Basically, his verdict is this:
"It can't brawl, it can't snipe, it can't poptart, it can't move fast enough to pop in and out of cover and it doesn't have enough firepower to meet other assault mechs head on." (paraphrased)
This was true then, and it's even more true in 2015. Other assault mechs can run circles around the Highlander, have double the amount of firepower, better hardpoint locations for sniping, and even though poptarting is dead, the Victor is a lot better equipped for it than the Highlander.
What is the ideal role of the Highlander?
Sarna.net describes it like this:
Quote
Since we don't have collisions, Highlander Burials are impossible. But let's look at the other things mentioned:
- Great mobility thanks to jump jets
- Faster ground speed than other mechs
- Versatility
In regards to versatility? Well, as Mack pointed out 2 years ago, it can't really do anything very well. It's outgunned in a brawl, outdrawn in a sniper match due to its low hardpoints and terrible speed and it can't poptart.
Conclusion:
The most defining advantages of the Highlander, as described in lore, are its worst weaknesses in MWO.
So what can be done? Fixing the jump jets is a no brainer, but where do you go from there? Even with good jump jets, how are people supposed to play the Highlander? Do you make it the ultimate assault mech poptart? Because you can't really hillhump and brawl very well when it takes an eternity to accelerate to full speed or decelerate to a full stop. The Highlander is a Juggernaut without any offfensive capabilities, a runaway train with no brakes that ultimately just crashes into a mountain wall (i.e. a Dire Wolf) and dies instantly.
I would argue that the most effective way to play the Highlander right now... don't laugh... is to use it as an LRM boat. That's how bad it is at everything else.
A lot of people will say it can't be fixed, because hardpoints. Hardpoint locations are terrible and can't be changed. Everyone just aims for your Right Torso and you die. Fair enough. But I will say this:
If the Highlander could equip an XL400 engine, at least you could try to use mobility to avoid taking too much damage. And you might have enough heatsinks to run AC20+2LPL builds (733C), or Gauss+3LPL (732) or even 4LPL builds (733P).
And if you don't think the Highlander will work as a mobile assault mech in MWO, what do you think is the ideal role for it? How can you adjust its stats and quirks to work in this game? Is poptarting or LRM boating the only thing that can save it?
TL;DR - The Highlander is supposed to be a highly agile, mobile and versatile assault mech. Right now, it's neither of those things. When PGI fixes jump jets, they need to increase engine cap considerably. 5% speed quirk is almost meaningless.
Edited by Alistair Winter, 14 May 2015 - 01:33 AM.