Hunchback Hbk-4Sp (5X) Medium Laser (2X) Srm6
#41
Posted 12 December 2012 - 07:51 PM
it makes a nice little aim line for the SRM's lol, (plus only having 3 mouse buttons it works well for me )
I'm running with about 1.15 heat efficiency
and yes i do over heat at times but not so often i have to worry about it.
(not a trail at least )
I used to carry AMS instead of the medium laser in the head, but running in groups and having ECM close at hand
it wasn't really worth the weight, so went for the extra 5 damage over the extra protection.
#42
Posted 12 December 2012 - 09:44 PM
Ryft, on 12 December 2012 - 07:43 PM, said:
Go figure, I didn't care for it... I honestly couldn't say why everyone seems to like that build. The range is too limiting for me, even on small mechs, though I occasionally still experiment with them on those.
The main issue with that is the speed. With the 200 standard engine that the mech comes with, getting in that close to use all the small lasers is usually a death sentence unless you have 2-3 Atlas to hide behind. Once you upgrade to a 260 engine and start running around at high speeds while doing non-stop 21 damage torso alpha strikes every 2.25 seconds, then the experience starts to improve.
Try it again with a Catapult's engine, though having elite efficiencies unlocked (double basic efficiencies) for higher turning, torso twist, and such certainly helps a lot.
All that said, I still do prefer the 4SP over the 4P, but I recognize that the 4P can be used well with enough speed and harass with a good 21 pinpoint attack every couple of seconds. It's also cheap to repair so it is a good platform to lean how to play medium brawler.
If your right torso keeps getting blown off, replace the right arm with a small laser and put the medium laser in the head. This way, when your right torso eventually explodes, you will keep 2 medium lasers on your mech (head and left arm).
#43
Posted 12 December 2012 - 10:21 PM
Lavrenti, on 09 December 2012 - 06:21 PM, said:
Yes, but with a 250 you benefit from an additional engine heat sink functioning at 2.0 (assuming you're using DHS). You also are not forced to have an external HS, although you'll probably want it anyway - with 2x SRM6, this thing runs pretty hot in a brawl..
Engine sinks are 1.4.
You can test this yourself. Do an engine with 9 sinks and 1 external, and then an engine with 10 internal sinks.
Your heat efficiency won't change.
#44
Posted 12 December 2012 - 10:56 PM
#45
Posted 13 December 2012 - 05:37 PM
Vechs, on 12 December 2012 - 10:21 PM, said:
Engine sinks are 1.4.
You can test this yourself. Do an engine with 9 sinks and 1 external, and then an engine with 10 internal sinks.
Your heat efficiency won't change.
Heat efficiency in the mechlab is not calculated correctly. DHS in the Engine - the first 10. Give 2.0 all others only do 1.4. That's just how it is and it has been confirmed by the devs. Go look it up ... it's been discussed at large.
#46
Posted 13 December 2012 - 09:39 PM
#47
Posted 14 December 2012 - 01:32 PM
Edited by Syncline, 14 December 2012 - 01:34 PM.
#48
Posted 14 December 2012 - 01:34 PM
Syncline, on 14 December 2012 - 01:32 PM, said:
It's the CN9-A that has the 3 missile hardpoints, the CN9-D only has 2.
Hunchbacks and Centurions cost the same at around 3.5m to 3.7m. The CN9-D costs 8.1m.
#49
Posted 14 December 2012 - 01:44 PM
I alternate my engine with a standard issue often dropping a srm6 for a 4 and dumping a heatsink along with it. This helps survivability. More so in 8 man when you tend to go against brutes. XL assist all around 90 kph a viable threat against all mechs. I played with a 5th laser for a time and even pulses but the exrtra couple hundred meters in range for my lasers helps me keep srms and streaks at a distance when possible.
Edited by PropagandaWar, 14 December 2012 - 01:44 PM.
#50
Posted 14 December 2012 - 06:26 PM
PropagandaWar, on 14 December 2012 - 01:44 PM, said:
I alternate my engine with a standard issue often dropping a srm6 for a 4 and dumping a heatsink along with it. This helps survivability. More so in 8 man when you tend to go against brutes. XL assist all around 90 kph a viable threat against all mechs. I played with a 5th laser for a time and even pulses but the exrtra couple hundred meters in range for my lasers helps me keep srms and streaks at a distance when possible.
Ah yes. Easy kill.
Edited by Cferre, 14 December 2012 - 06:27 PM.
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