

Improving My Highlander
#1
Posted 17 March 2014 - 12:07 AM
http://mwo.smurfy-ne...80402a76f6eaaea
I mainly use the LRM and pulse lasers, and I save the AC/20 for when enemies come within about 200-300 meters. I've been reading the forums a bit, and I've heard that endo steel is better than ferro fibrous armor, so I'm thinking of switching, and I'm planning to get double heatsinks, if I can.
As I said, I prefer to keep long range, and use missiles and lasers for the most part. I prefer to keep distance between myself and the enemy as much as possible, at least with how I play this build. That being said, is there anything I can do to improve it? I'm still somewhat new to MWO, so I'll take all the advice/criticism I can get.
#2
Posted 17 March 2014 - 12:14 AM
http://www.mechspecs...php?board=109.0
Generally you always want to get double heat sinks if you can, and 9 times out of 10 you want to get Endo-Steel instead of Ferro-Fiberous.
#3
Posted 17 March 2014 - 12:22 AM
TheFanciest, on 17 March 2014 - 12:07 AM, said:
I've never played a Highlander but yes, Endo gives you more free tonnage than Ferro, and switch to doubles as soon as possible.
Most people put ammo in the legs, head and center torso and save the CASE weight. Personally I run with less back armor, 5/10/5, and put the rest in the front sections but opinions vary.
Most people try to use LRM launchers that are the same size because of the varying cooldowns. A staggered stream of LRMs is more susceptible to AMS than one large clump. So maybe three LRM5s or two LRM10s
Edited by Sug, 17 March 2014 - 12:24 AM.
#4
Posted 17 March 2014 - 12:34 AM
As Sug said it's better to use LRM launchers of the same size. So how about the two LRM10 suggestion, both in the left torso? Leave the left arm empty to use as a pseudo shield for the launchers and make judicious use of torso twist. Otherwise, the other suggestions are good.
Double Heatsinks are a must! Just switching to them will improve heat efficiency over your seventeen singles by five percent, with only ten doubles in the engine; or at least Smurfy seems to think so. This will also save space and weight for jump jets. Those are plenty handy to have on a Highlander.
So something like this perhaps.
EDITS: First one was some confirmation. Second one is for the following clarification: just because mine is 'optimized' for close combat doesn't mean it can't attack long range. (*cough* ERLL FTW *cough*

Edited by Tank Man, 17 March 2014 - 12:48 AM.
#5
Posted 17 March 2014 - 01:42 AM
Tank Man, on 17 March 2014 - 12:34 AM, said:
Yeah, I've been looking through builds from the suggested link, and I've noticed the consistency in number of missiles per pod. I'll definitely go with the 2 10 LRM option when I can. Double heatsinks, as well.
I still have my JJs, I simply couldn't get the hang of them. Any advice on how many to have on the mech? What makes them so useful for the HGN?
#6
Posted 17 March 2014 - 02:03 AM
#7
Posted 17 March 2014 - 02:14 AM
Edited by Modo44, 17 March 2014 - 02:20 AM.
#8
Posted 17 March 2014 - 02:15 AM
TheFanciest, on 17 March 2014 - 01:42 AM, said:
I still have my JJs, I simply couldn't get the hang of them. Any advice on how many to have on the mech? What makes them so useful for the HGN?
JJ's definitely make the HGN's more survivable, especially up close....Fire at enemy, jump and twist to spread damage out and make it difficult for them to focus fire on components, rinse, repeat.....They are also handy for getting into and out of trouble, giving you vertical maneuvering options as well....I would recommend a minimum of 2 JJ's.
Good Luck
#9
Posted 17 March 2014 - 02:27 AM
TheFanciest, on 17 March 2014 - 01:42 AM, said:
I still have my JJs, I simply couldn't get the hang of them. Any advice on how many to have on the mech? What makes them so useful for the HGN?
With the last patch, the HGN was hit by a huge JJ nerf. Don't know if it was really intended to hit nothing but the HGN, but in fact it did. If you want a good "jumper" in the assault class use the victor, it only took a tiny hit with the JJ nerf.
What does the HGN get from JJ? It used to get mobility, the ability to jumpsnipe and spread damage to your legs in a brawl. After the nerf, you get a bit of mobility an that's it. IMO the lift is way to slow to use them for combat reasons after the patch. Decent shooters don't spread damage like they used to with the HGN climbing into the sky like my granddad climing up a ladder.
So how many JJ you want to use on a HGN? If you want them to lift you anywhere (even if it's really slow) you have to use 3JJ, means 6 tons. 1 JJ barely gets you up into the air, with 2 you still crawl into the sky.
So i'd say either go for atleast 3 JJ or take 1 which can be mighty helpful if you get stuck in smaller objects, which tends to happen with assaults in rocky terrain.
Investing up to 8 tons is not worth the mobility gain on a highlander, atleast in my eyes. If i want a assault mech that really relies on jumpjets nowadays, i'd use a victor any day, because the JJ nerf pretty much didn't affect it at all.
I'm rocking my HGN with 1JJ solely for maneuvering reasons, because i don't feel like investing 4 more tons is worth it. Even with 6 tons of JJ the HGN moves alot slower into the air than the victor using just 2 tons. I'd rather use those tons to carry a havier payload than crawling into the air a bit faster.
Edited by meteorol, 17 March 2014 - 02:29 AM.
#10
Posted 17 March 2014 - 02:35 AM
meteorol, on 17 March 2014 - 02:27 AM, said:
What does the HGN get from JJ? It used to get mobility, the ability to jumpsnipe and spread damage to your legs in a brawl. After the nerf, you get a bit of mobility an that's it. IMO the lift is way to slow to use them for combat reasons after the patch. Decent shooters don't spread damage like they used to with the HGN climbing into the sky like my granddad climing up a ladder.
My HGN's are still managing to spread damage and jumpsnipe using their JJ's, they may not be quite as effective as they were pre nerf, but they still get the job done for me....
Edited by Petard, 17 March 2014 - 02:35 AM.
#11
Posted 17 March 2014 - 02:46 AM
meteorol, on 17 March 2014 - 02:27 AM, said:
The changes affected jump-sniping builds specifically. One JJ is still enough to effectively turn, move around, and spread damage. Taking more is helpful, but not required in this situation.
#12
Posted 17 March 2014 - 02:48 AM
Petard, on 17 March 2014 - 02:35 AM, said:
My HGN's are still managing to spread damage and jumpsnipe using their JJ's, they may not be quite as effective as they were pre nerf, but they still get the job done for me....
They surely do to a certain extent, but the thing is the Victor simply does it better. With 3 JJ you can still get somewhat decent jump abilities from the HGN, but i just don't feel like it's worth to invest 6 tons to get a somewhat decent jumper if i can invest 2 tons on the Victor for better results.
This is a decision everyone has to make for himself, but i simply made my victor the one and only jumpsniper (well besides the 3D) and changed my HGN loadouts a bit to make them work with only 1 JJ.
It works for me, different style to play it, but it's still rocking a K/D close to 4 and raising.
Modo44, on 17 March 2014 - 02:46 AM, said:
1 JJ on a HGN to spread damage? It takes like 6 seconds to get high enough to put a piece of paper under his foot. If someone misses his shot on a 1JJ HGN moving up into the air he really needs to work on his aim.
I'm not saying you shouldn't take atleast 1 JJ, but the ability to spread damage with just 1 has suffered alot in my eyes. Turning speed was nerfed aswell.
Still, using 1 JJ on a HGN is a must. I just don't feel like its worth to put in any more, because it costs too much for what you gain.
Funny thing about this patch was that it only affected jump sniping on the HGN. Victors and CTF jumpsnipe like everydays business.
Edited by meteorol, 17 March 2014 - 02:54 AM.
#13
Posted 17 March 2014 - 03:09 AM
meteorol, on 17 March 2014 - 02:27 AM, said:
...
If i want a assault mech that really relies on jumpjets nowadays, i'd use a victor any day, because the JJ nerf pretty much didn't affect it at all.
The Victor got affected just as much as the HGN from the JJ nerf ...
Anyway, this should be a straight improvment from your build without changing that much HGN-733C
The reason because Endo > FF is that FF gives less free tonnage with the same cost in slots, the only mechs you want FF is on lights were slots are not important and every ton is important, but still that comes after endo
#15
Posted 17 March 2014 - 03:29 AM
JeanMarks, on 17 March 2014 - 03:09 AM, said:
The Victor got affected just as much as the HGN from the JJ nerf ...
Well, neither my experience (using both), nor what alot of others on this forum seem to think.
Someone made a post about what exactly was changed on different kind of JJs, if i recall right, class 1 JJ (only used by highlanders) were hit the hardest.
Moreover the HGN is the only mech with 2t JJ, while Victors use 1t JJ. Getting a ton or two without changing your whole build is easier than getting 4 tons.
Modo44, on 17 March 2014 - 03:14 AM, said:
Well, i can't really argue against that.
I feel like hitting jumpjetting HGNs is alot easier after the patch, and people miss me alot less when i'm doing "defensive jumping", but this could be totally subjective. I'm not saying jumpjetting has lost all of its value, but IMO it took a huge hit for the HGN.
#16
Posted 17 March 2014 - 04:02 AM
#17
Posted 18 March 2014 - 06:11 AM
meteorol, on 17 March 2014 - 02:48 AM, said:
They surely do to a certain extent, but the thing is the Victor simply does it better. With 3 JJ you can still get somewhat decent jump abilities from the HGN, but i just don't feel like it's worth to invest 6 tons to get a somewhat decent jumper if i can invest 2 tons on the Victor for better results.
This is a decision everyone has to make for himself, but i simply made my victor the one and only jumpsniper
Each to his own, I own 3 Victors as well, and they are indeed very effective mechs, and I enjoy playing them, however I am not as fond of em as I am my Highlanders. My biggest gripe with the VTR's is arm mounted weapons, lose an arm, and lose 50 percent of your firepower, depending on the build. No question, arm mounted weapons are very powerful in the right hands, nevertheless I feel that the shield side on my HGN 733C is also a very powerful edge when used right, and is often the difference between living and dying for me.
Nevertheless, and as you say, preference is a very individual thing, and it is really up to every player to discover what advantages and disadvantages of the various chassis they feel the most comfortable with, and then working out a build to suit themselves and their playstyle.
Cheers, see you on the field....

Edited by Petard, 18 March 2014 - 06:11 AM.
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