Hunter-Killer 'mechs are often an overlooked part of the combat capabilities of any company. The support from this sort of build is essential to defending the company formation from the predations of enemy missile spotters, vultures and even medium engagement 'mechs. Many companies may use their Hunter-Killers to scout, but the Gatekeepers keep ours in reserve as a response unit that can react quickly to attacks from all vectors.
When constructing a 'mech for this purpose, you must choose the category of 'mech it will be designed to destroy. It's best if you use a weight class one step higher than your quarry. Since there is a disparity in design precepts, we will examine each independently.
Light Hunter
- Medium Weight Class, 70km+ speed rating. You don't have to run them down, just run them off.
- Multiple small weapons to increase accuracy rating and damage on hard to hit targets. Streaks and the LB10X are designed as Light Hunter weapons.
- XL Engines are optional at this level. You won't be exposed to quite as much enemy fire, and the extra tonnage can really help.
Medium Hunter
- Heavy Weight Class, 60km+ speed rating. You need to be able to pursue a faster 'mech for about 300m.
- High Armor Rating.
- Lightly armed with low-heat weapon systems. More attention can be given to the armor / engine systems, but your weapon systems need to be reliable, not hard hitting.
Note that we have removed light chassis from the build. For our purposes, light 'mechs that would be classed as HK under other rule systems will be designated Recon (Vulture). In MWO, it is far better to deploy these chassis in this role.
The principle here is that you will actively avoid most targets except your chosen quarry, especially when on your own. Hunter-Killers are generally assigned to a lance as a off-weight mech. For instance, in 3/3/3/3 each lance could have a medium Hunter-Killer and still retain their weight designations. This is one solution to our issue, and one we will probably pursue at the company level.
Each HK class is one weight class higher than it's preferred target, with weapons loadouts geared toward eliminating that chassis efficiently in a one-to-one situation. In practice, the HK will be accompanied by the rest of his lance, unless he has been forced into a position where support is limited or cut-off. Light Hunters have weapons they can afford to miss with, since they will be tracking the swiftest and smallest of enemy 'mechs. A Medium Hunter will have more armor than it's target, and a weapon loadout that assures it's not prone to overheating.
Systems in the HK build are dependent on weapon types. Heat Sinks will be a primary concern for laser builds, while C.A.S.E can benefit ammunition dependent loadouts. In the case of Streaks, 360 Target Retention and Target Decay can take a good build and make it far more efficient in terms of tracking targets, which will likely be much more maneuverable than yourself. Remember that Artemis IV Fire Control Systems do not benefit Streak pods.
XL engines can be used in certain builds, or where the unit will be held in reserve for most of the match. Generally, you'll only employ it if you intend to hunt light 'mechs, as medium 'mechs can outclass a hunter's weapon array. A few hits with an AC/20 and you're down.
Hunter-Killer builds are response units. In almost all cases, they will be held in reserve guarding the company's flank against light and medium enemy Recon units. In our case, we station them inside other lances to help defend the Heavy and Assault assets of the team. They are an important part of the company, and a bit of a prestige spot. Only the best, most disciplined pilots will excel in this position.
The principle here is that you will actively avoid most targets except your chosen quarry, especially when on your own. Hunter-Killers are generally assigned to a lance as a off-weight mech. For instance, in 3/3/3/3 each lance could have a medium Hunter-Killer and still retain their weight designations. This is one solution to our issue, and one we will probably pursue at the company level.
Each HK class is one weight class higher than it's preferred target, with weapons loadouts geared toward eliminating that chassis efficiently in a one-to-one situation. In practice, the HK will be accompanied by the rest of his lance, unless he has been forced into a position where support is limited or cut-off. Light Hunters have weapons they can afford to miss with, since they will be tracking the swiftest and smallest of enemy 'mechs. A Medium Hunter will have more armor than it's target, and a weapon loadout that assures it's not prone to overheating.
Systems in the HK build are dependent on weapon types. Heat Sinks will be a primary concern for laser builds, while C.A.S.E can benefit ammunition dependent loadouts. In the case of Streaks, 360 Target Retention and Target Decay can take a good build and make it far more efficient in terms of tracking targets, which will likely be much more maneuverable than yourself. Remember that Artemis IV Fire Control Systems do not benefit Streak pods.
XL engines can be used in certain builds, or where the unit will be held in reserve for most of the match. Generally, you'll only employ it if you intend to hunt light 'mechs, as medium 'mechs can outclass a hunter's weapon array. A few hits with an AC/20 and you're down.
Hunter-Killer builds are response units. In almost all cases, they will be held in reserve guarding the company's flank against light and medium enemy Recon units. In our case, we station them inside other lances to help defend the Heavy and Assault assets of the team. They are an important part of the company, and a bit of a prestige spot. Only the best, most disciplined pilots will excel in this position.

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