How's This Hgn-732B Looking?
#1
Posted 27 July 2015 - 11:23 PM
I've been saving up for a highlander for a while now, and all the while I've been experimenting in the mechlab. Came up with this close-range hitter.
HGN-732B
The only weakness is right torso, kill that and most of the mech's firepower is gone, but it still leaves those streaks intact.
What's your thoughts on it, guys?
#2
Posted 28 July 2015 - 12:28 AM
Tormund, on 27 July 2015 - 11:23 PM, said:
I've been saving up for a highlander for a while now, and all the while I've been experimenting in the mechlab. Came up with this close-range hitter.
HGN-732B
The only weakness is right torso, kill that and most of the mech's firepower is gone, but it still leaves those streaks intact.
What's your thoughts on it, guys?
What about this?
http://mwo.smurfy-ne...e1e3459f63f8cb9
or the classic:
http://mwo.smurfy-ne...60b5a2983c73108
The fact is that in a lot of mechs must protect right side/arm. Also, a pair of ssrm2 does nothing.
lbx10 spreads too much dmg, pinpoint dmg is better.
Ac2 is a waste of tonnage.
The first is a medium fighter.
The second, long range.
Have fun!
Edited by Stefka Kerensky, 28 July 2015 - 12:31 AM.
#3
Posted 28 July 2015 - 12:54 AM
One JJ is not enough to even cross smaler obstakles.
310 engine is inefficient regarding its weight / heatsink ratio. 300, 325, 350
Every 25 rating you get an engine internal sink more.
Single AC2 is pretty useles since you have no weapon to augment it over ranges and an enemy will just wander out of its bulletstream.
LBX could be used if you would have some strong weapons to open up the enemys armor which you don't have.
less than 4 streak 2 wont even tickle most lights since each missile hits an other *bone*
And again you have no weapon to open the enemys armor.
Try this instead. Use the dual AC5 to deliver med range support in the first phase of battle. If it gets to close range slugfest use the pulsers and SRM for punch.
DO NOT GO IN EARLY.
The Highlander is the second most sluggish assault in game. Even Direwolves may be able to outmaneuver you.
At the momentary state of the game brawling is a bad idea for most assault.
#4
Posted 28 July 2015 - 02:25 AM
Also, note that your SSRM and LBX spread the damage and aren't very effective at causing precise hits. The Highlander isn't very good as a brawler - it's very slow and sluggish while not being able to deliver devastating hits, unlike an Atlas for example. I think it's best used at medium to long ranges.
I use this build with great success: HGN-732B
I posted this on a general Highlander discussion thread. The weapons are close together, allowing for good accuracy, and they have a similar effective range. Note that using an XL engine without Endo-Steel structure allows to carry more heatsinks.
By the way, I think using a JJ-capable mech without all JJ's misses the point of the mech. If you don't want JJ's you can create a similar build on a Zeus (with more speed, less armor and a bit less heat dissipation): ZEU-6S
Edited by UndeadEdd, 28 July 2015 - 02:34 AM.
#5
Posted 28 July 2015 - 05:49 AM
Although - while I do understand that most people love the Gauss and AC/20 for ranged play, from what I've seen these things can take incredible punishment in MWO. Every mech is an expendable asset in the match, and I feel like the Highlander's incredible tankiness is being wasted at range.
Other variant builds are also welcomed! I haven't bought the 732B yet, but I'm trying to purchase it within the current sale to save some C-Bills.
Here's a HGN-733C I assembled.
Again, this one is close-range. I know, I know. I just love the LBX.
#6
Posted 28 July 2015 - 06:44 AM
If you really must brawl in a Highlander you need to use weapons that fire fast, so that you can torso twist as much as possible when not firing. You don't need more than 3/3.5 tons of LB-10X ammunition.
Something like this:
http://mwo.smurfy-ne...21d4ace4789a13b
Hard alpha, decent heat management.
When heat gets high, chainfire the SRMs and don't fire the MPLs.
Just don't get caught by a light, you'll get eaten alive without arm mounted lasers.
A more simple build if you aren't experienced at using complex weapon combinations could be this:
http://mwo.smurfy-ne...e0eccd30097fbd0
If you wanted something that can fight better at range then:
http://mwo.smurfy-ne...ae41f095041421e
Edited by Yosharian, 28 July 2015 - 06:54 AM.
#7
Posted 28 July 2015 - 07:38 AM
Yosharian, on 28 July 2015 - 06:44 AM, said:
That's not ominous at all.
Those builds are certainly something I can get behind. I'm familiar with these weapons and that kinda gives it a boost in my book. I don't think I'm any good at range (I blame my loveable Hunchback 4SP loaded with SRMs, man that thing can tear mechs up close).
Speaking of fast fire, how viable are the unlockable cooldown modules? I've got a tad over 10k GXP I've been saving for Radar Deprivation after I dumped 5k into advanced zoom, but I can certainly make room for cooldown unlocks if they're worth it.
#8
Posted 28 July 2015 - 09:52 AM
HGN-732B Fire Support
Mainly for PUG play. LRMs allow supporting your team while on a move, AC/5 join them on long-medium range, and Mediums replaces LRMs on shorter range. Takes some practice to handle these, but it works great. And...
HGN-732B Brawler Tank
Fine for PUG, but works best with a small team, that can support the push. Proper timing and direction of attack makes this super durable mech shine in its best. You will present a threat up until you're completely destroyed, which takes an effort.
Class-I JJs are still useless.
#9
Posted 29 July 2015 - 09:02 PM
Tormund, on 27 July 2015 - 11:23 PM, said:
I've been saving up for a highlander for a while now, and all the while I've been experimenting in the mechlab. Came up with this close-range hitter.
HGN-732B
The only weakness is right torso, kill that and most of the mech's firepower is gone, but it still leaves those streaks intact.
What's your thoughts on it, guys?
Konivings dps-build does not work on the 732B,you need a Heavy Metal for that,the trick into that is to have all the weapons in the arms (or atleast the lock tracking) and you can get steady noheat dps at almost any angle
HGN-732B
this will work
also consider the classic gauss + 2 ppc + couple of SRM:s + XL and full jjs option.
#10
Posted 29 July 2015 - 09:20 PM
Tormund, on 27 July 2015 - 11:23 PM, said:
I've been saving up for a highlander for a while now, and all the while I've been experimenting in the mechlab. Came up with this close-range hitter.
HGN-732B
The only weakness is right torso, kill that and most of the mech's firepower is gone, but it still leaves those streaks intact.
What's your thoughts on it, guys?
Don't buy a Highlander is my thought. I could be wrong, since I haven't played mine very much since they re-buffed jump jets, but the Highlander has been a pretty poor performer for a while now. Not that you can't have fun with it and make it work, but... Last time I piloted mine, it still felt like it was being winched into the air by a crane, rather than rising into the sky on wings of fire.
#13
Posted 30 July 2015 - 04:00 PM
I find it works pretty well its biggest weakness early (stick with your team) on its its STD 300 engine but once you get speed tweak its not so bad.
#14
Posted 30 July 2015 - 05:59 PM
http://mwo.smurfy-ne...3fd70d9a1231d23
Edited by Escef, 30 July 2015 - 05:59 PM.
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