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[Highlander]How To Play A 90 Ton Mech Like You Have 90 Tons Of ********** Fortitude


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#1 Balls McManly

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Posted 17 August 2013 - 07:25 AM

This guide isn't meant to teach you how to win or get a really high KDR on your Highlander. No; there are enough guides out there for that.

This guide is meant to teach you how to play a Highlander like an ASSAULT mech, as in, a mech who walks up to some uppity piece of **** Atlas and jump kicks him in the balls.

Have you ever gone into a game and seen a bunch of ERPPC+Gauss Highlanders doing nothing but sitting behind hills and sniping? Or worse, strapping a bunch of LRMs to the torso and pressing m1 once in a while? You know that term "Highlander Burial"? The burying part isn't referring to 200 tons of missiles; it refers to a 90 ton ******* monstrosity falling down from the sky to crush your face like the angry fist of a Scotsman who drank too much.

What I'm trying to say is, if you follow this guide, you won't have a high KDR, or play an optimal build, but you WILL have lots of fun, and be completely confident in the fact that your balls are so huge they have their own hitboxes.

I. THE BUILDS

HGN-HEAVY METAL:

http://mwo.smurfy-ne...928df9d10130976

HGN-733C:

http://mwo.smurfy-ne...7be8530dba08063

HGN-732:

http://mwo.smurfy-ne...9f07013e52e0c08

Another HGN-732:

http://mwo.smurfy-ne...bf9e621705e093d

You'll notice they're generally the same: one giant ballistic cannon for penetrating enemy ablative armor, a swarm of SRMs to carry your genetic lineage, and one or two lasers to set the mood. But the heart of playing the Highlander with maximum testosterone isn't the build, but the attitude, and that's what this guide will focus on.

II. ADVANCE!

Hanging back is for pansies, but that doesn't mean you should be running straight into a hail of PPC and gauss fire. Here's how the matches usually go. Both teams will advance bravely until they see the other team in the horizon, and then the entire game stalemates. Unless you're on Mordor, in which case you can go the whole game without meeting a single enemy until one team somehow inevitably caps, but **** Mordor.

Anyway, once the stalemate happens, you'll need to quickly identify three things.

1. Where the enemy's long range fire power is concentrated.
2. Who has the higher tonnage.
3. Which direction they are pushing.

If your team has a solid tonnage advantage, then you'll want to end the game ASAP before the lights can harrass you down, so call out the advance in team chat and lead the way! This can be a bit challenging in a pug, but that's where your charisma comes in. Coax your team to follow you to victory by saying things like: "FREE IPHONE FOR THOSE WHO FOLLOW ME! CHARGE!" or "HEY ATLAS! THAT STALKER IN E3 SAID YOUR MOM HAS A HUGE TORSO HITBOX. GO GET'IM!" You know, get creative. Charge the other team's leading elements head on and annihilate them.

If your team doesn't have a solid tonnage advantage, then advance anyway. Find the direction from which their heavy elements are pushing, and lead the charge from the other side of the map. Get to their flank, where your lighter mechs can go cap or harrass. Your entire objective, as an Alpha-Male Highlander, is to close with the enemy and try to deal a decisive blow to their backline.

III. **** Missiles.

Dear whoever came up with the idea of strapping explosives to a tube filled with rocket fuel: Eat a {Richard Cameron}. LRMs suck. They're boring, they come in bunches of 20s, and they will make your advance a living hell. But if you want to play like man, you'll need to learn how to eat LRMs like a man, so here's a primer for getting through the hail of explosives with enough armor strapped to your arm to rip that catapult's ear right off his torso.

1. USE COVER! This is pretty straightforward. If you want to advance on the enemy, you'll need to minimize your exposure to their targeting beams. If the hail of missiles are already in the air, look for overhangs like a bridge or a particularly steep wall, and hug it. Never run out into the open. Stick to canyons and debris.

2. Rapidly twist your torso to distribute the damage as the LRMs come down. This, again, should be pretty straight forward. You want to distribute damage, so make sure you're spreading it out.

3. Here's how the LRM trajectory works. They'll curve up, come down, and then, if they land in front of you, they'll curve back up and "sweep" the ground towards you. This means, if you see the hail of missiles coming down, you should reverse throttle. Then, at the last moment, gun your throttle forward and jump! The idea is the trick the missiles into "sweeping" then jumping over them. If the missiles are coming in at a high arc, you'll be able to juke them pretty easily. If they're coming in from a low arc, then you're out of luck; just brace and prepare to eat them.

4. Find the son of a ***** and call him out. That's right. Find out where the LRM boat is sitting, then get a few more buddies packing AMS on your team to advance on him and introduce him to your Autocannon.

IV. ER PPC stands for Extra ******** Prissy Pansy Cannon.

The other heavy hitter from a long range, is, of course, the ERPPCs and Gauss rifles. Pushing through a few dozen PPCs and Gauss barrels aimed your way won't be easy, and just saying "flank them" doesn't exactly feel very useful. Once again, advancing under cover is the proper way to avoid them all together, but there are a few other tricks you can use when being painted by a sniper.

1. Zig zag. Yes, it sounds stupid trying to zigzag in an assault mech that only goes at 57 kph, but it works.Twist your legs in an unpredictable fashion. The highlander has a fairly narrow side profile (for assault mechs anyway) so may as well make use of it.

2. Time the ERPPC/Gauss shots. Get a feel for the cooldown. If you know the next volley is coming, JUMP! You'll usually take the shots in the leg, which is far better than taking it in the gut.

3. Don't go full throttle all the time. Vary your throttle a bit, in conjunction with your zig zagging. Won't help you avoid shots taken at under 700m, but it helps juke crosshairs beyond that,

V, Leadership.

Your goal is to push the enemy, get into knife fight range, and unload. That usually requires some degree of cooperation from your team. Simple commands usually work - like "push on E5", or "Push on Kappa". Use the command feature from within the match, and work your team into a frenzy. Remember, sitting back and lobbing LRMs/Gausses/PPCs all day long isn't that fun, so push the enemy and take the fight to them.

And for those of you who enjoy putting ERPPCs/Gausses/LRMs in your Highlanders, I'm not saying you're wrong, or that you're pansies; all I'm saying is when you get cored by an AC/10 shot to chest at point blank, and the valkyries sweep down to carry your soul away, they're not taking you to Valhalla; they're taking you to Weenie Hut Junior.

Edited by Balls McManly, 17 August 2013 - 07:35 AM.


#2 Blahberry

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Posted 17 August 2013 - 07:32 AM

I eat highlanders for breakfast; bad grammmar.

#3 Balls McManly

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Posted 17 August 2013 - 07:37 AM

View PostBlahberry, on 17 August 2013 - 07:32 AM, said:

I eat highlanders for breakfast; bad grammmar.

Sorry. Can you point out where I've made a grammatical mistake? I'll edit and correct them.

Thanks!

#4 Wintersdark

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Posted 17 August 2013 - 07:50 AM

Ok, your 733C build? Look at this: HGN-733C Same heat sinks, more armor, more ammo, another SRM6, and a STD285

One jump jet instead of two, though you could easily go back to 2 via reducing some leg armor and removing the extra ton of SRM ammo... but really? The jump distance gain in actual gameplay from one jet to two is trivial, barely noticeable at all. One jet gets an HGN anywhere it wants to go.

Edited by Wintersdark, 17 August 2013 - 07:52 AM.


#5 Wintersdark

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Posted 17 August 2013 - 07:57 AM

Though I'd also suggest HGN-733C for your perusal. Twin UAC5's and LL's deal brutal damage at all ranges, and the SRM12 provides wonderful facepunching power with a tight spread and rapid refire - a much better option than 2SRM6.

#6 Balls McManly

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Posted 17 August 2013 - 08:08 AM

View PostWintersdark, on 17 August 2013 - 07:50 AM, said:

Ok, your 733C build? Look at this: HGN-733C Same heat sinks, more armor, more ammo, another SRM6, and a STD285

One jump jet instead of two, though you could easily go back to 2 via reducing some leg armor and removing the extra ton of SRM ammo... but really? The jump distance gain in actual gameplay from one jet to two is trivial, barely noticeable at all. One jet gets an HGN anywhere it wants to go.


Yeah, that's not bad. I'd take another SRM 6 for one less jj and a few less kph.

#7 Wintersdark

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Posted 17 August 2013 - 08:11 AM

View PostBalls McManly, on 17 August 2013 - 08:08 AM, said:


Yeah, that's not bad. I'd take another SRM 6 for one less jj and a few less kph.

It's not less KPH, it's more. You had a 270 on there, I moved it up to a 285.

Mech optimization is fun!

#8 JigglyMoobs

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Posted 17 August 2013 - 10:32 AM

Hot DAMN this post makes me want to play a HIGHLANDER!!!

But in all likelihood I'll continue to hide behind a hill with my dual ER PPC / Gauss Atlas DDC.

:(

Edited by JigglyMoobs, 17 August 2013 - 10:34 AM.


#9 oldradagast

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Posted 19 August 2013 - 08:07 AM

Love the flavor of the original post - good points, too!

My 733 runs with: Standard 275, 2 Jump Jets, Endo, DHS, AMS, 1 Gauss, 1 PPC, and 3 SRM6's with 3 tons of ammo. It's a brutal machine - the PPC + Gauss, well, we all know how well that works, but punching somebody in the face with 18 SRM's at a time is also fun. 2 Jump jets gives me enough height to go over the enemy Atlas, which is a nice trick, too. It's not a typical build - that would have 2 PPC + Gauss - but it can deal death at all ranges and is not gimped if the right torso is blown away.

Other random note - it used to be possible to reduce LRM hits from afar with properly timed use of jump jets. I don't think this is the case anymore, but it may pay to experiment with it since you're a big mech / target with jump jets in a Highlander.

Edited by oldradagast, 19 August 2013 - 08:10 AM.


#10 Purerage13

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Posted 19 August 2013 - 09:26 AM

I run the 733 but my load out is
gauss and 2 er ppc on one chain
2 srm 6 packs on my sec chain
275 engine and 14 upgraded hs
ams
Upgraded internal structer
With this build ive dropped light mech at 100% with a center mass shot just have to watch heat build up firing the first weapon grp to offten

#11 ShadowbaneX

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Posted 21 August 2013 - 09:59 AM

I did something similar last night. Terra Therma, typical rush to mid and then clog up the entrance. I called out for my team to push in and then did just that. I took some heavy return fire that scorched off a few tons of armour (well, more than a few tons), but my armour remained in intact. I drop off the ledge following a Commando because I figure if I'm going to buy it I want to take this sucker with me...but, luckily for me, my team followed me in and the next thing I knew we're up 4-0 and on our way to a good victory.

Things could have gone much differently if the rest of my team had just sat there cluttering up the entrance.

For reference, I run Gauss, 2x LL, 4x Streaks with Beagle, 3 JJs, with a 275 Standard Engine.

#12 Kmieciu

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Posted 29 August 2013 - 11:15 PM

I'm not really sold on the standard engine. If you want to go 55 kph why don't you take an Atlas or a Stalker. They are great for tanking and spreading damage. Yesterday, I spent 100 UAC5 rounds to take down one Stalker. They are designed to take a beating.

Besides, If your Highlander looses its right torso all your ballistic and energy weapons are gone, and you are left with only the SRMs, so even a puny Centurion has more firepower than you.

3xPPC+Gauss is still the most dangerous build, especially while going 64 kph.

Edited by Kmieciu, 29 August 2013 - 11:15 PM.


#13 Defender Rococo Rockfowl

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Posted 18 August 2014 - 04:51 PM

View PostBalls McManly, on 17 August 2013 - 07:37 AM, said:

{cool post}

Thanks for the guide! After reading, bought a HGN-HM & gona give it a go.
Could you please update the guide? A lot has changed since it was originally posted, with the addition of quirks, LRM/SRM changes, & jump jet attributes.


View PostWintersdark, on 17 August 2013 - 07:50 AM, said:

Ok, your 733C build? Look at this: HGN-733C Same heat sinks, more armor, more ammo, another SRM6, and a STD285

One jump jet instead of two, though you could easily go back to 2 via reducing some leg armor and removing the extra ton of SRM ammo... but really? The jump distance gain in actual gameplay from one jet to two is trivial, barely noticeable at all. One jet gets an HGN anywhere it wants to go.

Love your builds *but* no jump jets?? JJs are one of the main reasons I like the HGN (though I am brand new at piloting)

Edited by Defender Rococo Rockfowl, 18 August 2014 - 04:52 PM.


#14 1453 R

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Posted 18 August 2014 - 05:11 PM

Hah! That original guide almost makes me regret not going in for the Heavy Metal back when every Hero in the game was on smale.

That said, this same precept works (sort of...>_>) with Victors as well. I once wrote a fairly similar post extolling the virtues of wild, balls-out blood-up aggression in a VTR-9S with a 385XL and how the best use of that 'Mech was to go after the enemy flying up and over whatever ridge he was cowering behind like a whiskey-crazed claymore-wielding Scottish barbarian who has been informed that the enemy has spent the last ten years insulting his mother every night in the pub.

There is nothing in the world like crashing into an enemy poptart or Lurmy bloatboat at 80+ klicks of AC/20 and assault-weight anger. There's a very distinct reason I named my beloved and much-mourned VTR-9S the Angry Ape - if you're not maneuvering out there with every intention of finding the biggest jerkalope on the enemy team and punching him in his ENTIRE FACE, you have no business piloting a Victor.

Or a Highlander :)

#15 Wintersdark

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Posted 18 August 2014 - 05:22 PM

View PostDefender Rococo Rockfowl, on 18 August 2014 - 04:51 PM, said:


Love your builds *but* no jump jets?? JJs are one of the main reasons I like the HGN (though I am brand new at piloting)

All my builds have jump jets - typically just one. HGN jump jets are 2t each, so they eat a lot of tonnage and even with more JJ's, HGN's aren't exactly spry jumpers. Things are a bit different now; I haven't played my Highlanders since the JJ nerf, so I'm not certain anymore if one is adequate.

I'd probably still run just one, though - they're invaluable. If for nothing other than hill climbing (tap the space bar to climb practically any hill with even one JJ) and to prevent leg damage when jumping off cliffs.

#16 Defender Rococo Rockfowl

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Posted 18 August 2014 - 06:27 PM

I just tried the HM from the top OP and had fun getting 1 kill, 8 assists at Forest Colony (low damage though).
I'm worried about heat management on hotter maps because I still overheated once.
I'm not used to piloting assaults at all and it was weird. It felt like I was in an 18-wheeler with lasers and guns driving around a river of melted marshmellows...

View Post1453 R, on 18 August 2014 - 05:11 PM, said:

Hah! That original guide almost makes me regret not going in for the Heavy Metal back when every Hero in the game was on smale.

That said, this same precept works (sort of...>_>) with Victors as well. I once wrote a fairly similar post extolling the virtues of wild, balls-out blood-up aggression in a VTR-9S with a 385XL and how the best use of that 'Mech was to go after the enemy flying up and over whatever ridge he was cowering behind like a whiskey-crazed claymore-wielding Scottish barbarian who has been informed that the enemy has spent the last ten years insulting his mother every night in the pub.

There is nothing in the world like crashing into an enemy poptart or Lurmy bloatboat at 80+ klicks of AC/20 and assault-weight anger. There's a very distinct reason I named my beloved and much-mourned VTR-9S the Angry Ape - if you're not maneuvering out there with every intention of finding the biggest jerkalope on the enemy team and punching him in his ENTIRE FACE, you have no business piloting a Victor.

Or a Highlander :lol:

VTRs and HGNs pretty much play the same then?!

View PostWintersdark, on 18 August 2014 - 05:22 PM, said:

All my builds have jump jets - typically just one. HGN jump jets are 2t each, so they eat a lot of tonnage and even with more JJ's, HGN's aren't exactly spry jumpers. Things are a bit different now; I haven't played my Highlanders since the JJ nerf, so I'm not certain anymore if one is adequate.

I'd probably still run just one, though - they're invaluable. If for nothing other than hill climbing (tap the space bar to climb practically any hill with even one JJ) and to prevent leg damage when jumping off cliffs.


I missed that JJ! :P One JJ can still be used for hill climbing help but the JJ nerf definitely makes a huge difference in what you can and can't do in battle (jumping over an enemy and spinning so your facing its back for example)

#17 Blind Patcher

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Posted 19 August 2014 - 07:24 AM

I really enjoyed reading this, thanks!

#18 Tiamat of the Sea

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Posted 19 August 2014 - 01:42 PM

View PostDefender Rococo Rockfowl, on 18 August 2014 - 06:27 PM, said:

VTRs and HGNs pretty much play the same then?!


Pretty much. With the quirk penalties, the Victor tends to be faster but less agile (?!?) than the Highlander unless you go for a really extreme engine. Also, while the Victor has slightly more favorable hitboxes it's more or less the same size as the HGN and has less armor, so there's that too. Finally, the Victor tends to have less tubes on its missiles and the energy is on the left arm instead of the right shoulder (and the arm has no missiles), which makes some differences- mostly when LRMing with a Victor.

#19 James DeGriz

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Posted 06 November 2014 - 07:36 AM

It's been a long time since I've read a post in these forums that's made me grin as much as yours has, BMcM.

As a diehard Highlander and Victor pilot, I heartily approve of this post and the philosophy it promotes.





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