Who Is Rebuilding Their Hunchbacks?
#41
Posted 29 March 2013 - 09:00 AM
#42
Posted 29 March 2013 - 09:05 AM
#43
Posted 29 March 2013 - 09:39 AM
Crazy build. This is high risk high reward. Sit back and basically kill off anything wounded. You have the speed to react to anything too. 84KPH or 92.7KPH with tweak. AC 20 and 1 MDL is all you get but 4 tons of AC 20 AMMO. No heat issues and fast.
Don't like XL's on my hunchbacks. Just threw this out there cause I was curious if I could have a really fast Hunchback with AC 20 power and no ammo issues. Probably could reduce arms to nothing and add more stuff on this, but seems like gaming the game.
I'm open for suggestions as I'm not an expert mech builder.
Edited by WANTED, 29 March 2013 - 09:40 AM.
#44
Posted 29 March 2013 - 10:05 AM
I could change it up by using LRMS but that's just not my thing, I'm more into direct long-range fire and the 4SP being at 50 ton just can't carry enough to make a decent Ballistic/PPC build. So nowadays my 4SP is rarely used, but I'm still keeping it more due to nostalgia than being happy with its' performance. Until there is any working weight limit for drops, you either go fast and agile or go with big damage. Anything in between has become less useful.
Edited by armyof1, 29 March 2013 - 10:11 AM.
#45
Posted 29 March 2013 - 12:25 PM
I think long range fighting is effective, I just dont find it effective with a HBK for me.
#46
Posted 29 March 2013 - 04:11 PM
WANTED, on 29 March 2013 - 09:39 AM, said:
Crazy build. This is high risk high reward. Sit back and basically kill off anything wounded. You have the speed to react to anything too. 84KPH or 92.7KPH with tweak. AC 20 and 1 MDL is all you get but 4 tons of AC 20 AMMO. No heat issues and fast.
Don't like XL's on my hunchbacks. Just threw this out there cause I was curious if I could have a really fast Hunchback with AC 20 power and no ammo issues. Probably could reduce arms to nothing and add more stuff on this, but seems like gaming the game.
I'm open for suggestions as I'm not an expert mech builder.
throw ferro on it, and reduce leg armor a bit and you can get the standard 3ml/ac20 build, if you want more armor throw ferro on it and get a 2nd ML.
#47
Posted 29 March 2013 - 07:51 PM
slayerkdm, on 29 March 2013 - 12:25 PM, said:
I think long range fighting is effective, I just dont find it effective with a HBK for me.
If you like lasers with your AC, I'd recommend the HBK-4H. That was the first 'mech I ever purchased, and I loved it. I ran an AC/20 with 5 medium lasers, and it always put up a good fight.
#48
Posted 29 March 2013 - 09:05 PM
TELEFORCE, on 29 March 2013 - 07:51 PM, said:
If you like lasers with your AC, I'd recommend the HBK-4H. That was the first 'mech I ever purchased, and I loved it. I ran an AC/20 with 5 medium lasers, and it always put up a good fight.
I agree 5Mlas is a nice package, but I know with my play style, I couldnt maintain the fire rate I like to. On hot maps I have to be careful with the 3Mlas/AC20 combo. I obviously lack trigger finger restraint. smile.
#49
Posted 29 March 2013 - 09:20 PM
Demoned, on 20 February 2013 - 05:15 PM, said:
I'm thinking about putting a LRM10 into one of the side torso slots on the
4SP and keeping 1 of the SRM6's, (again)
tried this build on the other smaller maps, it did work sort of, but it does need
more range to soften the enemy up before you close ranks on them.
i can see this build been very variable with more larger maps that's for sure.
That's what I use on my SP, except with an LRM5 and Artemis on both missiles and Beagle Active Probes. It would be a good mech, if I was a better pilot.
Edited by Blue Frog, 29 March 2013 - 09:28 PM.
#50
Posted 29 March 2013 - 09:28 PM
GBFrostbite, on 21 February 2013 - 04:55 PM, said:
I find myself having a hard time with 'mechs that have weapons loadouts that operate at drastically different ranges like some of the ones listed here. What is your mindset for these matches to keep you focused on using your firepower effectively rather than losing yourself in a brawl when your LRMs would be more useful to the team?
I typically follow the Atlas and fire LRMs. picking off opposition with MLas as they get closer. I also have Beagle on my hunches so I can usually get spotting assists.
#52
Posted 03 April 2013 - 02:52 PM
You also have room to use ferrous armour. Reduce leg armour to about 23 or so (not everyone likes to do this). I would lose the Artemis, your effective range with this is limited by your Mplas, so you should be fine without it, as your fighting from about 150 meters.
I think it will run too hot for constang brawling though. I just dont think HBK's have the capacity to dedicate enough HS to run that, unless you are running a P.
Edited by slayerkdm, 03 April 2013 - 02:57 PM.
#53
Posted 03 April 2013 - 06:29 PM
Blue Frog, on 03 April 2013 - 01:09 PM, said:
Thanks
http://HBK-4SP
Well, you can go to 3t of ammo and a 260 straight off if you remove artemis (or use Artemis 4s) and swap to standard medium lasers.
If you just switch to ML instead of MPL you can go to a 250 with the same ASRM6s and 2t of ammo.
In both cases you run MUCH cooler since the in-engine heatsinks (first 10) are true 2.0, whereas the external ones are 1.4
With the same number of heatsinks your cooling goes from 24.4 to 25.6. That and the ML runs cooler than the MPL.
#54
Posted 03 April 2013 - 07:28 PM
#55
Posted 03 April 2013 - 08:27 PM
Merchant, on 20 February 2013 - 10:01 PM, said:
Yes, CASE protects against a Gauss explosion. However, you do not need the case on the other torso. Unlike normal auto cannons with explosive ammo, Gauss ammo is inert. They are solid ferrous metal darts that are propelled by a superconducting magnetic coil gun. A Gauss cannon explodes for one hit of 20 points, where 1 ton of AC ammo, if full, will do 100 points.
So I would move the AMS ammo to the other torso with CASE, remove the one from the left side, drop 8 points off each leg, and add another ton of Gauss ammo or medium laser.
#56
Posted 04 April 2013 - 06:18 AM
I made it fire support. Slow, long range, tons of ammo.
Get Endo and doubles.
3x AC/2s
2x ML
Engine size depends on how much ammo you want to carry. I have 450 rounds of ammo, so I can usually rain for almost all of the match.
All I have to do is hang back from the battle line, or hide behind an assault and I can fire for a good amount of time. As long as my hunch isn't blown off in the beginning of the battle I can pull in ~300+ damage easy, especially if you make every shot count.
My 4P and 4SP are kinda standard. Make them fast, put some lasers on them. Melt faces.
#58
Posted 04 April 2013 - 08:27 AM
SchwarzerPeter, on 04 April 2013 - 07:22 AM, said:
I bought a 4SP and i am going to try this: HBK-4SP
4 arm mounted large lasers should deliver pretty accurate damage. But i need some DHS to test it.
4LLAS are nice, I think you will struggle with your heat management. I have issues on my Phract, and it can take a bigger engine (more full 2.0 heatsinks) and more tonnage for additional heat sinks.
#59
Posted 04 April 2013 - 09:19 AM
One Medic Army, on 03 April 2013 - 06:29 PM, said:
If you just switch to ML instead of MPL you can go to a 250 with the same ASRM6s and 2t of ammo.
In both cases you run MUCH cooler since the in-engine heatsinks (first 10) are true 2.0, whereas the external ones are 1.4
With the same number of heatsinks your cooling goes from 24.4 to 25.6. That and the ML runs cooler than the MPL.
I tried option B, switching to MLAS and a STD 250. I think it's gonna be great, once I get used to moving so fast...it was throwing my aim off! One thought was to cruise at 64kph, pretending to be a standard hunch, and then accelerate to throw people off. Might work, might not...
#60
Posted 04 April 2013 - 10:00 AM
4MLAS (one in hunch, one in right arm, one in head, one in left arm), 1 AC20(3tAmmo) HBK-4H. 82kph with Speed Tweak.
Edited by Sahoj, 04 April 2013 - 10:00 AM.
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