Yes, it runs hot. Very difficult mech to play, but, very satisfying when you do. 3 Groups; 1 - 3MPL, 2- 6MPL, 3 - 9MPL chained. Two alphas in a row and you are shut down and taking heat damage... which sucks. Patience patience patience - pick your time and your target. Override is your lifeline in this mech. Hit something very hard (9x6=54pts), then duck for cover and cool down. Poking with group 1 is very good damage, and your only recourse in an out of control swarm fight. Hitting a light in the legs with group 2 is enough to take it off - be sure to thank them if they stand still. Group 3 is "poke poke poke" lets you stay at 95% heat and still deal damage - sometimes enough to finish a mech you alphaed. Avoid shiny new assaults, mediums and light can go down from 1 alpha (particularly from behind). Heavies legs pop-off from 1 alpha (sometime nice ammo explosions). This is not a mech for racking up huge damage in a game - I normally run between 250 and 300pts. It is a great mech for kills --> 3-5 kills per match.
The stupid version of the laser saw xD I'd remove 1 MPLS to fit in an XL255, which adds speed and an extra heatsink with 2x efficiency. Completely not the point of course, but the sustained DPS goes up by 10%. Also, the hitbox of 'right torso front' is much larger and accessible than the backside. in order to keep the hunch alive a bit longer i distribut more armor to the front.
Will try the armor shift - survivability is a challenge wit this build. Otherwise, stickin with the original. 5kph is not going to help much and 54pt alpha kills, but, 48pt alpha wounds.
I like the concept, however I can't see myself dropping the cbills on an XL235 for this build. (Since I have an XL255, I may go for S7's version, though). S7 hits the nail on the head for the armor. Shift as much armor as you dare to the front RT, since it's about 3 times larger than any other torso location. For giggles, I made two STD engine version of it. Removed 3 DHS and added Endo to put in a STD of the same rating. I fear how hot this puppy will run. Replaced stock engine and armor, added endo, lost a DHS.
This is the build I ran once in a while for shits and giggles since I had an XL210 lying around. Too slow, too hot, but damned fun when the perfect shot lines up.
I mostly upgraded to an XL255 because that gives an extra heatsink and thus extra heat capacity and dissipation there was no room to fit them the regular way. By my weaponlab calculations your mech builds up 45/59.2 heat, mine builds up 40/61.2 and dissipates faster. 54 pt alpha is stronk yes, but if you really want to kill anything more than a medium, you'll need a second alpha, and I think getting faster/more opportunities to do so is tactically sound even if it removes like 11% from your alpha. my other version still has an alpha of 52 and the extra speed+heatsink: but the burntime on 10 of it is longer (so harder to maintain on target and less DPS)
It's not always hot, the heat decreases very fast like a second per 10%heat down just don't fire all at once or get owned by heat penalty hear:
Possible idea? It's a touch different than most I saw in here, and while it's almost as hot-running as the OP, it is a touch cooler. 66 shy of max armor seems to be a worthwhile sacrifice, although the XL engine makes it vulnerable... A bit of a glass cannon, but that's about par for the course in this thread.
This is what I've been using in my 4P. The extra speed is what makes it work IMO. Last night I ran with a couple other guys in the same build. We found the most effective tactic was to keep your heat under 30% at all times unless you have a perfect alpha-strike backstab opportunity. 54 damage is enough to take the rear side torso off of most assault mechs, and when you have 2+ of these mechs cooperating together, those opportunities happen often.
That top xl engine hunchy with x9 mpl I can kill anything with it. I will core direwhales without blinking an eye.
This is probably my favorite loadout on the hunchie, largely because it is so unique. I made a couple of alternations and noticed a few things that I think are important: The left arm goes flying off. Everyone wants to shoot you in the torsos, particularly the hunch, so I feed them my left arm whenever possible. As such, I don't keep a heatsink in there. The right arm is a good defense against losing that precious hunch as well. As such I max out the armor there. I like to keep 16 armor in the head so that I can survive a dual Gauss to the face. When I alpha, a lot of times the 6 torso lasers and head lasers will hit while the low hanging arms will not. It is important to be able to fire those 7 well-mounted lasers if you are using a hill for cover and conserve your heat. I tried the 17 heatsink version with less armor, but I found that the lower armor lead to losing the arms faster, and therefore losing the heatsinks that I had stored there.
This build brings on many changes And I can take or leave it if I please. The game with this mech is hard to play I'm gonna lose it anyway The losing card I'll someday lay So this is all I have to say. Suicide Is Painless...