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My "it Shouldn't Work But Does" Hbk4Sp Build


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#1 Gevurah

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Posted 09 July 2013 - 07:48 AM

So this mech started off with me absolutely hating it. I had something like a .1 KDR on it (Current average by comparison is 1.20 even with 2500 kills). I tried the typical 5 ML/2SRM6, 2streak/2LL/etc builds ... and it just wasn't doing it. It tried to be too hard to act like a heavy when it obviously wasn't. It overheated often, had no real advantages vs cents/cicadas/etc.

So out of sheer desperation I started throwing parts at it to see what stuck.

This is what I ended up with:

http://mwo.smurfy-ne...7f95ecf619d8831

And it works; hilariously well.

2 LRM10 + Artemis
3 Medium lasers for brawling (No TAG, that's a personal choice)
STD 250
ENDO, FERRO, DHS, ARTEMIS


Why it works:
The relatively high speed of this build (81kph), the high mount points of the missile launchers, the small tubes (turn out is an advantage see below), moderate durability of the hunchback platform, two separate mount points for launchers (VS the 4J which has a single hunch, making it easy to disable), even the standard engine vs typical XLs used in trebuchets makes for a good support mech.

Regarding the smaller launcher tubes, it's a trade off. Against heavy AMS you lose out. Against moderate/light/no AMS you can set the two launchers into chain fire and effectively hit them 4 times per volley for lots of screen juggling action. This helps prevent effective return fire and has saved my bacon numerous times.


Current stats for comparison:
HUNCHBACK HBK-4SP MP 31 MW 19 ML 12 W/L 1.58 K 28 D 10 K/DR 2.80

(and climbing - went from 2.44 to 2.8 yesterday alone lol)

One addendum - since making the switch I've put in over 25 kills and only died 3-5 times. So I expect this will show out over a longer sample period.

Edited by Gevurah, 09 July 2013 - 07:56 AM.


#2 King Arthur IV

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Posted 09 July 2013 - 07:59 AM

i run this.
http://mwo.smurfy-ne...be2c4aee8f3f1d1
2x lrm5
2x ppc
3x small laser

stay at range and always suppress.

#3 wickwire

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Posted 12 July 2013 - 03:36 PM

looks like a faster 4J with less ML to me :D

#4 Gevurah

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Posted 19 July 2013 - 11:48 AM

View Postwickwire, on 12 July 2013 - 03:36 PM, said:

looks like a faster 4J with less ML to me :P



And one extra hunch for extra durability O_O

#5 Koniving

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Posted 19 July 2013 - 12:13 PM

My own it shouldn't work but it does build.

http://mwo.smurfy-ne...166a9008ebfc5dd

Perfect for the meta. Stays within the penalties.

#6 Gevurah

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Posted 22 July 2013 - 06:12 AM

View PostKoniving, on 19 July 2013 - 12:13 PM, said:

My own it shouldn't work but it does build.

http://mwo.smurfy-ne...166a9008ebfc5dd

Perfect for the meta. Stays within the penalties.


Swap the SPLs for ML's and you have one of my lance commander's carbon-copy builds. He swears by that setup.

#7 Koniving

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Posted 22 July 2013 - 08:51 AM

View PostGevurah, on 22 July 2013 - 06:12 AM, said:

Swap the SPLs for ML's and you have one of my lance commander's carbon-copy builds. He swears by that setup.


It works fairly well, though the last time I did it was back before ballistic host state rewind.

I prefer the SPLs and I'll tell you why: I don't have to focus my aim (each beam 0.5 seconds versus ML's 1.0 seconds), at the time same heat but now less heat, fires again faster, sounds cooler, and best of all it does not suffer from penalties even with 9 of them on the Hunch 4P.

If they get close enough for me to use them, chances are my heat is already riding threshold, and I need that enemy dead yesterday. SPLs do the job so much faster.

--------------------

If you ever get the opportunity, try this build.
http://mwo.smurfy-ne...dc0bcf22528bf69

AMS ammo can go wherever you please. The safest place for me is in the LT with all the DHS padding (it'll never get destroyed) but so long as you're not prone to being shot in the leg like I am a safe place can just as easily be in the leg. (I tend to lose my legs, and I've never had my leg ammo fail to explode on me).

The DHS is set in each place to protect my weapons, ensuring they will survive even if I lose the armor. I'll lose the heatsinks before I lose the weapons to machine gun fire.

The MLs are for longer ranges, shooting things above/below you.

The SPLs I have two separate groups for. Group three fires them all at once, and group one is set to chainfire them one at a time as fast as I click the button. If I simply hold group one's fire button down they are like a constantly firing machine gun with no pause, and I can do it for nearly 52 seconds on frozen city. Firing two SPL every second for 52 seconds is a total of 312 damage. O.o; Firing group three sends a nearly instant 21 damage, and it's ready to fire again in 2.14 seconds (or 2.50, depending on if you have or don't have fast fire unlocked). Far more devastating than an AC/20-carrying Hunch, and far faster.

Sure, I could throw in 6 ML and do 30 damage, but I'd have to hold it on target twice as long (and no one lets you do that), and then wait 2.85 seconds (or 3 if you don't have elite) to fire again, only to have generated nearly twice the amount of heat as I would have with the SPLs.

Now, I bet you're wondering why 2 points rear right, but so much rear left? When I pull away from a fight to go around a building and buy myself some time, I keep my left side to the enemy to reduce fire to my hunch. After all it doesn't matter if I'm facing, running perpendicular to, or running away, they can always hit my right front torso from any angle. Why? Because the entire hunch counts as right front torso armor. All sides of the Hunch. Front, back, left, right, all count as RFT. Only a tiny strip of the back below the Hunch counts as Right Rear Torso Armor.

That's the secret to keeping your hunch, even with an XL engine like in this video. It skips half way through to a live match but my build is at the beginning. After spending almost all of my ammo I charge into battle with 2 SPL and an XL engine on a 4G. Come out just fine. :)

Edited by Koniving, 22 July 2013 - 08:52 AM.






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