Hunchback
The Hunchie was one of the first mechs ever added to MWO. Since the beginning, it has been touted as a great mech for beginners, teaching effective torso twisting and offering a wide variety of build options across its variants. With the ever-present powercreep and removal of the rule-of-three leveling system, the Hunchbro is not the obvious recommendation that it used to be. It is still a middling mech thatl boasts decent mobility, decent durability, and decent firepower, but it excels at no particular thing and keeping your right torso attached to the mech is becoming increasingly more challenging over time despite its durability quirks.
| Variants | LA | LT | CT | RT | RA | HD | JJs | MASC | MaxEng | Accel | Twist | Pitch |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
HBK-4G | 1 | 3 | 1 | 1 | 0 | FALSE | 275 | 29.3 kph/s | 125o @ 108.0o/s | 25o | ||
HBK-4P | 1 | 6 | 1 | 1 | 0 | FALSE | 275 | 29.3 kph/s | 125o @ 108.0o/s | 20o | ||
HBK-4H | 1 | 12 | 1 | 1 | 0 | FALSE | 275 | 29.3 kph/s | 125o @ 108.0o/s | 20o | ||
HBK-4J | 1 | 32 | 1 | 1 | 0 | FALSE | 275 | 29.3 kph/s | 125o @ 108.0o/s | 20o | ||
HBK-4SP | 2 | 1 | 1 | 2 | 1 | 0 | FALSE | 275 | 29.3 kph/s | 125o @ 108.0o/s | 20o | |
HBK-GIH | 1 | 1 | 2 | 1 | 1 | 0 | FALSE | 275 | 29.3 kph/s | 125o @ 108.0o/s | 25o |
HBK-AZ
HBK-4G
This classic Hunchback variant comes stock with an AC20, and as such as always been strongly quirked for it. You can run other loadouts with the given hardpoints, but it's a shame to ignore the quirks this variant has to offer.
This variant is quirked for AC20, and you should actually use it. Maximise velocity and range in the SkillTree and abuse the tight peek profile and side-peeking offered by the mounts so that you aren't limited to just brawling - it's quite serviceable in the mid-range.
HBK-4H
This variant used to be nicely quirked for AC10, but nowadays it doesn't excel at any one thing. The additional energy hardpoints are nice and offer some flexibility over the standard HBK-4G, but the ballistic quirks are too underwhelming to make up for the fragility of the right torso.
While the HBK-4G is a better AC20 platform, that variant usually relies on one or more arm hardpoints, while the -4H is entirely torso-mounted, which means safer and higher mounts for the lasers, and tonnage saved from stripping the arms.
built by SirEpicPwner
HBK-4P
The energy variant has long been a mid-tier mech. Classic builds like the 9x SPL "Partyback" aren't playable anymore, but you can still run a healthy laservomit or wub build and abuse the good hardpoint placement if you can keep the right torso intact.
Reasonable alpha, cooling, and range. With most builds, dedicating weapon tonnage to the low mounted left arm is inadvisable, as it will frequently eat terrain. However with this build you have plenty of spare tonnage to afford it plus maximum STD engine. Don't forget to play the build as predominantly an 8ERML right sided peek.
For an extra 8kph, you can run max LE but run the risk of suffering from the side torso loss heat penalty.
Equivalent to 10ERML without relying on the low left arm mount. For this large alpha you pay the price by using XL which means you cannot shield as aggressively with the empty left torso.
HSL quirk allows this mech to punch with a sizable low duration hit. Try shielding with left side.
HBK-4J
An underwhelming variant with lackluster hardpoints and lackluster quirks. It used to be one of the better LRM medium mechs, but nerfs and powercreep have ensured that this variant is no longer worth playing. Please light a candle for Jman5, would you?
A dedicated brawler with very high DPS, but somewhat poor synergy and low speed.
Coming stock with LRM10s, this mech has always been quirked for that weapon. Unfortunately the volumn of fire it outputs no longer compares with options offered by other LRM mediums, but it can still pull its weight if played exceptionally well.
HBK-4SP
The -4SP is the only variant that doesn't have one big hunch - it is actually symmetrical. This makes it a little more durable, and indeed it used to be quirked more heavily for durability, but it is let down by its mediocre hardpoints.
With only two missile hardpoints, MRMs are the obvious choice. SRMs can be done, but after durability was nerfed unnecessarily on this mech, you really shouldn't play anything other than MRMs on it.
A sensible option with respectable output and durability. You can brawl with this, or use the relatively high mounts to poke.
HBK-GI "GRID IRON"
The hero is arguably the weakest variant - the eclectic mixture of hardpoints doesn't leave it with anything it excels at, and it is lacking in quirks to compensate. Years ago it was quirked heavily for gauss, but that is not the case anymore.
The alpha damage and DPS are pretty underwhelming, but if you can place your shots very accurately then this variant can just about pull its weight.

HBK-4G