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From The Junkyard: Trench Warfare


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#1 Bogus

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Posted 11 February 2013 - 10:08 PM

I recently got a 4P and K2 and didn't have the gear on hand to do the cheese builds I had originally intended, instead improvising with whatever crap was on the hangar floor and I'm actually pretty surprised at how well they work. Both revolve around the idea that a lot of matches turn into 'trench warfare' with both sides taking shots at each other from opposite sides of a ridge, tree line, etc. and a mech that only has to expose part of itself has a major advantage in such situations.

HBK-4P "Popback"

1x MLas (head)
2x ERPPC (RT)
STD Engine 210
16x total STD HS
Standard structure

A true lone wolf build, the Popback doesn't score a ton of kills but it's incredibly effective at ******* off the entire enemy team in the opening minutes of the match, keeping them under cover while the rest of the team lumbers into an advantageous position. Thermal vision is your friend--few things are as demoralizing as getting slapped by an unseen foe before leaving the base. At 68kph it's got enough speed to maneuver and dodge shots, and the dual ERPPC can put nasty hits on target at just about any range. What really sets the Popback apart is that its PPCs are mounted high on the chassis, allowing it to pop out of cover just a little bit, throw down a couple shots and safely disappear as the hill explodes with angry alphas. This necessitates a very tactical playstyle, making full use of terrain and heat management to avoid damage and confuse the opposing team.

Advantages
-Like having a hard-to-hit dragon or K2 without occupying a heavy slot; your own heavies will murder whatever medium is paired with you
-Ammoless, very effective in an attrition battle
-Doubles as a potent light-killer. No one expects the hunchback inqusition!

Disadvantages
-Heat problems lead to bad sustained DPS
-Easily incapacitated
-Torso-mount weapons are ill-suited for fighting up close

Upgrade path: ES and/or DHS for additional heat sinking. Better engine to keep range on lights and mediums. Additional backup weapons.


CPLT-K2 "Pewslinger"

2x LLas (arms)
1x AC20 (LT or RT)
STD Engine 255
15x total STD HS
ES structure

The Pewslinger plays a bit like an outsize Popback, using its high-mounted arms to spray withering fire from a safe position. It's not a hard hitter, but it can keep it going a while to support brawlers and it's more mobile than most boat K2s. Enough speed to keep up with a moving battle line, and an AC20 to the face is a nasty surprise to anyone who thinks about getting close. Compared to the Popback, the Pewslinger trades alpha "punch" and range (and a heavier chassis) for much better sustained fire and short-range kick. Like its baby brother it relies on cover and weapon placement to outsmart its opponent, but at 64kps it's just a little too slow and more than a little too large to go solo.

Advantages
-Versatile, not a boat or cheese build
-No shortage of damage especially in a long fight
-Unpredictable adversary; not something people are used to countering

Disadvantages
-BIG target, goes down fast when under fire
-Somewhat of a situational weapon
-Juggling both lasers and autocannons at once is dicey

Upgrade path: Possibly DHS for better sinking. Not a lot of options on this one.


What do you guys think? Experience has shown the Popback to be the more dangerous of the two, but the Pewslinger's no slouch and gets bonus points for being a K2 that isn't hella lame.

#2 Praehotec8

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Posted 11 February 2013 - 10:22 PM

I like them both, although I admit I would be bad at the propback. Using a joystick makes it much harder for me to snipe now compared to when I used a mouse.

My K2 is somewhat similar. I run:

1X AC20
4X MPL
1X machinegun
STD 255 engine
DHS
Endo

I find that heat management isn't that bad, nor is using both lasers and autocannons. I avoid pure alpha-strikes and instead alternate fire. The MPLs do heat up fast, but then I just use the MG and AC to fire while my temp decreases. It's all about picking your battles and appropriate times to fire. It's always nice to see someone not using the dual AC20/gauss K2, and mixing it up at least a bit.

#3 LordDante

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Posted 12 February 2013 - 03:57 AM

View PostPraehotec8, on 11 February 2013 - 10:22 PM, said:

I like them both, although I admit I would be bad at the propback. Using a joystick makes it much harder for me to snipe now compared to when I used a mouse.

My K2 is somewhat similar. I run:

1X AC20
4X MPL
1X machinegun
STD 255 engine
DHS
Endo

I find that heat management isn't that bad, nor is using both lasers and autocannons. I avoid pure alpha-strikes and instead alternate fire. The MPLs do heat up fast, but then I just use the MG and AC to fire while my temp decreases. It's all about picking your battles and appropriate times to fire. It's always nice to see someone not using the dual AC20/gauss K2, and mixing it up at least a bit.


thats a badass build u got there ... :)

#4 KnowBuddy

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Posted 12 February 2013 - 02:42 PM

The HBK-4P doesn't have jumpjets... so wouldn't that build be the "HumpBack"?

#5 BigJim

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Posted 12 February 2013 - 02:54 PM

The night the PPC changes came in I experimented with a 4P with 3x std PPCs in the shoulder - much fun was had (required DHS, no Endo - I would never use Endo on a 4P as it restricts the number of double heatsinks you can use too greatly, and you will definitely want doubles).

A 3x PPC-back will do gausscat damage to a single location, so basically the thinking behind it is to achieve a gausscat but with a medium chassis.

Ps; On energy boats, always try to use a 250 engine, as it's the most efficient.
If you're using doubles (which you should on an energy build - hell, on any build) then the 25o gives you the max amount of 10x true H/S (at 2.0).

It certainly won't be able to defend itself if an opponent has his wits about him and pushes you though, same as your 2x PPC build.


A fun alternative (that requires DHS and endo) is a 4SP with 2x PPCs in the arms and 2x 6's in the shoulders, with the obligatory 25o engine - this time you'll need an XL.
Much fun can be had pugging in that build. :P

#6 Richard Mongoose

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Posted 12 February 2013 - 03:09 PM

The dual PPC HBK used to be my go to build when I wasn't having fun anymore. I started using it with a HBK-4G when I got tired of trying to find a build I was comfortable with. A PPC in each arm forced me to look at movement, heat, and positioning as opposed to shot location and brawling. Nice to see this expanded into a 4P build that uses the notable "Hunch" as an asset.

My next mech I was going to roll into was a K2, so thanks for having a build different from the usual "cheese" variants.

#7 1453 R

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Posted 12 February 2013 - 03:22 PM

This makes me wonder about the 4J, actually.

Hm? Hmm?

I know the 4J is usually considered the junkiest junk in the junkyard, strictly inferior to the 4SP and probably not much better than a stock CDA-2A, if that. Having not had a chance to try it yet, however, I have to wonder - are its torso energy mounts up in the hunch as well? If so, you could theoretically pop-snipe with the 4J almost as well as with a 4P variant, but you'd also be carrying a gnarsty close-combat punch to finish things off when they rush you after getting all sniped up for half a match.

If the torso energy mounts aren't up with the missiles though, then poop. Guess the 4J's staying in the bunker after all. And the servers are too down-for-maintenance at the moment for me to boot the game up and go find where the 4J keeps its RT lasers.

Edited by 1453 R, 12 February 2013 - 03:22 PM.


#8 Golfin Man

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Posted 12 February 2013 - 03:43 PM

The 4J's torso energy slots are located in a small triangle formation under the hunch

#9 Bogus

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Posted 12 February 2013 - 03:49 PM

I did some thinking and an XL engine would be a good upgrade for either of these builds--more for speed than weight savings. K2s usually don't lose side torsos and if Popback's weapon pod goes (which is what everyone will be shooting at), it's out of the fight anyway. And both of them should ideally be operating at longer ranges and on the move so getting torso-sniped is less of a thing.

#10 Stingz

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Posted 12 February 2013 - 03:51 PM

View Post1453 R, on 12 February 2013 - 03:22 PM, said:

This makes me wonder about the 4J, actually.

Hm? Hmm?

I know the 4J is usually considered the junkiest junk in the junkyard, strictly inferior to the 4SP and probably not much better than a stock CDA-2A, if that. Having not had a chance to try it yet, however, I have to wonder - are its torso energy mounts up in the hunch as well? If so, you could theoretically pop-snipe with the 4J almost as well as with a 4P variant, but you'd also be carrying a gnarsty close-combat punch to finish things off when they rush you after getting all sniped up for half a match.

If the torso energy mounts aren't up with the missiles though, then poop. Guess the 4J's staying in the bunker after all. And the servers are too down-for-maintenance at the moment for me to boot the game up and go find where the 4J keeps its RT lasers.


I might actually get the -4J, to replace my (sold) -4SP. The -4J has a L.Torso to block shots with, the SP looses 1/2 it's firepower.

[x2 SRM-6, x4 M.Las] Easily copied by the -4J.

The real question is how does the x2 10-pod fire the x2 SRM-6. If it's one big SRM-12 blast I'll buy one.

Edited by Stingz, 12 February 2013 - 03:57 PM.


#11 1453 R

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Posted 12 February 2013 - 05:11 PM

Two launchers of ten tubes each. I can't conceive of how it wouldn't be an SRM-12 blast. You do lose the increased tracking on your lasers in the 4J, but the whole shield-side thing is a valid argument for folks who're better at twisting under fire than I am.





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