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[Guide] The Ultimate Hunchback Guide


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#481 Revorn

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Posted 07 January 2014 - 03:48 PM

This one looks nice for the new HBK. Something for Longrange, and something for the Brawl.

http://mwo.smurfy-ne...f945b88beb12e69

#482 NRP

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Posted 07 January 2014 - 04:53 PM

View PostHelmstif, 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 Sable Dove

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Posted 07 January 2014 - 06:42 PM

View PostNRP, on 07 January 2014 - 04:53 PM, said:

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!

So an expensive HBK-4G?

If you don't use the missile hardpoint, what's the point?

#484 TripleEhBeef

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Posted 07 January 2014 - 07:29 PM

Been running this with a fair amount of success.

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 NRP

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Posted 08 January 2014 - 07:09 AM

View PostSable Dove, on 07 January 2014 - 06:42 PM, said:

So an expensive HBK-4G?

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 Inflatable Fish

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Posted 08 January 2014 - 07:53 AM

View PostNRP, on 08 January 2014 - 07:09 AM, said:

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.


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 NRP

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Posted 08 January 2014 - 08:08 AM

I might throw in a smaller engine after the speed tweak to get some of my armor back. Not sure though. If I play wisely, my armor levels are workable.

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 Nehkrosis

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Posted 08 January 2014 - 08:18 AM

Seen u in that build last night in a few matches NRP.
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 Wildstreak

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Posted 09 January 2014 - 07:42 PM

Well, went and made a 4J today. I tried several builds using stuff I fiddled with on Smurfy's.
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.

#490 NRP

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Posted 09 January 2014 - 10:09 PM

This build isn't too bad.

GRID IRON

#491 Hex Pallett

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Posted 09 January 2014 - 11:51 PM

Bloody hell. With 30m C-Bill sitting in my bank I might well just buy a 4J and see how it works.

#492 NRP

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Posted 10 January 2014 - 08:56 AM

I ditched the 4J after getting the basics. It just didn't "click" for me.

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 zagibu

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Posted 10 January 2014 - 06:07 PM

Anyone gave this a try yet: HBK-4SP 4ML 2LRM10 TAG XL255 ? Sure, it's a bit hot, but you aren't supposed to fire the LRMs together with the lasers...

#494 UncleBrenno

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Posted 11 January 2014 - 03:28 PM

Hi guys great thread :) Quick question, I'm trying to go with the original idea here for the 4P, Endo, Std275, 17DHS, 2MPL, 7SL.
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 MungFuSensei

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Posted 11 January 2014 - 04:23 PM

View PostUncleBrenno, on 11 January 2014 - 03:28 PM, said:

Hi guys great thread :) Quick question, I'm trying to go with the original idea here for the 4P, Endo, Std275, 17DHS, 2MPL, 7SL.
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 zagibu

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Posted 12 January 2014 - 03:58 AM

I revised my earlier HBK-4SP LRM build to this, and I must say, I like it so far. Sure, 2xLRM10 isn't exactly a lot of DPS, but you can grind enemies down and force them back to cover, and, with the speed, you are like a horse archer, when it comes to assault mechs...circle and spam them to death. The 4SLs work well enough against single lights.

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 ColdPsyker1

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Posted 12 January 2014 - 06:17 AM

View PostUncleBrenno, on 11 January 2014 - 03:28 PM, said:

Hi guys great thread ^_^ Quick question, I'm trying to go with the original idea here for the 4P, Endo, Std275, 17DHS, 2MPL, 7SL.
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!

#498 The Massive

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Posted 12 January 2014 - 09:33 PM

G'day all. I'm kind of new here.

This is what I'm running. Thoughts.

GRID IRON

Speed is for running away. ;)

#499 Garinarbis

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Posted 12 January 2014 - 10:42 PM

What are you guy's overall tought on the Hunchback 4sp? I own the G with a ac/20 and the P mastered and I'm doing pretty descent in those, But I cant get the 4sp to work well for me, it feels like im not doing any damage with the SRM's what so ever.

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 The Massive

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Posted 12 January 2014 - 10:45 PM

I found artemis made a huge difference. Also firing them in chain fire so you get two small clumps rather than one big one.





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