

Highlander Iic
#1
Posted 06 May 2016 - 07:59 PM
#2
Posted 06 May 2016 - 08:04 PM
#3
Posted 06 May 2016 - 08:36 PM
I currently run HGN-IIC-B with a 94 alpha strike. Maybe the Kodiak will be better, but the HGN-IIC can do some jumpjets where Kodiak can only wear it on certain variants.
#4
Posted 06 May 2016 - 08:39 PM
#5
Posted 06 May 2016 - 08:54 PM
I use the Highlander and the Highlander IIC all the time. I have no problems wrecking in either of them. The great thing about the IIC is the amount of available tonnage. Forget about JJ's on the Highlander. They just eat up tons and provide little advantage where extra heat sinks or a targeting computer would serve you better.
Always use an XL engine in the IIC. They don't suffer the same fate as IS XL engines. Stay away from large ballistics like the UAC20 and Gauss Rifle. Their cool down rates and and other mechanics make them a liability for the HGN-IIC.
Always equip a Targeting Computer. Size IV or greater. The energy range increase stacked with range modules can make your. ERMediums reach 500 meters, ERLarges 810m and LPLasers 700 meters. You will need the range to strip as much armor off your enemy as you can before they get to you. The ballistics velocity increase from the TC is also a sweet bonus.
If you have any more questions, drop me a message.I'll jump on and we can putz around in the mech bay and make you some builds. I'll drop in Highlanders all day!
Here are a couple videos of my HGN-IICs in action:
https://youtu.be/Oxp1PAn5lmk
https://youtu.be/frLoBUNAkWg
Edited by DjPush, 09 May 2016 - 07:33 AM.
#6
Posted 06 May 2016 - 08:56 PM
Cons: low engine cap (xl 325) slow, large center torso, hard point starved.
Overall it can be a good mech. You're not going to be any better in it than you are in other mechs. The best builds I've found are using large pulse lasers and UAC 10. You're not a front line brawler but a durable range poker that pokes really hard. If you play it right it gets lots of kills because it's direct fire load outs are very focused. Best advice, don't be in the front and don't be in the rear. Get good at alpha then torso twist to hide your center. Best variants are C by far and the standard. The C is strongest for 2x UAC10 in one arm. You will need this mech to be elited for it to really shine. If you plan on getting just one then skip it because it will feel really big and weak without elited skills.
This is my personal experience. I run 1-2 of them in cw drop decks. So I do like them but they're not for everyone.
#7
Posted 06 May 2016 - 10:58 PM
Kaveli, on 06 May 2016 - 08:56 PM, said:
Cons: low engine cap (xl 325) slow, large center torso, hard point starved.
Overall it can be a good mech. You're not going to be any better in it than you are in other mechs. The best builds I've found are using large pulse lasers and UAC 10. You're not a front line brawler but a durable range poker that pokes really hard. If you play it right it gets lots of kills because it's direct fire load outs are very focused. Best advice, don't be in the front and don't be in the rear. Get good at alpha then torso twist to hide your center. Best variants are C by far and the standard. The C is strongest for 2x UAC10 in one arm. You will need this mech to be elited for it to really shine. If you plan on getting just one then skip it because it will feel really big and weak without elited skills.
This is my personal experience. I run 1-2 of them in cw drop decks. So I do like them but they're not for everyone.
Question, are you insane, and to OP its a terrible mech get its IS variant its better in every way.
Also Pro: Jump jets on a 90 tonner.........wut
JJ are next to useless on anything above 60 tons, just wasted weight ever since PGI nerfed poptarting because they wanted the genius laser vomit meta we have now to be king.
Edited by Vickinator, 06 May 2016 - 11:00 PM.
#8
Posted 06 May 2016 - 11:33 PM
It's too slow and clumsy to run as a brawler, but with a few jumpjets it can wander around behind the main group, jumping over the odd pebble, and firing a ridiculous amount of LRMs at locked targets.
As with any LRM boat, you're reliant on your teammates, and useless in direct fire shootouts. Them's the breaks.
Fingers crossed that, someday, PGI will make LRMs into a good weapon system.
#9
Posted 06 May 2016 - 11:39 PM
Vickinator, on 06 May 2016 - 10:58 PM, said:
Also Pro: Jump jets on a 90 tonner.........wut
JJ are next to useless on anything above 60 tons, just wasted weight ever since PGI nerfed poptarting because they wanted the genius laser vomit meta we have now to be king.
Being able to jump is always a pro. Three JJs, if you can or want to spare the tonnage, on a 90 tonner let it get on top of the Citadel on River City or leap onto the upper level on Canyon Network from the lower level.
Are Class I JJs not worth being taken more than one? Generally yes, but they are still useful even with their limitation.
#10
Posted 06 May 2016 - 11:44 PM
Hit the Deck, on 06 May 2016 - 11:39 PM, said:
Are Class I JJs not worth being taken more than one? Generally yes, but they are still useful even with their limitation.
Useful is not good enough when you're up against Dire Wolves, Atlases, Stalkers, etc.
#11
Posted 06 May 2016 - 11:49 PM
HGN-IIC-C
Vickinator, on 06 May 2016 - 10:58 PM, said:
Question, are you insane, and to OP its a terrible mech get its IS variant its better in every way.
Also Pro: Jump jets on a 90 tonner.........wut
JJ are next to useless on anything above 60 tons, just wasted weight ever since PGI nerfed poptarting because they wanted the genius laser vomit meta we have now to be king.
JJs arent that bad on the executioner. and it's 95tons.
#12
Posted 06 May 2016 - 11:55 PM
#13
Posted 06 May 2016 - 11:56 PM
2. There aren't any
#14
Posted 07 May 2016 - 12:05 AM
cazidin, on 06 May 2016 - 07:59 PM, said:
It's tough to build for, fairly fragile and slow, but it can work quite well in the hands of a capable assault pilot.
#18
Posted 07 May 2016 - 12:26 AM
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