead cover if possible and escape routes and then wait for the targets to light up your HUD and map. Select the most vulnerable mechs visible (Aim for the Mediums, Indirect Fire support(LRM boats) and scouts) then wait for them to get stuck in. Patience is the key. When this happens, now is the time to strike! Pop out of cover and let loose on the on your designated target with your dual ER PPCs. Once you have picked your target and fired off a few salvoes, reverse slightly to get enemy fire to hit your chosen cover, popping out to shoot when your enemies weapons are recharging, ducking back totally into cover to break sensor contact and cool down as well. A duration of 10-15 secs should be adequate but the final decision lies with you if you choose to enter the fray again early to deliver the killing blow or aid a beleagered teammate. Continue for about 2-3 cycles then relocate to a new spot ASAP. Repeat process until either victory or death/defeat. For accurate fire using the PPCs i would recommend a mouse sensitivity of 1500 Dpi. This, to me at least, is the perfect sensitivity to balance between sniping and self-defense. The ranges you should ideally engage will be mid to long ranges. Close combat is risky as your mech does not have much armour to weather much punishment. Your main dangers that you have to keep an eye out for are assault mechs, LRM boats and last but not least scouts. Usually the scouts are the first to find your hiding place(With you in it of course!). This is bad as the Hunchback is not able to engage swift moving targets due to its slow movement and speed(This is the time where you curse the hunchback for having a below average top speed). You outgun the scout mech so this can be a risky gambit for the scout but do not forget that you are not only facing the scout, but you also have the contend with the fact that this irritating pest is lighting you up for LRM bombardments. Use all of you weapons (ER PPCs + SLs) to quickly kill of the scout as best as you can for if you dont, i can assure you your mech will soon not be amoung the living. Assault mechs are another headache as they usually have the armour to endure your attacks and they carry vast amounts of weaponary to turn you into slag in a very short amout of time. This is why i advocate sticking close to your team. With teammates helping you take the heat, they will preoccupy/kill the people trying to kill you and allow you a chance to survive. One weakness my variant of hunchback has is that almost 90% of its main firepower is located in its Right Torso in the form of the 2 ER PPCs. If that part of your mech is destroyed then it is more or less game over for you. Of course if you do perish, i am sure you will go down gun blazing (I Hope!)
Edited by DragonFlame, 05 July 2013 - 08:54 AM.