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New Mechs: Highlanders


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#41 Tennex

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Posted 18 April 2013 - 06:19 AM

highlander is great. concept looks good (i wish it got a bulkier gauss arm like in its older art, instead of the tiny right aarm it has now)

Most colors look really good on Highlander. seems like you guys are getting better at that. Though the lines still stick out a bit much when using very white colors.

also camo specs right now with 3 colors have these ugly lines inbetween the colors. so that if you use black, black, red for example. the lines show between the two black colors when there should be no transition between one black to another black.

Edited by Tennex, 18 April 2013 - 06:21 AM.


#42 LtPoncho

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Posted 18 April 2013 - 08:51 AM

View PostArtgathan, on 17 April 2013 - 12:30 PM, said:

Something feels off with the CT internal hit points on the 733C. It seems like any shot is capable of instantly destroying me once my CT Armor is gone (even if my internals are untouched). There should be almost 60 points of internal health in there, so only a 6-PPC stalker should be capable of delivering a killing blow like that.

It seems to me that a single shot from an AC/20 kills me instantly if there's no CT armor. Has anyone else noticed this?

Apart from that, the Highlander's arms are pretty skinny and not useful for deflecting damage away from the torso. It'd be nice if they got a little bit beefier - the only reason I even lose an arm is because the adjacent torso section is destroyed (on all my other mechs I typically lose the arm before the torso).


Playing and spectating this Mech will demonstrate that incoming fire from any angle will transfer to your CT. Short of the legs, you need only to shoot in the direction of this Mech in order to hit the CT. Expect to be cored often. By design perhaps? Every new Mech seems to have hit box issues that 'maybe' get addressed; remember the joke of a Mech with v1.0 of the Jagermech?

#43 Artgathan

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Posted 18 April 2013 - 09:14 AM

View PostLtPoncho, on 18 April 2013 - 08:51 AM, said:


Playing and spectating this Mech will demonstrate that incoming fire from any angle will transfer to your CT. Short of the legs, you need only to shoot in the direction of this Mech in order to hit the CT. Expect to be cored often. By design perhaps? Every new Mech seems to have hit box issues that 'maybe' get addressed; remember the joke of a Mech with v1.0 of the Jagermech?


Good point. After fiddling with the views in the mechlab I was able to see that the CT is easily hit from any direction. Damn. At least that means I can bring an XL because I won't ever die to Right / Left Torso hits!

#44 MavRCK

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Posted 18 April 2013 - 09:38 PM

The cockpit obscures too much of the view...

#45 Devil Fox

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Posted 19 April 2013 - 03:12 AM

You need a view to poptart?

#46 Adamar Ash

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Posted 19 April 2013 - 09:16 AM

love them. I do some of my best damage in the 732

#47 sarkun

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Posted 20 April 2013 - 12:30 AM

The stuff that makes any weapon visible on my 732 - dynamic meshing or whatever it's called - is absolutely freaking brilliant. This really is an improvement over all previous mechwarrior titles. I know it's just graphics, but to me - it boosts up immersion incredibely. Thank you so much for this.

Now give my beloved hunchbacks the same treatment please.

#48 Nexus Omega

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Posted 20 April 2013 - 12:52 AM

View PostMavRCK, on 18 April 2013 - 09:38 PM, said:

The cockpit obscures too much of the view...


I quite like the Cockpit myself, feels like you are crammed into a tight space.

#49 Glowhollow

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Posted 20 April 2013 - 01:39 AM

Solid mech...

#50 Butane9000

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Posted 20 April 2013 - 07:25 AM

Pros: Jump jets, Multiple hard point type mech (Has all 3 types energy, missile and ballistic).

Cons: Slow, Cockpit feels too cramped in comparison to the concept artwork, hard points among the variants are not all that different, feels taller then the concept art made it out to be (figured it'd be stumpy and short)

Overall I think it's a fun mech thought and the Jump Jets give it it's uniqueness. Not sure which variants I plan on keeping yet.

#51 Das Wudone

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Posted 22 April 2013 - 07:00 PM

left and especially right arm needs to bulk up near the elbow area on the forearm. it doesnt look very armored with the way it is now. in that aspect the arms never really get shot often which may be both good and bad. i was expecting to get shot more in the arm with how the highlander is heavy on weapons on the arms but with its small size its very rare and unlikely from my playing experience....

CT hitbox is easily hit from any direction even with lots of torso twisting to protect it. i suggest extending the side torsos a bit towards its head (the "fins" on the side of its head) and the pelvis area (cos the CT covers the "ring" pelvis which extends even to the rear) <- this especially cos ive had several matches with my back turned against an enemy (my front was cored) with the back still at yellow, then i get shot at the back and i die from core explosion with my back armor still yellow as if i was shot in front... it clearly wasnt state rewind turning back time cos i had my back turned on him for a good couple of seconds.

#52 Force Majeure

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Posted 23 April 2013 - 04:53 AM

I can confirm the missile tubing bug with the 733C.
If I load 2xLRM15 on left torso, one will fire from 15 tubes (single volley) but the second one will fire from 10 tubes (2 volleys 10+5).
So far, all good.

HOWEVER!

If I load LRM15 + LRM10, the LRM15 fires from 10 tubes no mater the hardpoint that I put it on (first or second). So even though the 15 tubes are showing in the mechbay, I still get 2 volleys (10+5).

If I remove the LRM10 and leave only a LRM15, then the tubing is correct again.

#53 Smodo77

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Posted 24 April 2013 - 12:02 AM

Dont know if anyone noticed, but the Pilot has no left arm movement at acceleration. like the other mechs have.

(only noticed in HM)

Edited by Smodo77, 24 April 2013 - 12:58 AM.


#54 Bad Andy

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Posted 24 April 2013 - 04:59 AM

new flavor of the month is 3 (ER)PPC+gauss, poptards ftw especially since you nerfed LRM's so hard they cant counter it!

#55 Devin Takkar

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Posted 24 April 2013 - 08:46 AM

View PostLa Guillotine, on 23 April 2013 - 04:53 AM, said:

I can confirm the missile tubing bug with the 733C.
If I load 2xLRM15 on left torso, one will fire from 15 tubes (single volley) but the second one will fire from 10 tubes (2 volleys 10+5).
So far, all good.

HOWEVER!

If I load LRM15 + LRM10, the LRM15 fires from 10 tubes no mater the hardpoint that I put it on (first or second). So even though the 15 tubes are showing in the mechbay, I still get 2 volleys (10+5).

If I remove the LRM10 and leave only a LRM15, then the tubing is correct again.

Thanks for confirming this.
I would really love some official feedback to this (and if more mechs get this kind of love, this is going to happen with other mechs, too)

#56 C E Dwyer

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Posted 25 April 2013 - 08:47 AM

Only running the Heavy Metal

Its a mech I'm not sure what to make of, for a 90tonne assualt it feels awfully fragil to the extent I dropped 4 JJ's dropped the XL to standard, to pump up the armour.

weapon grouping is compact, which I notice is more balanced on the none hero mec's,

And by feels fragile, I don't mean it is fragile, but I feel better going up against heavies in a hunchback, than I do facing down assaults in the HM,

Like the colour and the music :D

#57 Ialti

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Posted 25 April 2013 - 07:52 PM

View Posttheta123, on 16 April 2013 - 01:51 PM, said:

is it me or is the highlander


weak?

It's you.

Thanks devs! Great work.

#58 Wriath

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Posted 26 April 2013 - 06:48 AM

View PostGrabbabrewski, on 17 April 2013 - 02:52 AM, said:

The regular variants are better then the Heavy Metal I wasted my MC on. :) They tricked us into spending $$ before the regulars came out. You wont see many pink mechs out there anymore.
For purchasing the Heavy Metal we got
Hvy Metal
Engine 330
JJ 5
Speakers Yes
Fancy paint job Yes


Regular var.
Engine 325
JJ 2 or 3
Speakers No
Fancy paint job No

Not much, if any advantage for a HERO Mech. 30% cbill boost.

Oh well. Lesson learned.

They didn't trick you into anything, you were impatient.

#59 Skunk Wolf

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Posted 26 April 2013 - 09:22 AM

The weapons change depending on loadout!

WICKED COOL.

#60 HarmAssassin

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Posted 26 April 2013 - 07:15 PM

Haven't played one yet (saving up C-Bills so I can afford to buy one and completely refit it with a custom loadout) - but I've fought an awful lot of them.

From the perspective of fighting them, I don't fear them at all. Overall I'm finding them pretty easy to destroy. Most of their weapons are on one side, and with the vast majority having XL engines - I just aim for the side torso. If I take out the side torso (which has less armor than the center torso), I kill the mech. On the rare case that I find one without an XL engine, so what - I've just taken out 90% of its weapons by killing one torso... I can then finish it off by standing still right in front of it.

Not a fan of the poptarts though - very real problem that needs to be addressed. Assault mechs were never meant to be able to jump as high or as often as that thing can. 3 ER PPCs + Gauss Rifle poptart needs addressing (just return the PPCs to their original heat values and make real consequences for overheating).

Edited by HarmAssassin, 26 April 2013 - 07:17 PM.






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