The HBK-4G is one of those mechs that I've had a really hard time finding a build that is consistent and enjoyable (but I kept trying because it was my founder mech). This particular build ended up being surprisingly effective, predominately as a fire-support mech for the main battle group, but also puts up a good showing if the battle turns into a brawl. * 2x AC/2 provide a solid 8 DPS for anyone at any range in the open, then add 2x LL as a parting gift as they crawl back into cover for extra hurt * Heat management is quite manageable, as you can fire a good ~30s on AC/2s or LL before overheating, just need to be careful if following up a long AC/2 chain with LL * If you need to brawl, switch to LL as primary damage (can fire in brawling scenario alot before overheating), but also keep the AC/2 stream on them if they're slow or you are more maneuverable * XL engine allows you go to go ~87kph, enough to keep you at fire support range, duck back under cover, or go for the flanking maneuver The major con of the mech is that it's a little lighter on the armor, and while 225 shots of AC/2 should last most engagements, running out is still a bummer (but 2x LL with good heat can dish out some solid damage). Thoughts/suggestions?
You should really run an XL255. It weighs 1.5 tons more, but you get an additional internal DHS, so it's effectively a 0.5 ton commitment that loses you 1% heat efficiency. XLs on Hunchbacks are also pretty iffy, but understandable in this case. I also really, really don't like removing any armor from any torso.
I'll occasionally mount an XL in a hunchback, but never in the 4G or 4H. The hunch is just too big. I think that, overall, your build suffers from being neither fish nor fowl. It lacks the alpha for a sniper (you have to deal with 4xPPC, and Gauss + 2xPPC builds). It doesn't have the durability of a brawler. Its almost a skirmisher, but the AC/2 tonnage could be better spent. Long range suppressor: Go full-crazy and put 3xAC/2s on it. Stay clear of jump-snipers, but this build will soak a moderate jump-snipe. Brawler/skirmisher: Upgrade to LPLas, and downgrade to MGs (should be decent after the 5/21 MG buff). I find that fastbacks need more armor on their back, but the whole 40-damage alphastrike metagame sort of ruins that.
Hmmm, good point on the XL 255, I may have just picked 245 because that was the extra XL engine I had available to me at the time Archwright: I definitely agree it doesn't fit itself wholly into a brawler or a sniper role. I've tried variants of both long-range and brawler configs you had found that the Hunchback (and maybe even the Medium mech platform) to have be lackluster there too. The AC/2 config tended to run hot, but also run out of ammo (and punch as soon as you are ammoless) pretty fast w/ 3x AC/2s. The 2x LPL config seemed to lack "punch" and felt very ineffective while brawling. I have the impression (right or wrong), that medium mechs serve better in a more mixed configuration to be able to fit changing battlefield roles. Even outfitted for a pure role, it doesn't quite have the tonnage to do it justice (vs. say a 4x AC/2 Jager), so might as well as make it more flexible?
Sadly, dracoc, the metagame doesn't really work that way. Its much better to have a team with 'mechs that each excel at one role than it is to have a team where each 'mech can operate in different roles. I'll use my 4P build as an example of this. It had 2xPPC and 3xMPLAS, so it had range and (decent) firepower close up. Sadly, it ran too hot and too slow to be effective. Compare that with my 4SP which I designed to be a brawler 2xSRM4, 2xLLas, 2xMLas. The LLases give it some range, but that extra range was secondary to the upgraded firepower. I also feel you on the 3xAC/2 front. I've tried several 4G builds which use 3xAC/2s a none of those builds worked well. The Dragon 5N seems to be the only 'mech in the game that can pull off a triple-deuce build.
I should note that the LPLases can be replaced with standard PPCs. If you want ER PPCs, I'd recommend exchanging the MLas for DHS.