Build Battles #1 - Huginn vs. Oxide - SRM4 Lights

Thread in 'Battle of the Builds' started by Cyril Ray, Nov 29, 2014.

  1. Cyril Ray

    Cyril Ray Active Member

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    Alright guys I've got a desire to buy a light hero and i already have the ember. I've been hearing a lot about the oxide recently and love jenners. Running that close to the ground makes me feel like I'm flying. Wish the locust hero was on sale because I also like using underated mechs but alas its brand new so probably pick up the ecm deaths knell later :)

    So oxide vs huginn which should i get and why? Hitboxes on the ravens never got unerfed but with the machine gun macro at least those are as effective as i think they should be for a weapon you have to be in spitting range to use. Oxide however has more front loaded damage for strafing runs like a pt boat from ww2. I love backstabing in lights too. I pulled out a victory doing so recently in fs9A where we were behind in a 2 v 5 because they were to busy concentrating on the warhawk like he was the real threat :rofl: Also whats the screen shake on srm4s now? Is the srm hit detection borked again after they just fixed them (heard this from someone else recently)?

    I appreciate any help from pilots of those mechs and/or those who are in the know?

    ::UPDATE::
    Again thank you guys for all the discussion on these two tiny titans :thumbsup: I have purchased the oxide and finally have it elited out. I put a xl285 in it with the freak build and 5ts of ammo. First game with it all kitted out river city night and I get a huginn in my lance :sneaky: So needless to say it was fun to see who would win. right off the bat I solo'd an lrm atlas at lower city docks spawn. He couldn't even find me I was dodging through buildings so well. Went on to absolutely murder the other team with a 12-2 ending. I went 5-3-613 d and high amounts of highest damage and solo kills. I love chasing lights in it when they straight-line away from me. Ah the soft RearCT :drool:

    Ok back on topic the last kill also turned out to be another lrm atlas... alone only a block up the street from where I killed the first one :hilarious: (we circled the whole map) Me and the Huginn were on it. I decided to get it's attention while I let Hugs have the rear. I started chainfiring the 4's just to see how well it worked on screwing up his aim and it was great as he never landed and ac20. So great he eventually tried to run :mellow: and turned his now mildly orange back to me and I paused for a second of srm coldown and unloaded at least 12 into his back all at once coring him. So while I still want the Face Hugger I think I will have a lot of fun with this hero for the time to come.

    The last thing I'd like to say is wow Dat Face Time. The srm16 jousting is amazing I run up drop torps in their face and run past before they know what hit em and turn around for a second round. The range and spread isn't too bad for the damage if you want to peak. Bet I could bulls-eye womprats in it :smuggrin:

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    Last edited: Dec 2, 2014
  2. Falconium

    Falconium Administrator Staff Member

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    Basically . . . you already stated the most important points.

    Oxide is more competitive, because of higher alpha: you can back-plate people REALLY nice with that little guy, circle them once, and back-plate em again for the kill. EZ-PZ.

    With the Huginn, you're relying alot on your MGs for DPS. The missiles got quirked nice on the Huginn of course, just like on the Oxide --- but the Huginn's 2 SRM4s are still not enough alone to compete with the Oxide's 4. So you have to use the MGs effectively on the Huginn to make it worth while. And like you said, this means circling and strafing them over an extended period of time, in plain view (need line of sight for MGs), within 100-150 meters (200 max) for optimal damage-efficiency. Ergo, the Huginn involves a much more risky apporach than the Oxide, even though the JJs and (generally) faster speed give it some advantages in this regard as well.

    On most other points, they're pretty much the same: ammo is a great limiter for both, as neither have Energy weapons; hitboxes, as you mentioned, are bad on the Ravens, but they're nasty on the Jenner too (it's all one giant CT); same weight, same armor, both generally heat effficient . . . Huginn might have a slight advantage there with its Heat-neutral MGs, but it's a minor point, as both 'Mechs run very cool (again, no Energy weapons).

    So yeah, in the end, it's a toss-up. If you REALLY like to have JJs in your lights, I definitely suggest taking the Huginn. But if you've got the guts (and the situational-awareness) to run a 'Mech that small without JJs, and to still escape from a tight spot alive, the Oxide is a sure winner in my opinion. Lights these days are all about hit-and-run: and for the reasons outlined above, the Oxide is the ideal 'Mech to fit that role. But if you're primarily looking for DPS, the Huginn is the better option, though only because of Quirks: PGI gave it MUCH better treatment than they did the Oxide . . . different Tiers you know. ;)
     
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  3. Motörhead

    Motörhead Benefactor

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    I have the Oxide, but on a light, JJs are turn around for me, I guess I'd prefer raven but since I never got them I'm using Oxide and it's pretty damn good too.

    In a competitive drop Oxide will likely do better.
     
  4. Remarius

    Remarius Star Lord

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    And when they finally reapply the fix to MG exploiters the Oxide walk away with that race...
     
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  5. Durandal

    Durandal Min-Max Maniac

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    "If". According to PGI, macros are not exploits...so...
     
  6. Remarius

    Remarius Star Lord

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    Bollocks if a human can't do it then its an exploit. Make as many excuses as you want its as simple as that. ;)
     
  7. Cyril Ray

    Cyril Ray Active Member

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    I won't argue with you there but I think if you need to get that close, use multiples of a weapon, and stare at the emeny (risk vs reward here) just to do decent damage then they should just make the macro speed the default fire rate and be done with it.

    Also thanks for the comments guys and the breakdown falconium you kind of reassuring me the oxide is better.

    Also another thing i thought of is are they ever going to fix ravens catapult sized leg hitboxs (seriously youtube it if you haven't noticed) from the days when everyone cried over the close range 3Ls hit detection problems? If not but they are likely to fix machin gun macro than and possibly tone down its quirks in the next pass than the huginn goes back to being lowered tired while the oxide seems not to be a likely target of any nerfs I can forsee. I'd still like to hear more opinions though as the huginn looks like it has potential due to quirks and screen shake.

    Does anyone really like the huginn even after the quirkening or did the oxide just get even better?
     
    Last edited: Nov 29, 2014
  8. Durandal

    Durandal Min-Max Maniac

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    Both got better really. IMO, the Huginn was a bad joke in comparison to what it is now, so it at least has SOME potential.

    And I don't disagree Rem...I just don't foresee PGI doing anything about it :( At least not until someone corners Russ with a MG Jagermech and slaughters him with the macro ;) But then he'll just nerf MGs instead...
     
  9. lord_auriel

    lord_auriel Benefactor

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    It's an exploit or even a cheat, at least admit it when you're using it. There's a difference between exploiting a missing cooldown limiter on a weapon system (and effectively working around its intended in-game balancing) and making your life easier by not having to double-click all the time for UAC5 fun.
     
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  10. Motörhead

    Motörhead Benefactor

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    Yeah this one is clearly a cheat, because it changes weapon mechanic to something not planned.

    Infact, they deleted the MG bug topic, while they never did anything with macro discussions.
     
  11. epikt

    epikt Benefactor

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    Oxide all the way! ^_^
    But I have an history with the mech.



    Despite obvious similarities, Oxide and Huginn use two pretty different gamestyles, in my opinion.
    Oxide is really a jousting mech, you charge the enemy, send a good blast of SRMs and disappear, only to reappear 3 seconds later and repeat. You have much more freedom of movement with the Oxide, because your time on target is basically zero. You can dodge, evade, feint, flickshot. It feels so great to pilot this mech!
    Huginn requires time on target, for the MGs of course but for the SRMs too actually, since the cooldown is so short. You'll do much more of circle-strafing. That makes easier for your enemy to hit you back, and any evading manoeuvre will cripple your DPS. But the JJs give it a nice little twist, just beware of not abusing it since it would expose your legs even more (the weakest point on every Raven). On the good side, this mech is a great legger (circle-strafe with SRMs and MGs and watch their legs melt) and works great in swarm.
     
    Last edited: Nov 29, 2014
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  12. Blagg Zear

    Blagg Zear Star Lord

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    @epikt
    I finally bought the Oxide! Yippeeey. And guys, I am never as good as epikt as a Jenner-Pilot (in fact i am pretty bad with Lights), but this was my very first game on this Freak:

    The magnificent Trio (Gang Bang on the last enemy but i only got 34 Missiles left for him, so my mate mad the final blow - ok was a dc :p):
    [​IMG]

    The Scores (Killed 2 Direwolves and an Awesome, all 1v1, as you can see i have a low Assist-Count. All Backstabbing muarharhar..)
    [​IMG]

    The Proof of 1st game (8K+ XPs with the recent WE XP Multiplier!):
    [​IMG]

    p.s. i only ran with 450 Missiles/XL280/232Armor, because i'm a timid Lights-Pilot. Will try 500+ Missiles soon. Epic Build! Btw. the Freak Build is dedicated only to you, my Jedi-Master! :rolleyes:
     
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  13. enileph

    enileph Star Lord

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    Paintjob goes to Huggies though, by a few miles.
     
  14. Cyril Ray

    Cyril Ray Active Member

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    Thanks everyone for the advice. I'm definitely picking up the oxide first. In fact epikt your vid was what made me consider these two even with their ammo problems. I'm subbed to chanel because your youtube name is so hard to search so, well played sir :p

    Does anyone have any stories of great success in the back hugger beside the vid everyone posted?
     
  15. don Zappo

    don Zappo Advanced Member

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    Don't forget if you're really interested in such things you can buy c-bills this bonus weekend and buy the Jenner mastery pack and get an Oxide as part of the bundle.
     
  16. Cpt Chattahah

    Cpt Chattahah Min-Max Maniac

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    Huggins for the AMAZING DPS (SRM4s like machine guns) and best paint in the game.

    Alpha for the Oxide. It's more "comp" because you can strike faster.

    However, against another light, the Huggin still wins. The DPS (if well aimed) is ridiculous. The SRM4s in tight grouping are insanely effective as not only DPS but screenshake. The Huggin is a tiny monster. The Oxide is a brawler stuck in Verne Troyer's body.
     
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  17. LT Satisfactory

    LT Satisfactory Benefactor

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    omg Chatt, I can't believe you'd pick the huginn over the oxide!
     
  18. Bustov

    Bustov Active Member

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    I am going to have to go with the Huggin, doesn't have the alpha that Oxide does but pack more ammo. At the end of a game the damage that the Huggin puts out, along with JJ for maneuverability, makes it in Huggin's favor.
     
  19. Durandal

    Durandal Min-Max Maniac

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    In fairness, I haven't really used the macro exploit since I verified it worked :p I do agree that it falls into cheating...PGI just seems to disagree. The main reason for my comment above is that, no matter how many times it's brought up, PGI defends the use of macros in-game. The only way I see this one getting punished in the future is if people start abusing it any time they see Russ in game ;)
     
  20. epikt

    epikt Benefactor

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    I disagree.
    True the Huginn has superior DPS (but only thanks to MGs), but the constant rate of fire forces it to enter a "circle of death" with its opponent. And that's not a position you want to be on a Raven: in addition to allowing streaks to lock, it exposes your legs like crazy. Also, the difference of projectile velocity between the two weapon systems makes it difficult to use both simultaneously on a fast moving target, except at very close range.
    On the other hand, when it comes to light vs light engagement the Oxide has a unique asset: no time on target requirement, all fire and forget. It allows you to break the circle of death and turn the fight into jousting moves where streaks can't lock and lasers don't have the time to deal precise damage (pulses remain a threat though).


    Did they really said this specific macro was ok? (this is a genuine question, I didn't follow the case)
    It's fairly different than an AC macro, as those don't increase the DPS (in fast they might even decrease it if misused). And should I remind them they, at least for some part, justified the AC/2 looping ghost heat as it punished the use of macros, considered as "griefing tools" ? (and I agree).
     
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