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Highlander Iic


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#1 cazidin

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Posted 06 May 2016 - 07:59 PM

Greetings Mechwarriors. Today I have 2 simple questions. Is the Highlander IIC a good mech and what are some loadouts for it?

#2 Hit the Deck

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Posted 06 May 2016 - 08:04 PM

I suggest that you buy the Charlie variant as your first and then load her up with 2UAC/10 + 2LPL + 1ERML. One JJ, shave some armor, and put DHS until full.

#3 KirtM

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Posted 06 May 2016 - 08:36 PM

Most people say the Highlander-IIC isn't very good, but I enjoy my HGN-IIC-B. They say it is a fragile assault mech, but the only clan assault that gets structure is the Gargoyle and the Warhawk which only get a bit. If you get the HGN-IIC, you're basically getting a mech thats in between Warhawk and Dire Wolf. You'll get 46 tons (13Heatsinks) for weapons, Dire 50.31 tons(15Heatsinks), Warhawk 32.30 tons(20Heatsinks) with 85 degree torso turn and 58.5 kph.

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 XaxalAndou

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Posted 06 May 2016 - 08:39 PM

I've heard of a lot of people say it isn't very good. And while I wouldn't brawl with it, it is a pretty good ranged cannon.

#5 DjPush

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Posted 06 May 2016 - 08:54 PM

In my opinion the Highlander IIC is a great mech if you take the time to learn how to play it. Like any mech in this game it just depends on the pilot. Don't listen to all these players telling you it sucks. You have to figure that out for yourself. Buy it, put some load outs on it. If you don't like it, leave it at that and sell it. That's how you play this game.

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 Kaveli

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Posted 06 May 2016 - 08:56 PM

Pros: it hits hard, high left mounted energy hard points , jump jets

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 Vickinator

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Posted 06 May 2016 - 10:58 PM

View PostKaveli, on 06 May 2016 - 08:56 PM, said:

Pros: it hits hard, high left mounted energy hard points , jump jets

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 Yosharian

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Posted 06 May 2016 - 11:33 PM

Run LRMs on it. It's really the only thing this chassis can do that other clan assaults can't do quite as well.

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 Hit the Deck

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Posted 06 May 2016 - 11:39 PM

View PostVickinator, 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 Yosharian

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Posted 06 May 2016 - 11:44 PM

View PostHit the Deck, on 06 May 2016 - 11:39 PM, said:

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.

Useful is not good enough when you're up against Dire Wolves, Atlases, Stalkers, etc.

#11 Corrado

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Posted 06 May 2016 - 11:49 PM

the highlander IIC is too sluggish to brawl with, and the CT is huge. i can just advice to use in medium to long range engagements. the one i like is the C variant, with 2xUAC10 2xCERLPL XL300

HGN-IIC-C

View PostVickinator, 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 Spheroid

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Posted 06 May 2016 - 11:55 PM

Its pretty much junk. The most fun build is by far twin UAC-10.

#13 Appogee

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Posted 06 May 2016 - 11:56 PM

1. No
2. There aren't any

#14 Satan n stuff

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Posted 07 May 2016 - 12:05 AM

View Postcazidin, on 06 May 2016 - 07:59 PM, said:

Greetings Mechwarriors. Today I have 2 simple questions. Is the Highlander IIC a good mech and what are some loadouts for it?

It's tough to build for, fairly fragile and slow, but it can work quite well in the hands of a capable assault pilot.

#15 Hit the Deck

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Posted 07 May 2016 - 12:08 AM

View PostYosharian, on 06 May 2016 - 11:44 PM, said:

Useful is not good enough when you're up against Dire Wolves, Atlases, Stalkers, etc.

Don't confuse a JJ with a weapon.

#16 Satan n stuff

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Posted 07 May 2016 - 12:10 AM

View PostHit the Deck, on 07 May 2016 - 12:08 AM, said:

Don't confuse a JJ with a weapon.

It's a good enough defensive tool, so... armor then?

#17 Hit the Deck

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Posted 07 May 2016 - 12:18 AM

View PostSatan n stuff, on 07 May 2016 - 12:10 AM, said:

It's a good enough defensive tool, so... armor then?

Let's be more imaginative and don't judge something or a 'Mech in a 1 vs 1 situation where both sides are holding their ground in the open trading fires.

#18 ScoutMaster

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Posted 07 May 2016 - 12:26 AM

Practically anything you can do in a HGN-IIC, you can do in a warhawk for 5 less tons, more speed and quirks.

#19 Hit the Deck

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Posted 07 May 2016 - 12:39 AM

View PostScoutMaster, on 07 May 2016 - 12:26 AM, said:

Practically anything you can do in a HGN-IIC, you can do in a warhawk for 5 less tons, more speed and quirks.

It's sad that you didn't even read the 1st reply written by me Posted Image

#20 ScoutMaster

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Posted 07 May 2016 - 12:47 AM

View PostHit the Deck, on 07 May 2016 - 12:39 AM, said:


It's sad that you didn't even read the 1st reply written by me Posted Image


3 Hover jets™ with 19M "jump" are useless on every CW map.





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