

Help With The Highlander Please.
#1
Posted 04 December 2015 - 08:21 AM
The other build I tried was gauss with 3ErLarge. That went worse due to not being able to use the range on small maps. Again the quirks plus range module makes the ErLarge reach out to 911 meter optimum range. From my brief try of CW in bata 1 the range on the ErLarge has potential.
Anyone have suggestions on how to get the most out of the Highlander now days. I'm going to keep experimenting, but I'm curious if anyone else has been able to get these mechs working again.
#2
Posted 04 December 2015 - 08:42 AM
#3
Posted 04 December 2015 - 08:53 AM
Jun Watarase, on 04 December 2015 - 08:42 AM, said:
I'll give that a shot. The main issue I'm running into is heat. It's gotta be one of the hottest mechs I own. I may start looking at single heat sinks with they're higher heat dispersion rate.
#4
Posted 04 December 2015 - 08:53 AM
#5
Posted 04 December 2015 - 08:57 AM
#6
Posted 04 December 2015 - 08:59 AM
Gas Guzzler, on 04 December 2015 - 08:53 AM, said:
Issue I was having with it was extended fights led to overheating quite quickly. Even only firing the ac10 was building heat. It also felt under gunned for its size and weight. Most likely was just bad situations though.
#8
#9
Posted 04 December 2015 - 09:05 AM
izzycat218, on 04 December 2015 - 09:01 AM, said:
Why is everyone only using a single jump jet? To me it seems like too few are a waste to begin with. Three of them barely get me over or on most average obstacles.
Wasted tonnage.
Can that one do 2UAC5s and 2 LPLs?
That's my preference on the 733c
#10
Posted 04 December 2015 - 09:07 AM
izzycat218, on 04 December 2015 - 09:01 AM, said:
Well, 1 allows you to get over some obstacles, you just have to glide up and over them instead of trying to jump with altitude alone. I agree its not much, but having 0 jump capability vs a little is a big difference. You can fit 3 with an XL engine using that build, but I decided I liked the ability to throw away my LT more. Honestly, not even 3 Class 1 Jump Jets are really enough to jump anymore, you need 4, but only 2 Highlanders can equip 4.
Mcgral18, on 04 December 2015 - 09:05 AM, said:
Can that one do 2UAC5s and 2 LPLs?
That's my preference on the 733c
You cannot on the 732B. 2B in the arm (9 slots) and 3 E in the RT.
You are saying that 1 JJ is wasted tonnage? If so, I wholeheartedly disagree.
#11
Posted 04 December 2015 - 09:09 AM
Gas Guzzler, on 04 December 2015 - 09:07 AM, said:
Well, 1 allows you to get over some obstacles, you just have to glide up and over them instead of trying to jump with altitude alone. I agree its not much, but having 0 jump capability vs a little is a big difference. You can fit 3 with an XL engine using that build, but I decided I liked the ability to throw away my LT more. Honestly, not even 3 Class 1 Jump Jets are really enough to jump anymore, you need 4, but only 2 Highlanders can equip 4.
You cannot on the 732B. 2B in the arm (9 slots) and 3 E in the RT.
You are saying that 1 JJ is wasted tonnage? If so, I wholeheartedly disagree.
6 tons are wasted tons, thats half a LPL compared to 1
#13
Posted 04 December 2015 - 09:13 AM
Gas Guzzler, on 04 December 2015 - 09:07 AM, said:
Well, 1 allows you to get over some obstacles, you just have to glide up and over them instead of trying to jump with altitude alone. I agree its not much, but having 0 jump capability vs a little is a big difference. You can fit 3 with an XL engine using that build, but I decided I liked the ability to throw away my LT more. Honestly, not even 3 Class 1 Jump Jets are really enough to jump anymore, you need 4, but only 2 Highlanders can equip 4.
You cannot on the 732B. 2B in the arm (9 slots) and 3 E in the RT.
You are saying that 1 JJ is wasted tonnage? If so, I wholeheartedly disagree.
Think he meant more than one JJ. I remember back in the day some of my unit that no longer play ran ac10+ac2 and some lasers. I have been using the throw away side but it seems to melt off in the first few seconds. I'll drop two JJ for more heat sinks. With how slow and sluggish I afraid to try brawling in the other variants. Mainly I'd like to get this mech back on the battlefield.
#14
Posted 04 December 2015 - 09:18 AM
I run my 732B with a Gauss rifle and 3 Large Lasers (not ER, simply not needed after quirks). The mech is really really tanky, doesnt (thanks to quirks) feel the skill tree mobility nerf and also is not hit hard by the Gauss cooldown increase.
#15
Posted 04 December 2015 - 09:21 AM
Nerdboard, on 04 December 2015 - 09:18 AM, said:
I run my 732B with a Gauss rifle and 3 Large Lasers (not ER, simply not needed after quirks). The mech is really really tanky, doesnt (thanks to quirks) feel the skill tree mobility nerf and also is not hit hard by the Gauss cooldown increase.
Got ya, I'll give large lasers a shot as well.
#16
Posted 04 December 2015 - 10:45 AM
I might get flamed for this, i know.
#17
Posted 04 December 2015 - 11:24 AM
TheCharlatan, on 04 December 2015 - 10:45 AM, said:
I might get flamed for this, i know.
Thanks for the read. Not sure if the quirks are the same and if it applies now.
#18
Posted 05 December 2015 - 04:31 AM
http://mwo.smurfy-ne...b7d3fdf5b1fca4d
(Note: armor division is left at default, alter it to your liking. Ammo locations can be moved as you wish.)
STD325, 3LL, Gauss w/35 ammo, 14 DHS, 1 JJ, assymetric/shield arm setup
Reasoning:
- STD325 is crucial to give you maneuverability. Some assault mechs can get away with lower rated engines through the use of high mounted hardpoints. The HGN cannot do this. This thing is dead in the water with anything less than max engine. (You wouldn't put a ******* STD300 in an Atlas, don't do it in this)
- 3LL over other energy configurations: 3LPL is too expensive in terms of tonnage, and the HGN is not agile enough to make proper use of the lower burn times. ERLL is not optimal as the HGN can't hill-hump at all and is easily picked off by scouts if it tries to play lone sniper.
- Gauss: the only other alternative is dual AC5, and I don't feel that the HGN can spare the tonnage to make that work while still utilizing the triple energy torso properly (unless you go XL and that's just ******** as ****). 35 shots should be more than enough to last even long games if you make each shot count.
- 14 DHS: should be enough to use the LLs properly. It will be hot though, since the HGNs have no heat gen quirks (another reason why this chassis is ******* dead).
- 1JJ is enough to get over small obstacles (e.g. Bog), cushion small landings, glide for short periods, etc. It's worth 2 tons. Probably. You could get rid of it and install more heatsinks if you wanted (plenty of slots available).
- Assymetric/shield arm: with proper use of the dead torso/shield arm (i.e. when your shield torso dies, keep using it as a shield - this reduces incoming damage significantly) you should be able to survive significant damage. Assymetric setup is a luxury most Highlanders don't get.
Weaknesses: lights will **** all over you due to no arm mounted lasers. Positioning mistakes (i.e. getting shot in your right torso) will quickly leave you weaponless. And it's a Highlander, that's the biggest weakness.
Edited by Yosharian, 05 December 2015 - 04:34 AM.
#19
Posted 05 December 2015 - 05:37 AM
The Gauss+3LL/LPL build was good but its (gauss) effectiveness is diminished after the rebalance.
#20
Posted 05 December 2015 - 05:47 AM
I might bust out my old love HGN-733 from time to time to terrorize pugs; sold the other IS Highlanders.

Edited by El Bandito, 05 December 2015 - 05:47 AM.
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