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[Guide] The Ultimate Hunchback Guide


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#421 YueFei

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Posted 04 November 2013 - 08:51 PM

View Postkronologyjdd, on 04 November 2013 - 05:50 PM, said:

i keeping looking at this page once and a wail. i like the build TinFoilHat made, but i have not bought any XL engine. i also look at YueFei build with no missile. question is do you guys think a mech needs missile to have the fire power



Well I threw it up there to look at an alternative that would let you run a STD engine and go fast, while having some Large Lasers for long ranged fights, but I can't say how it would work since I never tried that setup.

Really you can just go with a standard Hunchback-4SP loadout and you can't really go wrong. 5 Medium Lasers, 2 SRM6. The rest is up to you. I'd suggest at least a STD250 so you get the full 10 DHS in the engine. You can throw AMS on, or carry more SRM ammo, or more heatsinks. Try that out first and see how you like it, then try other loadouts to see if you can find something else that suits you better.

The missile hit detection for SRMs are pretty bad at the moment, but I'm sure they'll improve it, and SRMs pack a mean punch for how much they weigh.

Edited by YueFei, 04 November 2013 - 08:51 PM.


#422 Grifthin

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Posted 16 November 2013 - 02:12 PM

You can also run Std 275 in that build pretty easily. 260 Is the best for my style though.

#423 ShaneoftheDead

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Posted 17 November 2013 - 09:47 PM

I'm running a 4G fairly successfully.

79.3 KPH
1 - AC/20 with 21 rounds (torso hump)
3 - Medium Laser (arms and head)
Double Heat Sinks (1.32 Heat Efficiency)
STD Engine 245
Endo-Steel
Ferror-Fibrous at max. of 338

only have basic skills unlocked for this class.

Just keep moving, stay low, and learn to lead a little with the AC/20. Assuming that you do not attract too much early attention you can easily find yourself doing over 200 damage per round with a kill shot or two.

Good Hunting!

#424 Wrenchfarm

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Posted 21 November 2013 - 08:18 PM

View PostShaneoftheDead, on 17 November 2013 - 09:47 PM, said:

I'm running a 4G fairly successfully.

79.3 KPH
1 - AC/20 with 21 rounds (torso hump)
3 - Medium Laser (arms and head)
Double Heat Sinks (1.32 Heat Efficiency)
STD Engine 245
Endo-Steel
Ferror-Fibrous at max. of 338

only have basic skills unlocked for this class.

Just keep moving, stay low, and learn to lead a little with the AC/20. Assuming that you do not attract too much early attention you can easily find yourself doing over 200 damage per round with a kill shot or two.

Good Hunting!

Just a tip for future builds - never use Ferro before using Endo steel. They both do the exact same thing - occupy 15 crit slots to reduce tonnage. However, endo steel ALWAYS saves more weight than Ferro. For example, on the Hunchback-G, Endo Steel will save 2.5 tons. On the same mech, Ferro only saves 1.07 tons.

It's a shame that one is so much better than the other but they fail to communicate that in game. Almost everyone makes the same mistake at some point. Maybe one day in the future they'll make ferro different or interesting in some way (personally my favourite option to buff it is to make it literally lighter armour, allowing you to raise the maximum amount of armour you could put on a mech) but until that day comes, always, ALWAYS use Endo.

#425 Koniving

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Posted 21 November 2013 - 10:30 PM

My favorite Hunch, and most epic first run with a new build ever.

XL 270, LB-10x, 2 MG, 3 SPL.


This thing regularly does pretty good though not quite that good. ECM helped me there.

#426 ShaneoftheDead

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Posted 23 November 2013 - 07:43 PM

View PostWrenchfarm, on 21 November 2013 - 08:18 PM, said:

Just a tip for future builds - never use Ferro before using Endo steel. They both do the exact same thing - occupy 15 crit slots to reduce tonnage. However, endo steel ALWAYS saves more weight than Ferro. For example, on the Hunchback-G, Endo Steel will save 2.5 tons. On the same mech, Ferro only saves 1.07 tons.

It's a shame that one is so much better than the other but they fail to communicate that in game. Almost everyone makes the same mistake at some point. Maybe one day in the future they'll make ferro different or interesting in some way (personally my favourite option to buff it is to make it literally lighter armour, allowing you to raise the maximum amount of armour you could put on a mech) but until that day comes, always, ALWAYS use Endo.


I use both. At the same time. Seems to work for me.

Also, I made a few more tweaks. Reduced the armor, upgraded the engine, and added AMS. Now it looks like:
81 kph
1.34 Heat Efficiency
304 Ferro-Fibrous
Endo-Steel

1 AC/20 with 14 rounds
3 Med Lsr
1 AMS with 1 ton ammo
STD Engine 250

YMMV

#427 Wrenchfarm

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Posted 24 November 2013 - 12:07 PM

View PostShaneoftheDead, on 23 November 2013 - 07:43 PM, said:


I use both. At the same time. Seems to work for me.

Also, I made a few more tweaks. Reduced the armor, upgraded the engine, and added AMS. Now it looks like:
81 kph
1.34 Heat Efficiency
304 Ferro-Fibrous
Endo-Steel

1 AC/20 with 14 rounds
3 Med Lsr
1 AMS with 1 ton ammo
STD Engine 250

YMMV

Ah, I didn't see that. Thought you just had ferro on. Cool.

Anyway, IMO, 14 rounds is just not enough. 21 is cutting it close, I prefer a full 28. I think you need to consider where the damage is coming from on this build and what it's meant to do. You are devoting almost HALF the weight of this mech to that giant AC20 and it's ammo, you need to be able to get the value out of it. 14 rounds means you have a max of 280 damage out of that cannon, and when you start missing or taking shots outside of ideal range, the number falls sharply. I'd drop the AMS and pack in more ammo. You can always use friendly ECM, friendly AMS, cover, and BIG ROCKS to avoid LRMs.

AMS is great and I'm a big believer in it, but there just isn't room on the AC20 HBK. I'd probably run it more like this - http://mwo.smurfy-ne...57404281dcb0b9f (glass legs, but what can be done)

#428 Hex Pallett

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Posted 24 November 2013 - 07:12 PM

Yet to find a good match to demonstrate 4SP's ability...in the meantime here's some bughunt:


Edited by Helmstif, 24 November 2013 - 07:12 PM.


#429 ShaneoftheDead

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Posted 25 November 2013 - 09:08 AM

View PostWrenchfarm, on 24 November 2013 - 12:07 PM, said:

Ah, I didn't see that. Thought you just had ferro on. Cool.

Anyway, IMO, 14 rounds is just not enough. 21 is cutting it close, I prefer a full 28. I think you need to consider where the damage is coming from on this build and what it's meant to do. You are devoting almost HALF the weight of this mech to that giant AC20 and it's ammo, you need to be able to get the value out of it. 14 rounds means you have a max of 280 damage out of that cannon, and when you start missing or taking shots outside of ideal range, the number falls sharply. I'd drop the AMS and pack in more ammo. You can always use friendly ECM, friendly AMS, cover, and BIG ROCKS to avoid LRMs.

AMS is great and I'm a big believer in it, but there just isn't room on the AC20 HBK. I'd probably run it more like this - http://mwo.smurfy-ne...57404281dcb0b9f (glass legs, but what can be done)


That is a nice load-out.

I carried 21 rounds and no AMS before, and did well. However, I noticed a few things while playing it for a few days. First, I was usually killed or lost my AC20 (because it's a huge target) before I fired 14 rounds. Second, a lot of the shots I was taking were just too far out and I was doing little, if any damage. Third, missiles are annoying.

So I adjusted my play style a little to not take so many shots over 270m and never shoot at anything over 500m. That adjustment makes 14 rounds enough. If I survive at short range with Heavy and Assault Mechs long enough to fire 14 shots, I'm having an amazing round. As soon as I start hitting with that AC/20 I get some attention no matter who I'm standing next to.

On the AMS, well, I would be lying if I said that I added to help prevent missile damange to me. While it does to that a little, I really added it to help defend my lance mates. I have been regularly teaming with some good guys and they all have fancy Mechs that fight mostly at long range. That leaves me with not much to do until the fight comes to us, or we go to it. My play style with them is to cover their backs from Light mechs. Since ECM cover is uncommon and they mostly do not have any ECM I figured I'd drop in an AMS to help with those annoying missiles that keep flying over the hill at us.

#430 YueFei

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Posted 26 November 2013 - 12:34 AM

View PostHelmstif, on 24 November 2013 - 07:12 PM, said:

Yet to find a good match to demonstrate 4SP's ability...in the meantime here's some bughunt:




You're right, that video really doesn't show off what you can do. I was alot more impressed when I was spectating you in a match a few months ago, watching you make snap shots with the SRM6's. You really should make a video showing off the way you move across hills, the way you peek and the rapid action of snap-shooting and diving behind the hill again. I've honestly never seen anyone else move their mech across hills with the crispness you have. You make yourself minimally exposed, in some cases I saw you peek and then dive back to cover *without* taking the shot because you saw that the enemy was looking in your direction already. And they couldn't get a shot off at you cuz all they saw was your head pop out for a split second.

You basically accomplish on foot what most players require jump jets to do. I think a video demonstrating it along with tips on how to practice and execute it would help Hunchback players alot. I know it'd help me.

#431 Hex Pallett

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Posted 26 November 2013 - 08:51 AM

Wow that's a whole lot of compliment right there :)

Actually I'm thinking about doing a voice-commentary at some point, but I do lack equipment (and video editing skill) and time to do so at the moment. I'll see if I could get a good deal on a good headphone with mic this Black Friday.

#432 Geek Verve

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Posted 26 November 2013 - 10:43 AM

I would also be very interested in more videos of the suggested nature, Helmstif. I ran a few Hunchbacks through their basics at one point and had trouble finding a way to pilot them effectively. They've since grown on me a bit, but I still find myself to be awfully squishy in them.

#433 Hex Pallett

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Posted 27 November 2013 - 09:25 PM

Finally! 4SP demo is up and processing. This one really showed how this babe works well in urban areas and how it works well as a CQB fire support. Admittedly we had three DDCs, but they have more Assaults in general, so I'd call it a fair fight.

#434 zagibu

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Posted 29 November 2013 - 09:04 AM

You are very good with those SRMs. I wish I could hit with them so reliably...

#435 MJRMarkov The Hunchback Pilot

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Posted 29 November 2013 - 01:58 PM

I use the Hunchback 4P with the 9 medium lasers... Its awesome! just need to space out between alphas but other then that its great for racking up those kills/damage

#436 Hex Pallett

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Posted 29 November 2013 - 05:51 PM

View Postzagibu, on 29 November 2013 - 09:04 AM, said:

You are very good with those SRMs. I wish I could hit with them so reliably...


I'll tell you a little secret: the bigger they are, the harder you'd miss. *wink wink*

#437 YueFei

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Posted 30 November 2013 - 12:59 AM

View PostHelmstif, on 27 November 2013 - 09:25 PM, said:

Finally! 4SP demo is up and processing. This one really showed how this babe works well in urban areas and how it works well as a CQB fire support. Admittedly we had three DDCs, but they have more Assaults in general, so I'd call it a fair fight.


Sweet. ;)

I loved that moment where you shot the Victor, turned away to take return fire to your shoulder, and then when you realized that he whiffed his shot completely, you took the time to step back out and nail him hard while his weapons were recharging.

#438 Core7

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Posted 06 December 2013 - 12:55 AM

Hey! Thanks a lot ran the SP, P, and H variants as my first master mechs. Worked out great! Moving to CPLT now :).

#439 ZuFFuLuZ

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Posted 08 December 2013 - 11:47 AM

Do you guys have any special tactics for Crimson Strait? I bought 3 Hunchies (P, G and SP) and I like them, but I can't figure out how to play on that map. I am either too aggressive and get annihilated or I wait too long behind the big guys and see very little combat. Especially with the SP, because of the low range of SRMs.
And alpine peaks is also a problem, but that's no surprise when you have no long range weapons.

#440 luxebo

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Posted 08 December 2013 - 12:03 PM

Get long range weapons then I think. Either that or wait until you can jump a few people. That usually happens when somebody stupidly falls down the upper platform or goes over d4-d5 pass. Something like that. Alpine shouldn't be so much long range sniping nowadays, more brawling, especially conquest.





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