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SRMs are considered good for hit and runs - the idea there is you get in behind an enemy where there is a greater chance to hit the rear CT (or LT/RT) which have minimal armor before going internal. The missile clustering rule (which causes hits to different locations) has less impact there.
I think it's a good idea to have heat efficient backup builds, so I wouldn't suggest dumping the LRMs for lasers if you're thinking of this as an alternate to your Atlas 2. I might consider whether you would want to think about dumping the LLas and upping the LRM rack count to turn the Highlander into more of a low heat/ high stability damage sniper. Large LRM counts can do well at blowing the leg off a mech at long range. They're just not so great if you want to target the head.
Though it is a concern for DLCs ( i know i know), HGN is also rather light, and is a good choice for missions with limited tonage.
thanks for the reply. thing is, I also have spare highlander 733 and 733P variants. I have 3 of them in my mech bay already that all have 60LRM and a TTS+ for missile. I usually run my main lance as 1 marauder, 1 atlas 2 and 2 highlander LRM boats. if your suggestion is to run more LRM, then I think my response is I'd rather run a 733 or 733P variant for that. my best highlander LRM boat has a 310 dmg alpha. the idea behind the 732B variant I'm asking about is I'll likely use it for precision shots on center torso or maybe legs. I definately could run 1 marauder and 3 highlander LRM boats, just asking wether that 732B variant is going to be a better precision shot mech than an LRM boat I guess.
thanks for the reply.
Then you may adjust it weapon loadout if you are not happy with all-range it comes with by default. Repalce srm 6 with lrm 5 if you want long range sniper. Replace Gauss with AC 20, lrm with srm and replace normal medium lasers with pulse mediums if you want close range bruiser.
I think I wrote too much in my opening post and you missed the build I'm planning to try with MY highlander 732B. I'm going for 1640 armor, full jump, two AC5, two Large Lasers, two LRM5, two double heat sinks, 4 heat sinks. I know that is less double heat sinks than it comes with for the campaign reward, but I'm looking for a reserve mech with less heat requirements, and one that is still a good long range precision shot option.
Anyway, if you are going for pure long range, you might want to strip armor from your back, and use tonnage to upgrade your lasers to ER or put more DHS.
Edit:
Other concern is. You prolly need TTS for ballistics if you want to headcap with AC5s. So yeah, cut some armor from your rear.
https://steamcommunity.com/sharedfiles/filedetails/?id=2001040513
That is a quick refit i was able to do with free parts i had and ballistic TTS.
thanks for the reply, interesting take on my idea
thanks for the reply. I don't think I want to drop the jump jets, not sure. I think dropping the LRMs and trying to upgrade an ac5 to an ac10 might be a good idea though. remind me what planet store filter to look for for heat exchangers?
didn't catch that at first.. ontop of it's impressive array of weapons my atlas 2 does also have full jump jet, so if the like for like thing was assuming my atlas 2 doesn't have jet.. it does. and still has 1680 armor. it has 7 double heat sinks.
based on what folks are saying and some further experimentation in my mech bay, I'm thinking of trying to hold off on building the backup highlander until I've been to my star league advanced store (magistracy headquarters) again and bought another gauss+(-2 tons) I'm thinking the build to shoot for if I try it is 1480ish armor, full jump, 1 gauss+, 1 AC5++, 2 LL+++, 1 LRM5++, 2 double heat sinks, 1-2 basic heat sinks.
still having a hard time deciding if building that makes sense or if I should just build a 4th LRM boat.
GL getting the parts. I don't like breaking the theme of jump Highlander but that's not to say I havent done it to squeeze in two rifles.
taking the extra time over it I think you will end up with two very classy mechs rather than an A and B team version. They are both the type I liked to field myself.
thanks for the reply, I think I'll go forward with it
those atlas 2 builds danko9696 linked are pretty great, I was focusing on trying to come up with something that doesn't have to give up the gyro and still does well, here is what I have now -
https://steamcommunity.com/sharedfiles/filedetails/?id=2001248153
above - atlas 2 with 335dmg alpha, 1680 armor, 72 heat sinking, 85 alpha heat.
and here is something I could try that would give up armor for damage without dropping the gyro -
https://steamcommunity.com/sharedfiles/filedetails/?id=2001248090
above - atlas 2 with 360 dmg alpha, 1280 armor, 72 heat sinking, 82 alpha heat. (note, I need a gauss+ with the -2 weight to actually complete this, that is why it is 2 tons over)
wondering if you think I'm on a good track or if the pulse laser build with 390 alpha dmg is still just alot better?
An atlas or Highlander you might want to think about pulses as the gyro for instance steals some slots. But say a grasshopper has so many laser slots its not worth the pulse tonnage because you will be stealing from other equipment like HS or armour.
thanks for the reply, good to hear I'm on a good track.
thanks for the reply.