[Guide] The Ultimate Hunchback Guide
#481
Posted 07 January 2014 - 03:48 PM
http://mwo.smurfy-ne...f945b88beb12e69
#482
Posted 07 January 2014 - 04:53 PM
Helmstif, on 07 January 2014 - 03:08 PM, said:
The real question is, would you rather sacrifice a lot of speed in exchange of weaponry with tiny firepower and unstable performance? Because if you're looking at an unarmored body part you might as well just blow that sh*t off.
I'd always go for a bit more speed than a bit more firepower.
GRID IRON
Looks like I can fit a STD250 in the GI along with all the other {Scrap}, although it will be a bit light on armor. Fine, the hero it is!
Edited by NRP, 07 January 2014 - 04:58 PM.
#483
Posted 07 January 2014 - 06:42 PM
NRP, on 07 January 2014 - 04:53 PM, said:
Looks like I can fit a STD250 in the GI along with all the other {Scrap}, although it will be a bit light on armor. Fine, the hero it is!
So an expensive HBK-4G?
If you don't use the missile hardpoint, what's the point?
#484
Posted 07 January 2014 - 07:29 PM
http://mwo.smurfy-ne...974534450fa9a84
Took the 4P and essentially built an all energy counterpart to the typical AC10 5xML 4H build. Not as hot as I expected, but unfortunately the model update now makes it look a little funky since there's 3 missing slots in the hunch. I could get a 6th ML with FF on, but that's too much heat.
#485
Posted 08 January 2014 - 07:09 AM
Sable Dove, on 07 January 2014 - 06:42 PM, said:
If you don't use the missile hardpoint, what's the point?
Actually, a 4G was the point, at least for me. Read my earlier posts. The GI has a 37% faster torso twist rate, which is pretty important to protect that hunch. Besides, a single missile hard point is of little practical use in my experience. But who knows, I may experiment with it later.
Anyway, I was pleased to find that the single MG is definitely useful. I was able to crit a lot of components last night. The challenge is protecting yourself long enough so that enemies are beat up when you encounter them. Hanging out near Atlases and Heavies seems like a good strategy.
By the way, the cheerleader is funny. The way she "bobbles" makes it look like she's actually cheering for you.
Edited by NRP, 08 January 2014 - 07:13 AM.
#486
Posted 08 January 2014 - 07:53 AM
NRP, on 08 January 2014 - 07:09 AM, said:
Anyway, I was pleased to find that the single MG is definitely useful. I was able to crit a lot of components last night. The challenge is protecting yourself long enough so that enemies are beat up when you encounter them. Hanging out near Atlases and Heavies seems like a good strategy.
By the way, the cheerleader is funny. The way she "bobbles" makes it look like she's actually cheering for you.
I wonder if the GI's twist bonus means running a smaller engine will be more forgiving. sheer speed is of less use to a HBK than agility, in my opinion. (that said, I never run anything smaller than 250 on my non-hero hunchbros - but again, it's because of the twist speed it gives more than the running speed.)
#487
Posted 08 January 2014 - 08:08 AM
Had some absolutely epic brawls in the GI last night, and I found that frequent and vigorous twisting to the right allowed me to survive longer than I had a right to. Nothing is as exhilarating as taking fire from what seems like the whole damn enemy team, losing both arms, armor everywhere basically gone, nothing by an AC/20 and MG left and still killing two more dudes before you go down in flames. Reminds me of the good old days when it was Brawl Warrior Online.
#488
Posted 08 January 2014 - 08:18 AM
not too shabby.
i was in this; http://mwo.smurfy-ne...ffa6cf9405b2779
or this, which ive mastered,
http://mwo.smurfy-ne...122da6f9fa2e96c
Twas deffo the Night of The Hunchback!
Edited by Nehkrosis, 08 January 2014 - 08:19 AM.
#489
Posted 09 January 2014 - 07:42 PM
LRM 15 and 20 don't work, you only get 10 tubes. I don't like 2 flights, AMS can shoot them down easier.
Cheap sub for 4SP using twin SRM4 or 6 were too hot for me even trimming the MLs down to 4.
Even a Streak build was too hot.
Finally went with this using some LRM advice from Victor Morson in this thread. End result looks like this. Running Advanced Sensor and Target Info Gathering for modules.
Despite the slow speed, it works, has the best record of any Mech I have run (Awesomes, Hunchbacks, Locusts, a few trials). Actually broke the 1 ceiling on K/D and W/L (broke 2 on that one) in just 16 matches so far and I still need 2-3 more Basic Efficiencies.
Killed a Shadow Hawk with just 1-2 missile flights and MLs before dying, second great Hunchie vs. Hawk duel I have seen and the Hunch always wins. If the dreaded Spiders come around, I can just stop and turn keeping up with them, killed one today who tried to circle me after I had put some missiles into him. I love the jumpers, they make it easier to TAG 'em.
This was the only build that had manageable heat I liked and it is working better than I thought. Outside one game where I only got 77 damage because I could never get into the right positions, I can get between 150-425 damage out of it so far. Used to have only 3 tons ammo and 1 more DHS but I thought I needed more ammo and I was right, sometimes I still run out!
Right Torso does not get blown off much but I tend to hang back beyond 180m when I can. I consider this a Beginner's LRM Boat, lets you try out the style for little cost.
#491
Posted 09 January 2014 - 11:51 PM
#492
Posted 10 January 2014 - 08:56 AM
So I picked up a 4G last night. It's pretty sweet. Don't know why I waited so long (I mastered the 4H and 4P quite a while ago). Can't wait to get it elited, because with a STD225 it's a little slow right now. I'm running the standard 4G build.
I admit to being a little surprised how effective the AC/10+ASRM6 build is on the GI. My only concern is being a little light on AC/10 ammo, but I haven't run dry so far (but I know it will happen in one of those "epic" matches that occasionally happens).
#493
Posted 10 January 2014 - 06:07 PM
#494
Posted 11 January 2014 - 03:28 PM
I've enough C-Bills for it all, But i can only fit 9 DHS, I'm up to 49.5 tonnes but i've no space left from being taken up with dynamic structure slots, am i confusing standard and double heat sinks comparisons? Does 16DHS actually mean 8 sinks doubled due to the nature of?
#495
Posted 11 January 2014 - 04:23 PM
UncleBrenno, on 11 January 2014 - 03:28 PM, said:
I've enough C-Bills for it all, But i can only fit 9 DHS, I'm up to 49.5 tonnes but i've no space left from being taken up with dynamic structure slots, am i confusing standard and double heat sinks comparisons? Does 16DHS actually mean 8 sinks doubled due to the nature of?
HBK-4P
Dunno what trouble you were running into.
#496
Posted 12 January 2014 - 03:58 AM
IMO the tube buff for the 4SP makes it the better LRM platform than the 4J.
Edited by zagibu, 12 January 2014 - 03:59 AM.
#497
Posted 12 January 2014 - 06:17 AM
UncleBrenno, on 11 January 2014 - 03:28 PM, said:
I've enough C-Bills for it all, But i can only fit 9 DHS, I'm up to 49.5 tonnes but i've no space left from being taken up with dynamic structure slots, am i confusing standard and double heat sinks comparisons? Does 16DHS actually mean 8 sinks doubled due to the nature of?
This is my personal build. i have used it to great success. Right now I have been wobbling between 9 mediums and 18 heat sinks and this build, but that runs a little bit too hot (even by the standards of the 4P). The 8 mediums and 19 heat sinks seem to work much better for me.
HBK-4P
And as for your confusion on double heat sinks, there is something pretty weird with them, and will do my best to explain, even though I do not know the exact math and numbers for the cooling mechanics.
-Heat sinks dissipate heat. The more heat sinks you have, the faster you can dissipate heat, and they raise your "heat cap"- ie, you can fire more weapons before shutdown.
-Single heat sinks are a waste of code, ALWAYS upgrade to doubles. There is only like 2 mechs and a couple of specialized builds that can effectively use Singles, but if you are new, always upgrade to doubles.
-When you go into mechlab and look at your engine, you will see a description at the bottom saying how many internal heat sinks you have, and how many external ones are required. Basic ratio is for every 25 you add to the engine rating, you get another internal heat sink. Regardless of how many heat sinks are internally in the engine, you have to have a minimum of 10 heat sinks (either internal or external)
-Once you go above an engine rating of 250 (as 250/25=10), you gain the ability to put more heat sinks into your engine.
-For Double Heat Sinks, any heat sinks internally in the engine (and added to engine if your engine rating is 275 or higher), are "true" double heat sinks- I.E. they dissipate heat at twice the rate of a standard heat sink. Any external double heat sinks dissipate heat at 1.4 times the rate of standard heat sinks.
So, in my 4P build I linked to, I essentially have the equivalent of 33.2 single heat sinks (I am not going into pilot efficiency trees or anything)
I have 11 internal double heat sinks (11x2=22)
I have 8 external double heat sinks (8x1.4=11.2)
I hope this helped any confusion about heat sinks!
#499
Posted 12 January 2014 - 10:42 PM
I know they spread out the damage etc etc but sometimes when im point blank behind em it barely even scratches them..
just wondering what im doing wrong in the darn thing.
So I'm asking how do you guys play the sp? and how are you'r success with them?
Edit: I'm a legendary founder but I basicly just started playing recently, got 300games with different mechs
Edited by Garinarbis, 12 January 2014 - 10:44 PM.
#500
Posted 12 January 2014 - 10:45 PM
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