Who Is Rebuilding Their Hunchbacks?
#21
Posted 21 February 2013 - 04:38 AM
S = 6 sl; ppc
#22
Posted 21 February 2013 - 05:02 AM
4SP LRM Support
The reason why I chose the 4SP over the 4J (apart from the fact that I already had the 4Sp with a different build) is becuase the Missile hardpoints are spread better being one on each side. My old build had a standard engine, so it had a higher survival rate with one side blown off it still had 50% of its Firepower (not so much of an advantage with an XL engine though )
#23
Posted 21 February 2013 - 05:06 AM
Rushin Roulette, on 21 February 2013 - 05:02 AM, said:
4SP LRM Support
The reason why I chose the 4SP over the 4J (apart from the fact that I already had the 4Sp with a different build) is becuase the Missile hardpoints are spread better being one on each side. My old build had a standard engine, so it had a higher survival rate with one side blown off it still had 50% of its Firepower (not so much of an advantage with an XL engine though )
LRM Trebuchets have max 1 Missile, 1 Laser in the torso, an XL engine is very useful. A Trebuchet without speed is a terrible waste of a mech, a HBK-4J is better at that point.
#24
Posted 21 February 2013 - 07:54 AM
Kassatsu, on 20 February 2013 - 09:03 PM, said:
I made almost identical modifications to my dual SRM6 4SP right after ECMs were dropped as a means to counter ECM builds. It was a fun build but I just don't have the mindset to stay back and throw LRMs. Also this was before the buff to TAG's range so I was always in medium laser range, which was nice.
#25
Posted 21 February 2013 - 04:55 PM
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?
#27
Posted 21 February 2013 - 07:17 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 can tell you how I handle, poorly usually. lol.
I dont transition well with Long Range/Short Range or Long Range/Medium Range. I mostly build for Medium Range/Short Range, and inevitably close to short range if possible.
I was super excited for the big maps and Alpine. I like it, but find Im pretty terrible there so far. I either stand too long, or dont find a good spot, or am simply slower aiming than other players.
I always play with only two weapon groups, sometimes they have different ranges, but mostly its a matter of matching weapon types, balistics, energy or missle.
#28
Posted 21 February 2013 - 08:42 PM
#29
Posted 22 February 2013 - 01:19 PM
2SRM6
4 ML
to
2SRM6
2 LL
The large lasers are useful on Alpine with the longer range needed.
In my G I switched out the UAC5 for an AC20 since the AC20 was buffed and became more durable.
#30
Posted 23 February 2013 - 06:33 AM
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?
Actually LRMs do operate at a long rang, yes, but there minimum distance is still short enough for medium lasers to be effective. You can use the LRMs and TAG to soften targets up then close in and use your medium lasers along with your LRMS as long as you don't dry hump the enemy mech with your own. It's a different mindset than running SRMs, to be sure though.
I also tried large lasers and LRMs a few times and found that with large lasers I prefer SRMs or SSRMs for close range support rather than LRMs to supplement my longer range damage abilities. That's just based on person preference, though, an little, if any science or math went into deciding that.
#32
#33
Posted 23 February 2013 - 12:23 PM
Merchant, on 23 February 2013 - 11:40 AM, said:
That's not a terrible brawler, actually.
You could try replacing all of the torso and head mounted lasers with small lasers. The reduced weight and heat should allow you to squeez bigger engine in there. You'll lose some ranged capability, yes, but you probably want to avoid firing your LBX at that range anyhow and you'd have more than enough small lasers to keep up a steady stream of laser fire when you're in close.
Here is a possible idea for improvment.
Small Laser Ver
Edited by Raso, 23 February 2013 - 12:24 PM.
#34
Posted 23 February 2013 - 01:06 PM
I still love my HBK-4J - 2x LRM 10 and 7x Medium lasers. Fling missiles, move up shoot them in the face.
I have my All laser varient kitted with 2x Large lasers and 7x small lasers again for moving up at range while shooting even MOAR when they get in range.
And then the 4SP - 7x Medium lasers + 2x 6SRM - My only really mid range brawler.
Maby I'll pick up the Trebuchet soon and try that out. But yeah - I love my hunchie.
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?
Basically operating in 2 different roles and switching between the 2 as they become available. Enemy at range with some decent spotters/line of fire - Fling missiles. Enemy moving up to harass my assaults (whom I usually follow) - Switch to fire support. Basically just try and see where you can help and do it.
Edited by Grifthin, 23 February 2013 - 01:46 PM.
#35
Posted 23 February 2013 - 03:27 PM
Stingz, on 23 February 2013 - 11:56 AM, said:
Drop CASE from the LBX side, there isn't any ammo to blow up anyways.
Only have that CASE because I did not know what to do with half a ton, got everything else I needed and would not waste it on an engine upgrade due to C-Bill cost. If I am paying for an engine upgrade, it better be more than 1 step.
Raso, on 23 February 2013 - 12:23 PM, said:
That's not a terrible brawler, actually.
You could try replacing all of the torso and head mounted lasers with small lasers. The reduced weight and heat should allow you to squeez bigger engine in there. You'll lose some ranged capability, yes, but you probably want to avoid firing your LBX at that range anyhow and you'd have more than enough small lasers to keep up a steady stream of laser fire when you're in close.
Here is a possible idea for improvment.
Small Laser Ver
Yep and the weapons are decent against Light Mechs. I will think about the SLs, right now I am saving to modify my Trebuchet into its planned build, need money for an engine.
#36
Posted 29 March 2013 - 02:55 AM
revisiting the hunchback line, tried the 4sp like every body told me to and was unimpressed.
Tried the J, m'eh, ok, but the P...what an oddity. Doesn't seem that fancy, but the cheese build of DHS, and 8 lasers and stuffed with heatsinks is twice the fun I thought.
like everyone, left mouse arm lasers, right mouse the remaining hunch lasers, and mouse 3 chainfire for the ultimate kill stealing build in the game!!! Keep the target painted with non stop lasers and when they go down, half the time I get the kill award!
this weekend should finish off all the tweaks.
edit: question on armor and distribution. I've been reading that most shuffle their armor to the front 80/20 type split. what are you successful hunchie jocks running? I'm losing my hump alot..
Edited by ThatDawg, 29 March 2013 - 03:00 AM.
#37
Posted 29 March 2013 - 04:37 AM
ThatDawg, on 29 March 2013 - 02:55 AM, said:
about 38/10 on the right torso, since the rear section of it is so small.
The Hunchback closely resembles the Centurion, both have weapons concentrated on one side. Learn to twist and protect your weapons, using the left side as a shield.
Edited by Stingz, 29 March 2013 - 04:38 AM.
#38
Posted 29 March 2013 - 05:35 AM
HBK-4G: This chassis in the configurations I tend to favor is a supplementary fires 'Mech for whatever range configuration i'm using at the time. If i'm going to be with a heavier team that intends to get in close I carry dual LBX-10s and 3 Small Lasers to really provide OOMPH where it can do the most good. The torso mobility of the Hunchback makes it great for digging all 20 LBX pellets in to weakened hit zones on enemy 'Mechs, even lights or fast mediums at close range. For longer ranges I like to carry 3 X AC/5s and a TAG in the head slot, allowing for great DPS and allowing you to use the TAG both to support your team, and help track and lead your targets by using the laser to check hit scan.
HBK-4H: This is (in my opinion) the most flexible of the Hunchback variants. The co-location of the ballistic and two energy hardpoints in the right torso allows you to put [REDACTED] and [REDACTED] in those spots and enjoy the shared point of aim when providing direct fire support at range, and the extra energy hardpoints can provide a longer combat duration and greater DPS than the Ballistic-Heavy 4G for the weight, while allowing you to take some of the heat off by using a greater heat efficiency ballistic weapon to supplement your energy payload.
HBK-4SP: This Hunchback makes an excellent attack 'Mech, and really begs to be fitted with a Standard 250 or other similar engine to carry you up into dueling range. SRMs provide excellent damage per ton for their heat, and the availability of FOUR energy hardpoints on the arms makes carrying enough payload with the Hunchback's limited weight fairly easy, and using it even easier! I have also seen a few players load up their 4SPs with LRM/5s and Large Lasers for use as fire support, though I personally haven't tried it.
HBK-4P: Loved by some, and hated by others, the "Nukeback" can carry incredible firepower in its 9 energy hardpoints. 4 Medium lasers set on cycle fire can provide an indefinite stream of pain, or fire together to deal as much damage as an AC/20! Equip your 4P with 6 Medium Lasers, Two Small Lasers, and a TAG and enjoy the massive damage output plus the ability to support your team. Make sure to pack doubles and a big engine for this one, it was MADE TO BURN!
HBK-4J: The ability to fire several racks of LRMs at once makes the 4J very attractive for those who want to be a fairly unassuming target on the battlefield, but still get out lots of ranged support fire for their team. Carrying three Medium Lasers in your right torso also makes it easy to fire on a target that is in range while you lock, acquire, and fire your missile payload. The issue this build suffers from is the inevitable heat buildup it will suffer when carrying LRMs, as they are much heavier than the lasers or SRMs of the 4P and 4SP, and much hotter than the ballistics of the 4G and 4H, requiring a lot of care for proper use. The 4J does offer the ability to fire two SRM/6+Artemis at the same point of aim, with a denser and tighter spread than the 4SP, but the lack of multiple energy hardpoints on the arms causes it to fall behind a bit as an infighter. You see these only rarely on the battlefield, but they can make good additions to a capable fire support team if handled properly.
My $0.02 on the Hunchbacks and building them. I haven't changed my builds very dramatically in a REALLY long time, but I tend to make little tweaks and optimizations here and there to fit the state of the game and stay competitive. You tend to see a lot of people sporting heavies with greater speed, firepower, AND armor, but the control and handling of the Hunchback still makes it a force to be reckoned with. In the end how much damage you are able to do matters less than where you are able to put it, and with the Hunchback you have all kinds of options for delivering pain and discontent downrange to your opponents.
#39
Posted 29 March 2013 - 07:03 AM
I'll admit It's a bit of a head desk moment in a PUG when your team decides to march across that valley into the teeth of an enemy lance in defilade though.
#40
Posted 29 March 2013 - 08:04 AM
Merchant, on 23 February 2013 - 11:40 AM, said:
I made a few tweaks to your second load out and got this:
HBK-4H
LRMs are currently pretty weak so I dropped AMS and installed Endo. That allowed me to double up your LBX ammo and boost your heat efficiency. The folks in the **** my ride thread could probably do even better, but those would be my suggestions.
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