[Guide] The Ultimate Hunchback Guide
#81
Posted 20 January 2013 - 01:07 AM
#82
Posted 20 January 2013 - 02:56 PM
#83
Posted 20 January 2013 - 03:29 PM
#84
Posted 20 January 2013 - 03:53 PM
#85
Posted 20 January 2013 - 09:42 PM
Overall, my decision to discard my 4G was driven by the relative difficulty of placing my shots on target while evading. Some weird combination of latency and the way that the game calculates the action of autocannons (there's a slight delay between trigger pull and the round leaving the tube- much like with real heavy weapons) means that my roundstrike seems to pull way off in the direction opposite my turn. So if I'm turning right, my round doesn't go anywhere near where I aim it. Add in lag shields, battlefield chaos, and evading targets, and it's much harder to place rounds on target with autocannons than with lasers - and since the lasers were also doing more damage in exchange for some heat management, I had to go that way.
#86
Posted 20 January 2013 - 09:56 PM
Helmstif, on 26 November 2012 - 11:50 AM, said:
Summary: STD260, DHS, 2xML, 7xSL
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II. HBK-4SP "Endrega"
Summary: STD245, DHS, Endo, Artemis, 2xSRM6, 4xML
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III. HBK-4H "Echinops"
(The previous UAC5 build was scraped due to changes in cockpit shaking. Most ballistics will have very low knockbacks on the target's view with the exception of AC20.)
Summary: STD200 (stock), DHS, Endo, 1x AC20, 2xML, 3xSL
It's really hard to pick from the rest of the three Hunchbacks because, honestly, none of them is as good as the other two above. However, if you ask me to choose one from the two of ballistic hunchbacks, 4G and 4H, I would go with 4H.
Because it's kinda tricky to stuff three ballistics into a Medium.
And the two extra energy hardpoints actually makes a difference. This build is basically a mimic of the stock, but the extra 9 damage provided by the three small lasers is not much, but I'm pretty sure they helped in a few "Finish him!" occasions Also 4H's hunch is maaaaaaaaaaaarginally smaller than 4G's so it coooooooooooooooould give you a bit more survivability.
It's...an escort brawler build, meaning than you may not be able to deal with anything head-on, but when in a late-game moshpit the AC20 is not something to be ignored. The moment of hesitation of your unlucky opponent when he suddenly realize "WHERE THE F DID MY ARM GO?" is amazing.
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IV. HBK-4G "I'm not sure if I like it Mk.I"
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V. HBK-4P "No one likes you, even yourself."
The only thing good for a 4P is the larger number of missile salvos, therefore an LRMboat is the only option.
A pair of LRM10 fires faster than a single LRM20, but it's entirely up to you. I've never piloted one of this personally, but I've killed plenty. It's massive hunch is so very easy to aim.
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There it is, my guide for the Hunchback chassis. I'm pretty damn sure it would be helpful. The Centurion chassis guide will be up in a few days. For now, good luck in the battlefield.
(and I'd kiss you with my cockpit if you get the names of my babies.)
I like your post, good to have the collection of builds up here! I have some slight alterations that i work with though:
I. HBK-4P "Kikimora (aka Ghetto Delight)"
Summary: STD260, DHS, 2xML, 7xSL - Change to 8xML and STD 250, with elite can still go 90K!
II. HBK-4SP "Endrega"
Summary: STD245, DHS, Endo, Artemis, 2xSRM6, 4xML - Drop a ton of ammo and put tag in your head
IV. HBK-4G "I'm not sure if I like it Mk.I" - I dont like this mech.. ..waiting to see how it plays when machine guns are fixed!
V. HBK-4P "No one likes you, even yourself."
"The only thing good for a 4P is the larger number of missile salvos" - Think this is a typo.. ..4J???
#87
Posted 20 January 2013 - 10:39 PM
White Bear 84, on 20 January 2013 - 09:56 PM, said:
Summary: STD260, DHS, 2xML, 7xSL - Change to 8xML and STD 250, with elite can still go 90K!
I like my weapons on the same part of torso well synced in range, recycling and everything. But that's just me.
White Bear 84, on 20 January 2013 - 09:56 PM, said:
Summary: STD245, DHS, Endo, Artemis, 2xSRM6, 4xML - Drop a ton of ammo and put tag in your head
I'm a brawler, not a spotter. Spotting is the job of light 'Mechs. And, you know what this build does best? Point-blank range bear-hugging. You know what's also likely to happen during that kind of combat? Super super depressing LRM friendly-fire. Also, if a LRM boat doesn't bring his own TAG, HE'S DOING IT F*****G WRONG. DO YOUR OWN F*****G AIMING GOD DAMNIT.
Thanks for spotting the typo though.
#88
Posted 20 January 2013 - 10:52 PM
The issue with the 4J is that you get more out of a focused 'mech in a pug. I can see the possibility in an 8-man of having a lot of 'mechs with hybrid capabilities so you can be constantly harassing them from all directions - but that doesn't work well in a pug. So, you can do well with the 4J as a pure missile boat (I think I settled on this build for my 4J,) but since you're not really using the extra laser hardpoint, you could do just as well with the 4SP in the same role. You could do this, I guess, but you wouldn't be able to use your Large Lasers at the same time as your other weapons, barring the occasional opening alpha strike...
PS: My build for the 4P now that I have my elite chassis skills is this one. I'm not exactly heat neutral with 9 medium lasers, but I don't have to be; if I want to try and slug it out toe to toe, I need to be using a Catapult or something. I excel with this 'mech by weaving in and around cover to deal focused strikes to the enemy team. Nothing scares one of those limp-wristed sniper Cataphracts like losing half his center torso armor from one shot at 400m.
Edited by Void Angel, 20 January 2013 - 10:54 PM.
#89
Posted 20 January 2013 - 10:53 PM
#90
Posted 20 January 2013 - 10:57 PM
#91
Posted 21 January 2013 - 12:06 AM
Helmstif, on 26 November 2012 - 11:50 AM, said:
V. HBK-4J "No one likes you, even yourself."
Many people have asked what to choose between 4SP and 4J - after all 4J has an extra energy hardpoint. I can tell you that the extra laser hardpoint means precisely NOTHING. The greatest thing about 4SP is that it is a Hunchback without a hunch, and weapon hardpoints spread around its body evenly, which results in better SRM spread. Also a 4SP would still have half of the arsenal left even when the other side of torso has been torn off entirely, while on 4J, the HBK with the LARGEST hunch in the whole chassis, you lose all the missiles and most of the lasers if the right torso is wrecked. Also, 4SP has 4x energy hardpoints mounted on arms, which has a larger aiming angle comparing to 4J whose energy hardpoints are mostly on the torso. That could save your life against scouts.
The only thing good for a 4J is the larger number of missile salvos, therefore an LRMboat is the only option.
A pair of LRM10 fires faster than a single LRM20, but it's entirely up to you. I've never piloted one of this personally, but I've killed plenty. It's massive hunch is so very easy to aim.
Really, leave the LRM boating to larger chassis like Catapult.
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I found a way to not only like the 4J, but LOVE IT!
Okay - so I managed to build quite frankly a FANTASTIC 4J. I might be having more fun with it than the 4sp. I originally bought the chassis because I thought it would be funny to have two LRM20's on a hunchback.
Funny - yes. (If you want more funny, put 9 flamers on a 4p - totally useless, but hilarious)
Crap - totally.
Here's the 4J Fabio build:
6 medium lasers
2 streaks
2 tons streak ammo
AMS with 1 ton of ammo
260 standard - with speed tweak I'm running 92.7 kph (FABIO!)
double heatsinks (15, which means I added 5 after the engine - I end up with 1.21 heat efficiency)
Endo Steel
The rest in armor (336/338)
How to play this boat: Two mouse buttons.
Button 1:
Two arm lasers AND streaks. This is your primary fire button, will never overheat if this is all you're using, and with 2 tons of ammo, I've never come close to running out of streak ammo. Streaks only fire when you have a lock.
Button 2:
All four torso (and head) lasers. Adds a nice alpha punch, depending on the heat of the map you can use it a LOT on snow maps, or ALMOST NOT AT ALL on that map with the crater.
This is a REALLY easy mech to play, and I might be having more fun with it than the 4sp. I consistently scored top two for my team (or bottom two - hunchbacks are squishy, I never score in the middle of the pack with this one).
You are fast enough that most people who aren't good at aiming cannot get a bead on you if you're orbiting them.
VS. the 4sp:
Pros: The hardpoint layout is very balanced for helping you easily manage your heat.
Cons: Biggest hunch. Run boy run! if you stop then anyone with any sense will shoot your hunch out (note - for some reason I die very quickly on this mech after the hunch is shot out - have had very little zombie time with it)
I was comfortable going toe to toe vs. any mech with this hunchback - EXCEPT ECM light mechs (because I can't hit lights with lasers and they prevent the streaks from working).
Edited by Thorasta, 21 January 2013 - 12:14 AM.
#92
Posted 21 January 2013 - 12:21 AM
#93
Posted 21 January 2013 - 12:31 AM
I think you'd be better off putting the tag in one of the arms and moving a laser to the head slot if your intention is to keep the light painted with the tag to helps your streaks lock onto them.
#94
Posted 21 January 2013 - 02:09 AM
Helmstif, on 20 January 2013 - 10:39 PM, said:
I'm a brawler, not a spotter. Spotting is the job of light 'Mechs. And, you know what this build does best? Point-blank range bear-hugging. You know what's also likely to happen during that kind of combat? Super super depressing LRM friendly-fire. Also, if a LRM boat doesn't bring his own TAG, HE'S DOING IT F*****G WRONG. DO YOUR OWN F*****G AIMING GOD DAMNIT.
I bring it because my srm with artemis lock on to the target area alot tighter, great if your mad enough to run head on to an atlas and take out its gauss before it kills you.. ..works a treat
#95
Posted 21 January 2013 - 03:26 AM
2 Medium Pulse lasers (arm),
2 Medium Lasers (arm)
2 SRM4 with 2tons ammo,
250Standart,
DoubleHeatsinks,
Endostahl.
Oh and a AMS without mun. Sounds stupid but it does really help and I had half a ton free with no place left. And I really didn't want to place a Small laser in the head. An AMS won't be much of help against a Stalker LRM Mech. But without a AMS you will be more often a target for LRM's xD
I really like this build. And I was able to improve my K/D ration with it from 0,90 to 1,04. I'm reasonable fast and hardhitting to kill most mediums and to outflank most assaults.
The ML can do full damage do 270m. And less damage up to 540m. Good enough to scare snipers and LRM mechs.
The MPL are for close combat pinpoint damage. Open up with SRM4 (less heat, spread, faster recycle than SRM6) and Mediumlaser and target the weakest area with the MPL.
I tried the mech with SSRM2 and 4 MPL but ECM and heat buildup on the MPL made this setup mediocre for my playstile.
My 4H :
AC20 with 3 tons ammo.
3 MPL (arms, head)
200Standart
Endo
Double Heatsinks.
Nice pinpoint damage. Is rather slow so you must kill your target because often you won't be able to disengage. (Yeah, I need more money for a bigger engine xD) But it is fun to drive it. You have to hold back in the beginning until the close combat starts and than you can cherry pick your kills. Patience and a steady hand are a must xD
#96
Posted 23 January 2013 - 08:06 AM
it's great! with the ER PPC you can snipe, to strip enemy's armor from far away, then, when the enemy is close, you can finish it with your 8 SLs, and use the PPC for a final blow. If you want, you can change the ER PPC for a standard PPc to save some heat, but you will lose a 10 points punch in close range. Plus, you have the bigger engine possible, so you are fast enough to get out of troubles.
In caustic you can alpha 2 times before you OH.
Good game!!
Edited by o0cipher0o, 23 January 2013 - 08:08 AM.
#97
Posted 28 January 2013 - 07:50 AM
3 MPLs (left hand, right hand, head), ultra-AC-5 (with 2 tons of ammo) in hunch, 13 DHS, 250 engine, endo-steel and ferro-armor (removed 8 pts from each leg). W/o skills nominal speed was 81 km/h (89,1 with skill), heat at 1.43 (so never expirienced problems with overheating). It is pretty mobile and have good damage output in close combat (especially if you can shoot 4-5 shots from cannon before jamm). Also sniping at overheated mechs was great. I cant say I did more damage compaired with my SP model in average combat, but sometimes I was 1-3 after match (especially if most of combat was at buildings|hills etc).
#98
Posted 28 January 2013 - 01:04 PM
You can still fit in that AC20 if you want, and get a couple extra energy hardpoints in the bargain.
My current favourite is 5 MLAS and 1 UAC5. Works well once you get used to the UAC5.
The hump on the 4H is also slightly smaller than the giant 4G one.
#99
Posted 28 January 2013 - 04:10 PM
Can I get a medal for that PGI? QwQ
Edited by Helmstif, 28 January 2013 - 04:10 PM.
#100
Posted 28 January 2013 - 10:18 PM
I have tried to build a viable hunchback with this model, but as helmstif said, it can be used for lrm boating, but the damage it deals is not so good. So my loadout now is like this:
ENDO
DHS
HE 1 ML
CT STD 245
RT 2 x SRM6
3 x ML
DHS
LT 4 x DHS
RA ML
DHS
LA ML
DHS
RL SRM amo
LL SRM amo
It runs a bit hot, but with proper heat management it works just fine. Firepower 60 and DPS 5.25. Speed with tweek 87,3 and 79,4 without it. You have to sacrifice some armor on the legs, but then again how many times has your HBK been legged? If you want to go for full armor, drop one DHS or ML.
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