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Hgn Iic - Challenge Accepted


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#21 Yosharian

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Posted 05 April 2016 - 03:05 AM

If I were to buy them, I would probably run:

IIC-B LRM Boat:
http://mwo.smurfy-ne...87ac73c7aa97859
Poke at range with the LPLs and fire ze missilez when you can. Use the one jumpjet to stay out of trouble.

IIC Mixed Brawler:
http://mwo.smurfy-ne...9d1b604dbcfb77e
Get into brawl and unleash hell. Twist as much as possible.

Really the only thing this mech can do that others can't is LRM boat, which is kind of sad for the Highlander.

Note: armour values are default because of laziness

Edited by Yosharian, 05 April 2016 - 03:06 AM.


#22 XxXAbsolutZeroXxX

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Posted 05 April 2016 - 03:19 AM

I've taken my heavy metal out the last two days. It still goes well. The HGN II might be a bit shorter and more compact than the inner sphere HGN (its hard to tell when standing next to one) which could mean HGN II has smaller hitboxes on top of its other advantages.

#23 PyckenZot

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Posted 05 April 2016 - 03:49 AM

Whilst it is not my first choice of Clan Assault mech, The HGN-IIC is always good for some fun. Whether it be in a workable or just lol build. Here an example of either option.

Unfair Advantage Mk.2
Lurmageddon

#24 Widowmaker1981

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Posted 05 April 2016 - 04:01 AM

Only like the IIC-C, others are only there for mastery purposes, for me.

HGN-IIC-C

HGN-IIC-C No JJs.

Pretty good mech damage output wise, but too sluggish.

#25 Hit the Deck

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Posted 05 April 2016 - 06:23 AM

View PostWidowmaker1981, on 05 April 2016 - 04:01 AM, said:

...
Pretty good mech damage output wise, but too sluggish.

Hey, do you also consider your Maulers, King Crabs, and Atlai too sluggish? I think they would be slower than your HGN-IIC-C. Not sure about their twisting speed but it can't be far off.

I understand when people say that they feel their HGN-IIC sluggish when they bring a mixed loadout to battle. But that dual UAC/10 + dual cLPL loadout shoots from afar and 62.9 kph agility should be enough.

#26 Widowmaker1981

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Posted 05 April 2016 - 06:27 AM

View PostHit the Deck, on 05 April 2016 - 06:23 AM, said:

Hey, do you also consider your Maulers, King Crabs, and Atlai too sluggish? I think they would be slower than your HGN-IIC-C. Not sure about their twisting speed but it can't be far off.

I understand when people say that they feel their HGN-IIC sluggish when they bring a mixed loadout to battle. But that dual UAC/10 + dual cLPL loadout shoots from afar and 62.9 kph agility should be enough.


Maulers are different - they make the enemy stop looking at them or die, so sluggishness is less of a problem (and yes, they are less agile, since they tend not to run a 325, more normally a 300). Atlases have massive agility quirks and are more agile than the HGN, and i dont run King Crabs, because the Mauler is a vastly better dakka platform in my opinion.

#27 Hit the Deck

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Posted 05 April 2016 - 06:37 AM

View PostWidowmaker1981, on 05 April 2016 - 06:27 AM, said:

Maulers are different - they make the enemy stop looking at them or die, so sluggishness is less of a problem...

Exactly - that's also what I think. Sorry, I just wanted to make sure that you aren't biased!

Edited by Hit the Deck, 05 April 2016 - 06:37 AM.


#28 DJ Mitchell

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Posted 05 April 2016 - 06:40 AM

Got the HGN IIC was the biggest mistake I ever made in this game. Too sluggish and the hit box design is a complete disaster, no matter how you twist & turn to distribute dmg the thing is a walking CT.

#29 Scout Derek

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Posted 05 April 2016 - 06:42 AM



#30 Quicksilver Aberration

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Posted 05 April 2016 - 06:44 AM

Just finished mastering the first 3 HGN-IIC variants, I ran similar builds to what Johan ran, just with 3 LPLs on the first instead of 2 LPL-ERML. Honestly, until you get speed tweak, it is a rough thing to try and run solo queue because it is pretty sluggish, but without some of the firepower benefits that most get from being so sluggish.

#31 Roadkill

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Posted 05 April 2016 - 06:55 AM

View PostLupis Volk, on 05 April 2016 - 12:48 AM, said:

Smurfy build if you can. I must build this.

HGN-IIC-C

You have to be careful with the CLPL because 3 causes ghost heat, but it's manageable. I use 2 triggers - one on chain fire and one for all 3, then a 3rd trigger for both UAC/10s.

#32 Escef

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Posted 05 April 2016 - 06:57 AM

My Highlander IICs...

HGN-IIC (base model) http://mwo.smurfy-ne...73100b16cb12e9b nice and brawly. Due to the torso/arm division of the missile hardpoints on the IICs (combined with the fact that I play with arm-lock off), I prefer lock-on missiles over normal SRMs on the IICs. The SSRM6s cycle kinda a slow and run a bit hot, an interesting variation would replace the Streaks and lasers with ERLLs and LRM5s. Haven't tried it, but it sounds interesting.

Lavamancer (IIC-A) was given it's name because I expected it to run hot. So long as you don't go crazy and fire all 4 laser at once, it isn't so bad.

HGN-IIC-B http://mwo.smurfy-ne...6cd3ab7c45d3205 LRM support with few frills.Let the scouts and front liners carry NARC and TAG, like they should. You've got enough armor and close in firepower to afford to expose yourself if you need to, but like all LRMboats, stay near the back of the pack, but don't fall behind either (LRMboaters that allow themselves to become stragglers often find themselves eaten by lights, and the rest of the team is not close enough to help you before they kill you).

HGN-IIC-C http://mwo.smurfy-ne...1a0203c6a419407 This thing is beastly. Once had a bad Russian player start purposely friendly firing upon me, and he actually came out and told me it was because I was an LRMboat and not contributing to the team. He refused to stop shooting me... I took the left torso, right arm, and one of the legs off of his T-bolt. 2xLRM10 makes me an LRMboat? Yeah, sure, but 2xUAC10 and 3xMPL is some pretty beefy backup guns. One might even say that the LRMs are just there to fill tonnage. (An alternate build would dump the LRMs, a jet, and 1 ton of UAC ammo to upgrade the lasers to 3xLPL. But for the love of all that is holy, keep the 2xUAC10, they're insanely good.)

#33 Quicksilver Aberration

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Posted 05 April 2016 - 07:11 AM

View PostEscef, on 05 April 2016 - 06:57 AM, said:

but like all LRMboats, stay near the back of the pack, but don't fall behind either

LRMboats should never stay near the back of the pack, they should be in the middle at worst case. That's how Jman always did so well, leading the charge with his LRM Hunch.

#34 zeves

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Posted 05 April 2016 - 07:30 AM

well it cant possibly be as depressing as the executioner can it?

#35 Hit the Deck

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Posted 05 April 2016 - 07:36 AM

View Postzeves, on 05 April 2016 - 07:30 AM, said:

well it cant possibly be as depressing as the executioner can it?

Posted Image


wat



#36 Widowmaker1981

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Posted 05 April 2016 - 07:37 AM

View PostRoadkill, on 05 April 2016 - 06:55 AM, said:

HGN-IIC-C

You have to be careful with the CLPL because 3 causes ghost heat, but it's manageable. I use 2 triggers - one on chain fire and one for all 3, then a 3rd trigger for both UAC/10s.


Holy too much ammo batman, jesus. Thats 1600 dmg from just the uacs. Id swap a couple tons for a tc, personally (and tbh id use only 2 lpl, but thats just preferences)

#37 Roadkill

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Posted 05 April 2016 - 07:40 AM

View PostQuicksilver Kalasa, on 05 April 2016 - 07:11 AM, said:

LRMboats should never stay near the back of the pack, they should be in the middle at worst case. That's how Jman always did so well, leading the charge with his LRM Hunch.

Well... not really. LRM boats shouldn't be on the front line, because that negates one of their key contributions to the firing line - the ability to fire over the front line and serve as a force multiplier.

I generally try to stay with the pack, but not on the front line. Having played with Jman many times, I'd say his tactics are pretty similar. (Except when he's off flanking, which he does extremely well.) Once trading starts, I'll take my turn absorbing damage so that my armor isn't wasted, but it's far more effective to let the direct fire Mechs take the front line with me ~100 meters behind them lobbing LRMs over them at their targets.

#38 Quicksilver Aberration

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Posted 05 April 2016 - 07:42 AM

View PostRoadkill, on 05 April 2016 - 07:40 AM, said:

let the direct fire Mechs take the front line with me ~100 meters behind them lobbing LRMs over them at their targets.

The purpose of being in the front line is spreading damage and getting your own locks (which is why Jman was often leading charges or movements), not hiding behind teammates lobbing LRMs over their heads, especially when you have a mech that has as much armor as an assault (which is why mediums are the best LRM boats).

Edited by Quicksilver Kalasa, 05 April 2016 - 07:43 AM.


#39 Roadkill

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Posted 05 April 2016 - 07:43 AM

View PostWidowmaker1981, on 05 April 2016 - 07:37 AM, said:

Holy too much ammo batman, jesus. Thats 1600 dmg from just the uacs. Id swap a couple tons for a tc, personally (and tbh id use only 2 lpl, but thats just preferences)

MOAR DAKKA!!! ;-)

Sure, swap out a ton (or two) for a TC. Just remember that you're maxxed on crits, so swaps have to be equivalent space and tonnage.

I find that 3 LPL works provided you're not trying to use them as your main weapon. For long distance hill humping, they're plenty cool because you can take all the time you need. If you get into a brawl, switch to chain fire to avoid the ghost heat. But in a brawl, the dual CUAC/10 are your main weapons anyway and you should be concentrating on using them appropriately.

#40 Roadkill

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Posted 05 April 2016 - 07:47 AM

View PostQuicksilver Kalasa, on 05 April 2016 - 07:42 AM, said:

The purpose of being in the front line is spreading damage and getting your own locks (which is why Jman was often leading charges or movements), not hiding behind teammates lobbing LRMs over their heads, especially when you have a mech that has as much armor as an assault (which is why mediums are the best LRM boats).

Did you even read my post? Or did you deliberately cut out the first half of that sentence so that you could make it look like I didn't already mention using my armor?

I get my own locks from 100 meters back. Other mechs don't block LOS for lock purposes, and firing lines aren't always humping hills.





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