HBK-4J Raptor MKII (6x MLas, 2x SRM4, AMS, STD245)

Thread in 'HBK-4J' started by Blagg Zear, Aug 13, 2013.

  1. Blagg Zear

    Blagg Zear Star Lord

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    Need all 6 Energyslots filled with Lasers? Go for this. 16 DHS should cool down fast enough. Fire in Weapongroups due to your Heat Level.

    Weapongroups:
    1. 3x MLas (Head + Arms)
    2. 3x MLas (Hunch)
    3. 2x SRM4s
    4. 3x MLas (Hunch) + SRM4s (Close Range Strike)
    5. Alphastrike

    Blagg
     
    Last edited by a moderator: Oct 4, 2014
  2. The Verge

    The Verge Moderator Staff Member

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    I really like this build. I would try this before trading to SRM6's. 5-5 stars for that cooling!
     
  3. Reslin

    Reslin New Member

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    This is a really solid build and should work great. :) But I still prefer mine. A bit less firepower but with 8% more cooling efficiency, 200 more SRM ammo, and a bigger engine. Though, I do admit I lose the anti-missle system. I give your build 4/5 stars. I really do like it. It's nice to see others trying to use the 4J as something other than an LRM boat.
     
  4. Blagg Zear

    Blagg Zear Star Lord

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    thx! About the 8% more cooling efficiency - dont be misleaded by that C.E. Value from smurfy. It may be a guide value for Alphastrikes, but in the end the actual amount of DHS counts!

    Example: 16 DHS definitely cools faster after firing 4 Medium Lasers, than 15 DHS or less, though the C.E. of the build is lower. Firing 6 Medium Lasers at 16 DHS will of course take longer to cool down than 4 Medium Lasers at 15 DHS, but on the other hand you actually have Firepower of two additional Medium Lasers for a much higher Pinpoint.Damage, which you can use in times of need. So thats why I recommend firing in Weapon Groups to deal constant fire pressure.
     
  5. IanSane

    IanSane Advanced Member

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    Love this build, I run it without the AMS because I have found I am usually fast enough to get into cover that its unnecessary. Instead I put the weight into the engine. First run with the build i did this. It seems a consistent mech for damage. Falls into the "alpha and run" category. Get 3 full alphas before needing to cool off.

    First 5 games using this build

    Wins: 3
    Losses: 2
    Win%: 66%
    Kills: 9
    Deaths: 2
    K/D: 4.50

    match:
    [​IMG]

     
    Last edited by a moderator: Oct 4, 2014
  6. Red Line Pilot

    Red Line Pilot Active Member

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    Bump for HBK-4J remodeling.

    I prefer to play with more speed and less cooling. You can downgrade to 15 DHS and a bigger engine i think :)
     
  7. Creovex

    Creovex Active Member

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    Not bad, but I prefer the tweaks added in this build a little more...


    Weapon Groups:
    1. 3x MLas (Head + Arms) **(Linked Fire)**
    2. 3x MLas (Hunch) **(Chain fire)**
    5. 2x SRMs **(Linked Fire)**

    Module:
    1: Radar Deprivation (forget the AMS)
    2: Medium Laser Range 2 (really your preference)
     
    Last edited by a moderator: Oct 4, 2014
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