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Help With The Highlander Please.


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#21 STEF_

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Posted 05 December 2015 - 05:59 AM

View Postizzycat218, on 04 December 2015 - 08:21 AM, said:

I bought the 722B last night in hopes of doing okay with it but I seem to be struggling vs other assaults and most heavies. I know the Highlander isn't that goo over all but I've always liked the thing since it was released into game. I tried two builds last night one was std 300 with three lrg pulse and an ac10. It was. Pretty lackluster to say the least. Only cool thing it's the quirks make the lasers the same range as the ac10.

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.

You are welcome

http://mwomercs.com/...-love-for-them/

Testing it after the patch:
Posted Image

#22 Escef

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Posted 05 December 2015 - 06:08 AM

http://mwo.smurfy-ne...ac0801084fe20ac

Some question the use of the XL engine, but most opponents will focus down your right torso. If all your guns are on your right side and your right torso gets focused off, the standard engine survivability is irrelevant. In my experience, the speed from a big XL grants more survivability than a standard engine (the big exceptions being the mechs that are are still highly dangerous even with a side missing or have hitboxes that pretty much preclude XLs, such as the Stalker, Atlas, and Awesome). The Gauss vs 2xAC5 argument is more personal preference. I don't consider a single Gauss worth the effort, but if you are comfortable with the Gauss than it's at least worth trying.

I suppose you could do a Gauss (3 tons ammo) and 3xLL with 1 jet, a 325 standard engine, +4 heat sinks, endo steel, max ferro armor, and be about 0.43 underweight. I'm sure it would work, I understand the advantages of the "sword & board" build (fight with one side, shield with the other), but it also is very prone to being gimped by having the right side removed. That and up close the lesser firepower hurts you, but the range vs. close up punch thing is probably more dependent upon your personal preferences. (You could make that build much more brawly by swapping the 3xLL for 3xML, forgoing the ferro armor, and adding 2xASRM6.) Ideally, I prefer to weaken the enemy at range if possible, but my real joy is either in weaving between cover between close in shots or just walking up to people and making them regret ever seeing my mech. (Though I will occasionally revert to making people hate their lives with LRM spam when I'm feeling lazy or the solo queue has been f***ing with me.)

#23 Alistair Winter

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Posted 05 December 2015 - 06:11 AM

Well, let's see:

HGN-733 is obvious missile boat. I pack LRMs on mine. STD325 engine.
HGN-732B has a sick range bonus. 25% extra range on all energy weapons. I have 2xAC5 and 3xLL on mine, but it may be worth to use this as a 3xLPL sniper, really. STD300 engine (and LRM 10, for nostalgia)
HGN-733C is supposed to carry an AC20. Mine has AC20, 2xLL and 2xSRM6+A with an XL320 engine.
HGN-732 is... unexplicably worse than all the other Highlanders right now, in terms of quirks. I run mine with UAC5, 3xLPL, STD325. (And LRM10, for nostalgia)
HGN-733P has different quirks from what I remember. I used to run this as 4xER LL + LRM15 (for nostalgia) but without any heat quirk, maybe it's better to just run this as 4xLL with either LRMs or SRMs.

So yeah, I think my recommendation for the hardcore Highlander fan, if you're using the HGN-732B, is the build I use for my HGN-732.
  • One UAC5 (2 tons of ammo)
  • Three LPL (25% range bonus)
  • One LRM 10 (1 ton of ammo)
  • STD325 (with 3 used DHS slots)
Alternatively, you can get rid of the LRMs and replace the UAC5 with a gauss or AC10, if you're a filthy casual.


With 3xLPL, range module and 25% range quirk, you have a ~500 meter range for your LPLs. That's super nifty for trading shots with enemy snipers. You have roughly half the duration of IS ERLL and Clan ERLL, while doing considerably more damage than the former and having considerably less heat than the latter. Cooldown is the same.

Edited by Alistair Winter, 05 December 2015 - 06:12 AM.


#24 izzycat218

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Posted 05 December 2015 - 07:33 AM

View PostStefka Kerensky, on 05 December 2015 - 05:59 AM, said:

You are welcome

http://mwomercs.com/...-love-for-them/

Testing it after the patch:
Posted Image


I realize some players are so good they can pilot anything. You don't have to rub it in lol.

#25 Torgun

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Posted 05 December 2015 - 07:48 AM

Victors and Highlanders are in a really bad spot now as it was actual JJs that gave them mobility over other assaults since they have really low hardpoints and have to expose a lot of themselves before they can avoid just shooting into the ground. In the era of hoverjets, they're pretty bad and PGI are fine with it.

#26 Zordicron

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Posted 05 December 2015 - 09:17 AM

HGN, I just got done with mastering a couple on the 2XP weekend.

They all have a little different hardpoints, but that doesn't matter, they all kind of do about the same with these in mind:

At least a 300 engine
Less, bigger, weapons for the hardpoints.
XL engine? 325 or bust

Biggest thing? You have to be really mindful of where the enemy and team are, there is no escape from a bad location(thats all assaults, but you won't be coming out of a 3 vs 1 in a HGN like you can in some others)

Second- don't use all the hardpoints, don't use JJ unless it benefits the loadout. Too much tonnage, need it for engine and DHS etc.

With that in mind, I ran one with AC20 and 2x PPC
I ran one with 3x LPL and 2x AC5(HM)
I ran one with Goose and LPL. I later dropped it to an AC10, and added a couple SRM. Added firepower but reduced range.

Basically, in order to use a max engine or close, and run the big weapons cool, you can't boat up a 60 point alpha. HGN is BAD at poking and such anyway, so playing like a mega medium(that's megaslow) and using sustained firepower tended to work better. When the time came, there was enough durability to make a push. Timing that, and also timing when to fade so your team mates get in front before you core out so you can keep shooting takes some practice.

All in all, with effort, a HGN can do a mediocre, to slightly better than mediocre performance on a regular basis.

#27 STEF_

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Posted 05 December 2015 - 09:24 AM

View Postizzycat218, on 05 December 2015 - 07:33 AM, said:

I realize some players are so good they can pilot anything. You don't have to rub it in lol.

Naaaaaa, I'm average.
But I love HGN.
Read my love guide and have fun with them!

BTW, HGN-732B has more armor than a dire, so figure ;)

#28 izzycat218

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Posted 09 December 2015 - 09:58 AM

I've found the build that works best for me is 3 ErLarge and gauss. The fact the Er's reach out to 911 meters means I can put damage on most people at range better then what I receive. The shield side is nice as well. It also seems people are so used to left side hard points they've forgotten how to fight highlanders. Not sure which one to get next.

#29 Saint Scarlett Johan

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Posted 09 December 2015 - 10:53 AM

My Highlander builds:
HGN-732B
HGN-733C
HGN-733P
HEAVY METAL
HGN-732

#30 Lugh

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Posted 09 December 2015 - 10:59 AM

View PostMcgral18, on 04 December 2015 - 09:05 AM, said:

Wasted tonnage.


Can that one do 2UAC5s and 2 LPLs?
That's my preference on the 733c

Its a slot short I think for the 2 uac5 the 733c does it in the arm right without actuators.. ah now I remember
?

http://mwo.smurfy-ne...bb042f8c9103f56 Will improve to max possible speed. Subs the LPL for the PPCs and has an SRM 4 for occasion AH shoot moment.

Edited by Lugh, 09 December 2015 - 11:01 AM.






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