Author Topic: Respot: 'Mech of the Week: Highlander Family  (Read 28191 times)

Moonsword

  • Acutus Gladius
  • Global Moderator
  • Colonel
  • *
  • Posts: 16594
  • You interrupted me reading TROs for this?
Respot: 'Mech of the Week: Highlander Family
« on: 21 May 2011, 09:09:02 »
'Mech of the Week: Highlander Family

Author's Note: Updated and reposted since people were asking about the Highlander IIC.

Welcome back, my friends, to the show that never ends.  I'm going to put some weight on this time and move up to the assault 'Mechs with a venerable, classic 'Mech, one of the oldest in the game outside the Unseen and their companions in TRO3025, the Highlander.  In the game's history (as opposed to the IC, which we'll get to in a bit), the HGN-732 Highlander was first introduced in TRO2750 alongside other bits and pieces of Star League technology and combat units, making it part of only the second TRO in the game's history, and has gone on to find a place in more TROs than almost any other 'Mech can claim.  TRO3025R replaced the Unseen with technologically stunted versions of some of the Star League's own 'Mechs, at least one version of the original TRO3050 includes the Highlander and its fellow Star League 'Mechs, the Highlander IIC was found in TRO3060, TRO3050U consolidated the mentions of the Star League's 'Mechs, tanks, and fighters into one place with TRO2750 long out of print and outdated, TRO3039 reissued the HGN-733 model from the Succession Wars, and like many other 'Mechs, the Highlander got the Royal treatment in TRO3075's historical section.  Since the original posting of this article, RS3060 Unabridged and TRO3085's Old is the New New section both added a new Highlander IIC variant while an early Clan model was seen in Operation Klondike's attached record sheet volume.  Two more variants came to light in RS3039 Unabridged.  That's a lot of face time, especially for a 'Mech that isn't one of the universe's superstars, but the Highlander lives up well to this scrutiny, as you'll see.

The basics of the design are shared among all variants, all of them 90 tons with a 3/5/3 movement curve.  That's a smidgen inefficient, right above the 85 ton cutoff on 1 ton jump jets, but the Highlander doesn't suffer much from it even though all but one variant sticks with a standard fusion engine.  All of them are tough bastards with strong armor, and all of them have a heavy ballistic mount of some kind along with missiles and supporting medium lasers.  No Highlander has outstanding heat issues, although a few can run a touch hot if you aren't smart about your weapons bracketing.  That says about all you need in a short reference in an encyclopedia, but I'm not an encyclopedia writer, so buckle your seatbelts, this is going to be a long one.  (Yes, Statler, I know they all are, but this one's going to be a long one even for me.  Don't bother trying to escape, security locked the doors after you came in, especially the ones for your box, Waldorf.)  I'll cover the variants in historical order for the universe, rather than game history, so the oldest and one of the newest will go in back-to-back.

The first Highlander to appear was the HGN-732, still a classic, and it set both the pattern for the 'Mechs to come and a high standard to live up to, one that by and large, the Highlander series manages, unlike some designs where you have a "fluke" variant or three.  The centerpiece of the armament was and remains a real eye-opener, a Gauss rifle in the right arm, the only one mounted by any of the TRO2750 'Mechs... which at the time, initiated it into the small, hallowed company of 'Mechs capable of snapping someone's cockpit off with a single shot, joining such luminaries as the Victor, Hunchback, and Atlas.  This was long before the proliferation of Gauss carriers we've seen in the long years since, long before the Thunder Hawk walked out of the pages of TRO3058 and the factories of Norse Technologies to menace people with no less than three of what is perhaps the apex of balance between range, firepower, and ammo efficiency of heavy ballistic weapons.  At the time, it was only 'Mech with such a weapon able to do so from beyond 180 meters with any real reliability, and hits with fully 75% of the fury of the class 20 autocannon at ranges that would've drawn comparison from the players of the time (or the MechWarriors of the era that TRO2750 was published by ComStar) to the LRM launcher or class 2 autocannon.  The impact of that sort of firepower on the games of that time must have been like Zeus striding out with his thunderbolts, and as the first Gauss 'Mech in the game's history, it set the standard for ammunition with the now-common two tons, and the good news doesn't stop with one of my favorite weapons.  Those same LRMs are present, a 20 tube rack in the left torso fed by two tons just like the Atlas's, and they make a fearsome companion to that Gauss rifle at range by offering crit-seeking and additional armor shearing power.  In close, the Highlander is no less formidable.  In addition to the Gauss rifle, quite useful as you close, the Highlander has another Atlas favorite, a six-tube SRM launcher carried in the left arm above the fist, and two medium lasers in the right torso, and it has two other weapons.  The first is the jump jets all Highlanders mount, giving it a dash of close-in maneuverability to put that firepower where it wants, and the second is the fury of a 90 ton 'Mech's physical attacks, especially the 18 point kicks that can snap some light and medium 'Mech legs off.  Highlander pilots were infamous for using these two together, so frequently unleashing the Death From Above maneuver of jumping up and landing on another 'Mech that its use by the type came to be called a "Highlander Burial", requiring reinforcement of the legs to stand up to the punishment.  To make things worse, those SRMs had two tons of ammunition, and both side torsos are protected by CASE.  Personally, I think you could get better mileage out of an additional ton of Gauss ammo to expand its utility and let you take riskier shots while reducing the number of explosive crits in the left side - those crits and the explosive Gauss rifle represent the two main weaknesses of the 'Mech along with the ever-popular decapitation.  On the other hand, the daring are welcome to carry a ton each of standard and Inferno rounds to keep things interesting.  The other minor limitation is the use of single heat sinks, wasting a couple of tons and making heat management at close ranges a bit more interesting than it needed to be, but this is more of an annoyance than a real problem considering that a full assault from all the weapons useful in close only runs to 11 heat, 14 jumping, against 12 sinks.  The Star League Defense Force was understandably pleased with its armored titan of a 'Mech, and it served with them from the end of the 26th century to the SLDF's departure from the Inner Sphere, when units either eventually folded into the Clans or went on to participate in the Succession Wars for the various Houses as mercenaries or new regular units.  This was not, however, to say that the SLDF sat on its laurels with this beast, producing a little-known version that only made things that much nastier, the HGN-732b.

One of the Royal 'Mechs limited to SLDF units drawn from the Terran Hegemony, the Royal Highlander takes the HGN-732 a little bit farther along the curve of destruction using the available technology, highlighting the eventual Clan successor's lineage a bit more clearly.  Fortunately free of the modification of an XLFE, the -732b is actually the newest variant of the Highlander to come to light, debuting in the recent TRO3075 along with many other Royal variants, and the modifications are actually comparatively limited, rating it only a TR D kit, making it easy for the SLDF to take an HGN-732 and upgrade it on the fly, as it were, and they're difficult to discern from the outside without fairly detailed examination of sensor records... records the SLDF rarely, if ever, allowed to be examined by virtue of simply not losing when the Royal regiments were slipped from their leash.  The -732b's conservative changes involve stripping that extra ton of SRM ammunition and two heat sinks, then replacing the remaining sinks with doubles, making a jumping alpha come in at 23 heat for a total +3 build-up.  (Yes, Statler, I know there's another three heat in there.)  The three tons made available went to an additional medium laser mounted alongside the others and an Artemis IV fire control system mated to each launcher, making them that much more effective, and providing a solid boost at all ranges overall.  In the universe, this one was a secret that was kept very well, revealed to the Inner Sphere only with the recovery of the New Delos memory core during the Jihad.  Note to StarCorps: Putting a version of this back into production would be a great move from a marketing perspective, because it's a classic, it's a proven design in a lot of ways, and it's going to sell well.

A customized variant of the Highlander helps to testify to the design's popularity among the early Clans and hints a bit more at where the Highlander IIC would come from.  An unknown model was employed by the original Khan of the Star Adders, Absalom Truscott, on Arcadia, and with Widowmaker Khan Jorgensson at the controls, a Highlander put ilKhan Nicholas Kerensky in his grave.  The variant we have, though, was apparently customized to the specifications of Khan Colleen Schmitt of Clan Blood Spirit.  The right arm has an ER PPC.  Two MPLs were mounted in the right torso opposite a pair of LRM 15s in the left fed by four tons of ammunition and protected by CASE.  The left arm had a prototype version of the Streak SRM 6, but functionally, they were more similar to the standard SRM rack, operating with a -1 targeting bonus and a +4 cluster bonus.

Chronologically, the next version to be "developed", if that's the proper word, was the HGN-733, a product of the brutal grind and technological decline of the Succession Wars.  Gone is the Gauss rifle, the ferro-fibrous armor, and the CASE protection on the ammo bins, winnowing it down a bit, but if the Highlander is a little leaner on sophistication, it's still a mean machine.  Replacing the Gauss rifle is the smallest ballistic weapon mounted on any Highlander, a class 10 autocannon, fed by two tons of ammo, and an additional heat sink balances out the increased heat gain.  While it lacks the startling range and ferocious power of a Gauss rifle, anyone who's ever dealt with an Enforcer or Centurion knows that gun is quite effective, and the LRMs make an adequate weapon to spar with until you can close in a bit.  Another ton of ammo is added to offset the loss of the Gauss rifle's fire at long range, and the armor is actually the thickest of any Highlander in contrast to the lighter gun, although the whole three points of difference between the HGN-732's 277 points and the HGN-733's 280 is hardly noticeable, which is why I didn't comment on the -732/-732b pair's possession of the lightest Highlander armor up above.  That said, it's a welcome change to the usual thinned out armor of most Star League 'Mechs in their Succession Wars models.  Overall, what the HGN-732 was to pure Star League technology, the -733 is to the Succession Wars: solid, powerful, tough, and effective.  The only really big change is the loss of the Gauss rifle's ability to really reach out and touch someone, but the AC/10 is a good if not spectacular replacement, and complements the HGN-733's lighter, more maneuverable contrast to the brutal power of the AS7-D quite nicely.  The only thing I can really ding it on is the left torso's four tons of explosive ammo, but even there, there's really not a lot of other choices.  Just fire it at the enemy and hope nothing gets in there.  While a few could be found here and there across the Sphere, most of the HGN-733s were concentrated in the hands of Houses Steiner and Liao, who possessed facilities capable of maintaining these brutes, if not really producing them on any mass scale, although a trickle would come out of plants on Son Hoa and Corey.  The latter supposedly shut down in the wake of the Fourth Succession War when StarCorps yanked the license from Hollis, but given the business StarCorps does with the FedSuns (and the Cappies, for that matter), that's a bit odd, since Son Hoa wasn't retooled fully for over a decade, and they still weren't integrated into the Federated Commonwealth at that point.  I'm not going to comment extensively on this, though, but assuming they actually fully complied and either the Davions or Liaos don't have access to a Highlander line of their own, depending on era, could be subject to a rude shock, although I doubt any large scale production went on.  One other interesting incident in the -733's history was Sharilar Mori's deal with Theodore Kurita, providing the DCMS with Highlanders of its own... including a few HGN-732s that slipped through the cracks.  If only because of the ironies of history and dramatic principles of the BattleTech universe, one must imagine a duel between the two models occurred during the War of 3039, and given the HGN-732's advantage of having a Gauss rifle and CASE, it has a powerful edge.  It wouldn't have been a walk in the park for the Kuritan against the very similar 'Mech, and Steiner has a greater institutional familiarity with assault 'Mechs than just about anyone short of the SLDF and no minimum range on its main gun, so the outcome there was still going to be a close match, down to the battlefield, the pilots, and the (non-existent) tender mercies of the dice gods.  You can almost hear Duncan Fischer giving commentary to a replay, can't you?

Two variants of this most primitive of Highlanders were published in RS3039 Unabridged.  The first, the HGN-733C, is much more similar to the Atlas than the original was.  The AC/10 was removed, as were the second ton of SRM ammo and third ton of LRM ammo.  In their place, the 'Mech received an AC/20, meaning it matches an Atlas's forward firepower and ammo endurance.  I think it loses a bit of appeal there, especially since it didn't get any heat sinks in the bargain, but in some situations, it's going to be a monster.  The other variant is the HGN-733P, the PPC-armed variant mentioned by several posters in the last round of comments on this article, including Giovanni Blasini.  This one strips the AC/10 and its ammunition for a PPC and seven heat sinks - overkill in a lot of situations but probably a welcome change of pace for those unused to the heat pigs of 3025.  At -1 on a jumping long-range shot, I'd rather have more LRM ammo, and the short-range fire without the LRMs is heat-neutral without movement.

The next variant is the Clan version, known in the Inner Sphere as the Highlander IIC after its discovery in the wake of the invasion.  Unlike some of the IIC models that have come to light, the Highlander remains very much a Highlander, but with the addition of the HGN-732b, we have a clear lineage back to the HGN-732, and it looks quite a bit like its forebears.  The armor is as solid as ever, and the weapons are familiar to anyone who's gotten this far in.  A Gauss rifle is mounted in the right arm, with that extra ton of ammo I wished for on the -732 up above, while the LRM 20 moves to the right torso, with Artemis IV and a staggering four tons of ammunition, enough for three tons of Artemis IV and a single ton of whatever, or four tons to exploit the extra endurance and lack of a minimum range on Clan LRMs.  Two Streak SRM 6s are mounted on the left arm, with a trio of medium pulse lasers in the left torso, and 12 freezers keep this firepower cool in close with the selective use of Streaks the single ton of SRM ammo imposes.  Overall, this thing is, as it should be as the Clan representative, perhaps the very nastiest of the Highlanders, but there are a handful of admittedly very minor flaws anyone facing it can try to exploit.  First, despite the twin Streak launchers, the limited ammo feeding them keeps their potential shotgun effect under control, as does the heat load (unsurprisingly, of all the Highlanders, it's the Clan variant that has the worst time juggling heat buildup against weapon utility, although not the worst overheat).  Second, the two most powerful weapons are both on the right side and they're also the only ones that reach past 12 hexes.  Finally, the left torso has no less than five tons of ammunition in there.  If you're stuck dealing with this beast of a 'Mech, taking advantage of them needs to be firmly in mind if you're not interested in being beaten apart by this rugged, powerful assault unit but doing that isn't easy.  Several hundred of these 'Mechs have survived out of a total of about 1,500 upgraded and produced over the centuries, and it remains popular among Clan warriors.  For some reason, I'm not terribly surprised about that, though I imagine the Spheroid 'Mech jocks who've gone up against these beasts bitterly lament its survival.  There are front-line assault OmniMechs that aren't this fearsome.  At longer ranges, it's not that scary, but at mid-range or closer, it will rip someone apart with little difficulty.

The next to appear were the HGN-734 and HGN-736, which I'll go over in number order since they arrived roughly at the same time.  The HGN-734 is the red-headed stepchild of the Highlander series, not for being ineffective, but for being different.  The only Highlander not to use a standard fusion engine or LRMs, the Lyrans used one of "their" new light fusion engines, and they replaced the Gauss rifle with a fearsome LB 20-X autocannon.  The one long-range weapon is an ERLL mounted in the old ML position in the right torso, while twin Streak SRM 6s of the Clan version reappear here, only they're in the left torso now and actually have enough ammo.  On the left arm is a pair of ERMLs, and a single MPL is carried in the center torso (one hopes tastefully so), another interesting echo of the Clan version.  It should be clear by now to the audience what you do with an HGN-734.  This isn't a general combatant like the rest of the Highlanders, this is an in-fighting specialist.  With that same 3/5/3 movement curve, plenty of hole-punching and crit-seeking, and heat balance more than adequate with 14 freezers if you drop the ERLL in close, you can see what the Lyrans were planning: a counter to other assault 'Mechs by out-maneuvering them up close while the rest of their assault formations provide fire support.  Clan assaults are the most obvious problem, but with the beginning of the FedCom Civil War at the time, they're hardly the only one.  Your main vulnerability here is range.  3/5/3 is tricky in close, but it's hardly fast.  Unfortunately, given the Lyran "wall of steel" tactical doctrine and possession of a large number of suitable 'Mechs to provide fire support, exploiting it is generally just going to wind up keeping someone in position to get pounded by something else while the -734 just keeps coming.  Or, if someone's feeling tricky, keeping you at arm's reach and getting weakened while lighter maneuver elements flank you for a hammer-and-anvil situation.  Despite their (admittedly deserved) reputation for being top-heavy, the Lyrans have a number of options for cavalry support for their assault formations, and the HGN-734's power in close and durability, despite the LFE, makes it a good choice to be cast as the anvil in maneuvers like that.

The other Highlander to emerge is ComStar's upgrade version.  Unlike the -734, which veers off to blaze a new trail for the Highlander, the HGN-736 is a celebration of over four and a half centuries of steady, reliable service by the basic type set out by the HGN-732.  Similar in basic concept to the HGN-732b, the -736 removes the extra SRM ammo and heat sinks, then upgrades to freezers.  Another half-ton was gained by the removal of the CASE on the right torso - with only the Gauss rifle on the right arm, this isn't as risky as it looks.  One ton of this was used to add Artemis IV to the LRM launcher, while the SRMs were replaced by a Streak SRM 4 rack to conserve ammo with no loss in average firepower and a slight reduction in heat load.  The remaining 2.5 tons went to a C3i computer for ComStar's networks.  In combination with the Gauss rifle and LRM tubes, this gives the HGN-736 a powerful ability to provide very accurate heavy fire, while it can act as a spotter in assault Level II formations by closing in.  Basically, this is an HGN-732 that learned a new trick, so treat it like one, just like you would with an HGN-732b.  If I had to pick a favorite upgrade, it's a toss-up between this and the Royal Highlander, really, and the HGN-736 is a damn sight easier to come by.

The last major variant of the Highlander is another Son Hoa special for the LAAF, and it definitely caters to their love of big guns, a notion I can get behind, along with another, somewhat more dubious quirk  Like every Highlander, it has a big ballistic weapon, and it uses the SFE common to most.  Unlike all of them, that gun is in the right torso, because this one can't be carried in the arm, the biggest of big guns for a single ginormous whack, a heavy Gauss rifle, fed by an acceptable four tons of ammo.  The right arm receives an HGN-734-style ERLL, with two ERMLs carried, one in the head (perhaps in a Hauptmann-style "cigar"), and the other in the -734's left arm mount.  The LRM launcher gets slimmed down to an LRM 15, though the Artemis IV module helps make up for that (and make the 8 shots count - what is it with the Lyrans and 8 shots for weapons?), and a Streak SRM 4 is nestled in the center torso.  Only 10 double heat sinks are carried, partially due to the mass of the weapons, and partially because of the endo-steel needed to cram them all in.  I'm not fond of the HGR, generally, although I fully concede the brutal firepower's appeal.  On the Highlander, I kind of dislike the way it loses that right arm mount on an aesthetic level, but it's a natural enough variant for Lyran sensibilities, and the LRM 15's limited ammo is both classic Lyran (the Zeus soldiered on with it for centuries) and tolerable in light of the HGR and ERLL.  It isn't a mainstay of long-range firepower, unlike the other LRM Highlanders, but something you add in when you've got good numbers.  To use this beast, it's basically used like any other Gauss Highlander, but keep that PSR from moving and firing the HGR and the longer minimum range in mind.  Where an HGN-732, -732b, -736, or IIC can get in close and mix it up, you need to hang a bit farther back, but you've got the guns to do it well, and if you do have to get in and knife someone, just drop the HGR and LRMs and use the ERLL and some good old-fashioned kicking.  To punch one out, the usual "strip it open and crit-seek" applies even more than usual with the HGR - 11 out of 12 crits in the right torso go "BANG!", so focus on that side if you can.

The oncoming of the Jihad prompted the development of two more variants on the Clan side of fence.  The Highlander IIC 2 is a bit odd in a few ways, not least of which was the use of laser heat sinks.  While they are a bit more useful by reducing the risk of ammo explosions, the penalty in night fighting, the fact that they're now off the table for people who either don't have or don't care to use advanced rules, and the sheer aesthetic impact of watching my 'Mech sparkle like Liberace don't make me a fan.  The removal of one of them just puts icing on the cake since your heat load went up.  The Gauss rifle is still in place, as is one Streak launcher, but the rest of the weapons were removed entirely.  An ECM suite was installed in the head while the right torso launcher is now a trio of ATM 6s fed by four tons of ammunition.  The left torso's lasers are now ERMLs with six (yes, six) APGRs in the left arm fed by a single ton of ammo.  Ammo for everything but the Streaks and Gauss rifle are a bit short but passable for something this size in Clan combat, even outside of a trial.  Infantry is going to have a serious case of dropping dead, too, and vehicles are going to find crippling is a common fate if it manages to close in.  The big risk here is that there's a staggering amount of criticals that go "BANG!", so your pilot may be getting knocked out or killed much more readily than you expect.  If the left side's armor starts getting thinned out, you absolutely need to start pumping ammo out quickly, turn the APGRs off if possible, and shelter it from fire.  Running that chance can have handsome payoffs, though, and risk is part of the business if you want to sit in the MechWarrior's chair.

The Highlander IIC 3 is more closely based on the original.  The primary change is the drop of the Gauss rifle for a HAG/20 - I'd prefer the standard Gauss rifle's hitting power, but it's a workable enough weapon.  One of the two tons saved went to another head-mounted ECM package while the other was invested in ammunition to retain the original Gauss rifle's endurance.

To use a Highlander in general is fairly simple.  Aside from the HGN-734 and -738, which have their own peculiarities noted above, you start closing in and firing your LRMs and the Gauss rifle on everything but the HGN-733 on decent numbers.  Depending on what you're dealing with, you either want to use your jets to try and stand off a bit, or get into a knife-fight and dance around them.  The -733, in particular, leans toward the latter, since the AC/10 doesn't have a Gauss rifle's reach, but it has more LRM ammo than the others to compensate, and a IIC's power only gets worse up close.  While you've got very thick armor, once it's breached (or if someone gets a lucky TAC), you've got explosives in there, so don't get stupid, and don't play chicken with the rare 'Mechs that can win a head-on slugging match with you.  (Atlases and Warhawks both come to mind.)  You have jump jets, use them to get around someone or prevent them from getting shots on vulnerable areas.  Generally, you want to fight smarter, not harder.  As much as the Highlander is a brutal weapon of war, it's still capable of a bit of grace and maneuver in the hands of a good pilot, and that, combined with the durability and firepower, is what really makes it stand out.

To counter a Highlander is simple in theoretical terms.  It's not easy by any means, but it's quite simple.  Strip the armor and use crit-seeking weapons to find the ammo or Gauss rifles (or, on a -734, LFE crits).  Generally, any of them is vulnerable to this treatment, although the 11 HGR crits (everything but the jump jet) in the -738's right torso really stand out.  Unfortunately, doing this requires either a lot of luck with your TACs or managing to strip the armor off, both of which are a lot easier said than done.  Like the AS7-D I kept mentioning, the Highlander is sometimes going to achieve pseudo-zombie status by running low on ammo before it does on armor, although the extra rounds and lighter tonnage make it less frequent.  If you do get in close, don't get sloppy.  A Highlander's jump jets give it a dangerous maneuverability in a knife fight, and their pilots know it.  From in front of you, an HGN can get two hexes back, leaving it with reduced Gauss minimums and at prime range for everything but the LRMs (and the IIC even gets to fire those off), or it can just move into your rear hex and try for your back plates without the Gauss.  Against any Highlander but a -734, there really isn't a good range to engage at because of the solid firepower the 'Mech has at all ranges, and getting into a knife fight is a very bad idea unless you've got jump jets of your own and not really a great one even then.  Against a -734, it's just plain stupid - if you can't take the ERLL fire staying out of reach of the other weapons and win the gun exchange, you need to quit messing with a Highlander and go find more suitable prey.  One last useful tip is to bring your own head-cappers and/or pilot-plinkers of choice for this dance - it's a lot faster to take the pilot out than bring the 'Mech down, so generating chances to get lucky is always a good idea, and the armor you puncture or sandblast off will help if you don't get lucky.

So there you have it, the Highlander.  A legacy of proud, solid service across human space, a history of brutal, infamous killing power and rugged durability, and one of the few 'Mechs to find itself without a lame duck variant.  If you have the luck of being able to use one of these noble war machines, you find yourself in the company of the other MechWarriors who have gotten the opportunity to see why the Highlander is a respected elder among 'Mechs.  You won't be disappointed.

Image References: The wide range of Highlanders can be seen at the MUL along with their Battle Values, though the Highlander IIC is listed separately.  Interestingly, all the artwork from various source books seems to be there if you poke around in different models long enough.  Another interesting little surprise from the MUL is the fact that the Dragoons evidently operate some of the IIC and IIC 3.  CamoSpecs has imagery for both the Inner Sphere and Clan models.
« Last Edit: 15 June 2011, 16:06:11 by Moonsword »

glitterboy2098

  • Lieutenant Colonel
  • *
  • Posts: 12028
    • The Temple Grounds - My Roleplaying and History website
Re: Respot: 'Mech of the Week: Highlander Family
« Reply #1 on: 21 May 2011, 12:14:01 »
figures they'd put non-tourney tech on the IIC 2... it looks like a great clan coyote type mech for Olympiad games..

Moonsword

  • Acutus Gladius
  • Global Moderator
  • Colonel
  • *
  • Posts: 16594
  • You interrupted me reading TROs for this?
Re: Respot: 'Mech of the Week: Highlander Family
« Reply #2 on: 21 May 2011, 13:43:05 »
figures they'd put non-tourney tech on the IIC 2... it looks like a great clan coyote type mech for Olympiad games..

There was a lot of non-tournament technology applied in RS3060 Unabridged as well as what appears to be a concerted effort to use the new hardware from Total Warfare so they had more of it out in canon designs since not everyone plays with custom units.  That's the same reason there were so many plasma cannons, for example.  The IIC 2 is not unique in that regard by a long shot and, frankly, I'm not really of the opinion that there was a real, solid improvement made with that variant overall although its capabilities in certain areas are greater.  (Note that improvement wasn't necessarily the point of the design.)  It's not a bad 'Mech to toy around with at all, though, and it's certainly different without losing track of its heritage.

The laser heat sinks are kind of incidental to the performance part of that in my opinion.  Low light fighting apparently isn't that common and the reduced risk of ammunition explosions isn't a bad compensation.  They heavily offend my sense of aesthetics but don't really impact my view of the 'Mech's utility.  I'd rather have standard DHS which don't actually impact BV or cost at all, so it's an easy change to make for a group that wants to play with the 'Mech but not deal with the LHS.

garhkal

  • Lieutenant Colonel
  • *
  • Posts: 6647
Re: Respot: 'Mech of the Week: Highlander Family
« Reply #3 on: 21 May 2011, 14:26:28 »
One of the fave mods i saw for highlanders, was strip out the 6 pack and medium lasers for a pair of streak 4 packs.
It's not who you kill, but how they die!
You can't shoot what you can't see.
You can not dodge it if you don't know it's coming.

A. Lurker

  • Major
  • *
  • Posts: 4641
Re: Respot: 'Mech of the Week: Highlander Family
« Reply #4 on: 21 May 2011, 15:27:55 »
One of the fave mods i saw for highlanders, was strip out the 6 pack and medium lasers for a pair of streak 4 packs.

I don't know, seems to me that that would actually reduce your overall firepower a bit. You're also giving up the ability to use special SRM ammo types and the only energy weapons you carry (their medium lasers are all that those variants that actually use the SRM 6 have in that regard), so you'd be running on pure ammo from that point onward. Is having those eight Streak tubes enough of a benefit to be worth that?

(Also, of course, fan designs belong on the appropriate board, not here. :) )

Ian Sharpe

  • Captain
  • *
  • Posts: 2143
Re: Respot: 'Mech of the Week: Highlander Family
« Reply #5 on: 21 May 2011, 17:12:16 »
The HGN-732 was my first experience with IS2 technology.  I was thrilled when I saw the IIC as it looks so much better in miniature form and doesn't make any stupid 'improvements' nor is it burdened by excessive character.  Don't really care much for the other variants. 

Moonsword

  • Acutus Gladius
  • Global Moderator
  • Colonel
  • *
  • Posts: 16594
  • You interrupted me reading TROs for this?
Re: Respot: 'Mech of the Week: Highlander Family
« Reply #6 on: 21 May 2011, 17:27:52 »
I don't know, seems to me that that would actually reduce your overall firepower a bit. You're also giving up the ability to use special SRM ammo types and the only energy weapons you carry (their medium lasers are all that those variants that actually use the SRM 6 have in that regard), so you'd be running on pure ammo from that point onward. Is having those eight Streak tubes enough of a benefit to be worth that?

Not as far as I'm concerned.

(Also, of course, fan designs belong on the appropriate board, not here. :) )

What he said isn't a problem from what Welshman's said in the past which is why I've stopped being quite so aggressive about commenting on things like that.  Too much more than that is, however.  We just don't have a hard and fast definition on exactly where the cut-off is.

A. Lurker

  • Major
  • *
  • Posts: 4641
Re: Respot: 'Mech of the Week: Highlander Family
« Reply #7 on: 21 May 2011, 18:00:57 »
What he said isn't a problem from what Welshman's said in the past which is why I've stopped being quite so aggressive about commenting on things like that.  Too much more than that is, however.  We just don't have a hard and fast definition on exactly where the cut-off is.

No aggression intended on my part. I just figured a small reminder before the discussion potentially escalated into territory beyond the notional line couldn't hurt.

Moonsword

  • Acutus Gladius
  • Global Moderator
  • Colonel
  • *
  • Posts: 16594
  • You interrupted me reading TROs for this?
Re: Respot: 'Mech of the Week: Highlander Family
« Reply #8 on: 21 May 2011, 18:38:25 »
No aggression intended on my part. I just figured a small reminder before the discussion potentially escalated into territory beyond the notional line couldn't hurt.

No problem.  I'd probably have said something myself if we started heading that way.  I just wasn't sure if you'd seen what Welshman had said on the subject when I did something more aggressive at one point.

Hellraiser

  • Colonel
  • *
  • Posts: 13086
  • Cry Havoc and Unleash the Gods of Fiat.
Re: Respot: 'Mech of the Week: Highlander Family
« Reply #9 on: 22 May 2011, 16:56:21 »
Note to StarCorps: Putting a version of this back into production would be a great move from a marketing perspective, because it's a classic, it's a proven design in a lot of ways, and it's going to sell well.
Given that they make their crazy LFE & HGR models now I don't see it,  BUT,  I'd be just as happy w/ field refit "D" kits of it using 732 chassis.  [drool]
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

glitterboy2098

  • Lieutenant Colonel
  • *
  • Posts: 12028
    • The Temple Grounds - My Roleplaying and History website
Re: Respot: 'Mech of the Week: Highlander Family
« Reply #10 on: 22 May 2011, 17:54:37 »
There was a lot of non-tournament technology applied in RS3060 Unabridged as well as what appears to be a concerted effort to use the new hardware from Total Warfare so they had more of it out in canon designs since not everyone plays with custom units.  That's the same reason there were so many plasma cannons, for example.  The IIC 2 is not unique in that regard by a long shot and, frankly, I'm not really of the opinion that there was a real, solid improvement made with that variant overall although its capabilities in certain areas are greater.  (Note that improvement wasn't necessarily the point of the design.)  It's not a bad 'Mech to toy around with at all, though, and it's certainly different without losing track of its heritage.
i'll agree it's not a big improvement over the baseline IIC model..but as a clan coyote player it's often hard to get good ATM equipped mechs. so many models are either "token ATM configs" with an ATM tacked on, have bizzare mismatches of ATM sizes, or not enough ammo. the highlander IIC 2 has enough ammo slots to use a good mix of ammo, and enough ammo overall to stay in the fight for a while. it's combination of guass weapons and ATM's takes it from a longer range sniper to more all round general duty. if it had regular DHS, i'd probably always use it.

Quote
The laser heat sinks are kind of incidental to the performance part of that in my opinion.  Low light fighting apparently isn't that common and the reduced risk of ammunition explosions isn't a bad compensation.  They heavily offend my sense of aesthetics but don't really impact my view of the 'Mech's utility.  I'd rather have standard DHS which don't actually impact BV or cost at all, so it's an easy change to make for a group that wants to play with the 'Mech but not deal with the LHS.
for non-tourney games, i probably will, once i get a copy of Heavymetal with all the new options.

Wrangler

  • Colonel
  • *
  • Posts: 25030
  • Dang it!
    • Battletech Fanon Wiki
Re: Respot: 'Mech of the Week: Highlander Family
« Reply #11 on: 22 May 2011, 18:25:59 »
Thats was a great and very complete write up Moonsword! 
"Men, fetch the Urbanmechs.  We have an interrogation to attend to." - jklantern
"How do you defeat a Dragau? Shoot the damn thing. Lots." - Jellico 
"No, it's a "Most Awesome Blues Brothers scene Reenactment EVER" waiting to happen." VotW Destrier - Weirdo  
"It's 200 LY to Sian, we got a full load of shells, a half a platoon of Grenadiers, it's exploding outside, and we're wearing flak jackets." VoTW Destrier - Misterpants
-Editor on Battletech Fanon Wiki

Moonsword

  • Acutus Gladius
  • Global Moderator
  • Colonel
  • *
  • Posts: 16594
  • You interrupted me reading TROs for this?
Re: Respot: 'Mech of the Week: Highlander Family
« Reply #12 on: 22 May 2011, 23:28:05 »
i'll agree it's not a big improvement over the baseline IIC model..but as a clan coyote player it's often hard to get good ATM equipped mechs. so many models are either "token ATM configs" with an ATM tacked on, have bizzare mismatches of ATM sizes, or not enough ammo. the highlander IIC 2 has enough ammo slots to use a good mix of ammo, and enough ammo overall to stay in the fight for a while. it's combination of guass weapons and ATM's takes it from a longer range sniper to more all round general duty. if it had regular DHS, i'd probably always use it.

The Highlander IIC isn't a sniper.  It's a mid-range beatstick and it's far less dangerous (especially compared to other Clan assaults) past range 12.  If you want a 90 ton direct-fire sniper, grab a Supernova.

Where the IIC 2 goes wrong is the massive heat load it piles on while simultaneously removing a heat sink.  They didn't really have a choice once they did the armament upgrades since it's crit-packed, which may be part of why the Wolves (who are the only known operators according to the MUL) decided to go with the laser heat sinks to let the pilots get a little more aggressive.

for non-tourney games, i probably will, once i get a copy of Heavymetal with all the new options.

Setting aside the fact that SSW is up to date and more than suffices until Rick gets HMP6 out, I already pointed out that there's no BV change at all.  Literally you just cross out "laser" to write "double" on the sheet for the heat sink in the torso.  That's it.  No cost change, no BV change, nada.

Iron Mongoose

  • Lieutenant
  • *
  • Posts: 1473
  • Don't you know, you're all my very best friends
Re: Respot: 'Mech of the Week: Highlander Family
« Reply #13 on: 22 May 2011, 23:51:20 »
I remember a thread came up a while back that asked if the Highlander IIC was the very best Clan assualt mech.  While the consesus was a resounding no, it was very much agreed that you wouldn't want to get close to one, in any mech.
"For my military knowledge, though I'm plucky and adventury,
Has only been brought down to the beginning of the century..."

Wrangler

  • Colonel
  • *
  • Posts: 25030
  • Dang it!
    • Battletech Fanon Wiki
Re: Respot: 'Mech of the Week: Highlander Family
« Reply #14 on: 23 May 2011, 17:32:31 »
When I saw the Highlander IIC 2, i thought it was adaption to hand the Dark Age era's infantry heavy setting.  It selection of weaponry suggests it to me anyways.
"Men, fetch the Urbanmechs.  We have an interrogation to attend to." - jklantern
"How do you defeat a Dragau? Shoot the damn thing. Lots." - Jellico 
"No, it's a "Most Awesome Blues Brothers scene Reenactment EVER" waiting to happen." VotW Destrier - Weirdo  
"It's 200 LY to Sian, we got a full load of shells, a half a platoon of Grenadiers, it's exploding outside, and we're wearing flak jackets." VoTW Destrier - Misterpants
-Editor on Battletech Fanon Wiki

Diablo48

  • Major
  • *
  • Posts: 4684
Re: Respot: 'Mech of the Week: Highlander Family
« Reply #15 on: 23 May 2011, 22:22:00 »
Speaking of the IIC 2 and its Laser Heat Sinks, did they protect against Plasma Cannon/Inferno hits or just environmental heat?  I am rather iffy on them at the moment, but if they protect against the new proliferation of heat generating weapons they could be valuable enough to offset their drawbacks.


View my design musings or request your own custom ride here.

A. Lurker

  • Major
  • *
  • Posts: 4641
Re: Respot: 'Mech of the Week: Highlander Family
« Reply #16 on: 24 May 2011, 01:56:11 »
Speaking of the IIC 2 and its Laser Heat Sinks, did they protect against Plasma Cannon/Inferno hits or just environmental heat?  I am rather iffy on them at the moment, but if they protect against the new proliferation of heat generating weapons they could be valuable enough to offset their drawbacks.

Laser heat sinks provide a +1 to rolls against heat-induced ammo explosions, no matter the source of said heat. Since at the heat levels where those explosions might happen I'm actually generally more worried about just plain turning into a sitting duck due to MP penalties and/or shutdown, though, and since they also provide excellent target illumination to the enemy in darkness or twilight, I for one like sticking to normal doubles instead. (Sure, at the tabletop less-than-perfect visibility conditions may be rare. In-universe, though, a MechWarrior can never know when he or she will be called on to fight. So, I suppose one could chalk my aversion to LHS up to fluff reasons...after a fashion. ;) )

truetanker

  • Lieutenant Colonel
  • *
  • Posts: 9952
  • Clan Hells Horses 666th Mech. Assualt Cluster
Re: Respot: 'Mech of the Week: Highlander Family
« Reply #17 on: 24 May 2011, 12:12:21 »
Be very surprised to see a IIC 4 armed with a clan made RAC-5 instead of the Gauss. Following the IIC 2 and IIC 3 models.

TT
Khan, Clan Iron Dolphin
Azeroth Pocketverse
That is, if true tanker doesn't beat me to it. He makes truly evil units.Col.Hengist on 31 May 2013
TT, we know you are the master of nasty  O0 ~ Fletch on 22 June 2013
If I'm attacking you, conventional wisom says to bring 3x your force.  I want extra insurance, so I'll bring 4 for every 1 of what you have :D ~ Tai Dai Cultist on 21 April 2016
Me: Would you rather fight my Epithymía Thanátou from the Whispers of Blake?
Nav_Alpha: That THING... that is horrid
~ Nav_Alpha on 10 October 2016

Diplominator

  • Lieutenant
  • *
  • Posts: 1193
  • Tactful Tactician
Re: Respot: 'Mech of the Week: Highlander Family
« Reply #18 on: 24 May 2011, 12:39:54 »
Be very surprised to see a IIC 4 armed with a clan made RAC-5 instead of the Gauss. Following the IIC 2 and IIC 3 models.

TT
Ugh, I hope not. CRACs are inferior to HAGs in almost every way, and HAGs aren't all that great to begin with.

Moonsword

  • Acutus Gladius
  • Global Moderator
  • Colonel
  • *
  • Posts: 16594
  • You interrupted me reading TROs for this?
Re: Respot: 'Mech of the Week: Highlander Family
« Reply #19 on: 24 May 2011, 17:54:40 »
Laser heat sinks provide a +1 to rolls against heat-induced ammo explosions, no matter the source of said heat. Since at the heat levels where those explosions might happen I'm actually generally more worried about just plain turning into a sitting duck due to MP penalties and/or shutdown, though, and since they also provide excellent target illumination to the enemy in darkness or twilight, I for one like sticking to normal doubles instead. (Sure, at the tabletop less-than-perfect visibility conditions may be rare. In-universe, though, a MechWarrior can never know when he or she will be called on to fight. So, I suppose one could chalk my aversion to LHS up to fluff reasons...after a fashion. ;) )

Bingo and agreed although a Highlander IIC is both slow to begin with and jump-mobile, so that part of it bothers me somewhat less than it would on other 'Mechs.  This is still probably part of the reason they were by and large removed on the Night Gyrs to the point we don't actually have current LHS Night Gyr sheets but we know exactly what those Night Gyr stats are.

Ugh, I hope not. CRACs are inferior to HAGs in almost every way, and HAGs aren't all that great to begin with.

HAG/20s really aren't a good idea in my opinion.  HAG/40s may not be especially efficient and they're ammo pigs but the other guy may not be arguing about it when you shoot him.  I can deal with a HAG/20 operationally, though, since it's basically an LRM 20 with some bells and whistles.

Diplominator

  • Lieutenant
  • *
  • Posts: 1193
  • Tactful Tactician
Re: Respot: 'Mech of the Week: Highlander Family
« Reply #20 on: 24 May 2011, 21:18:27 »
HAG/20s really aren't a good idea in my opinion.  HAG/40s may not be especially efficient and they're ammo pigs but the other guy may not be arguing about it when you shoot him.  I can deal with a HAG/20 operationally, though, since it's basically an LRM 20 with some bells and whistles.
I suppose that's a good point. From a design standpoint, HAGs (especially -20s) are much less efficient than LRMs, but once on the field they're useful. It's not like an AC-5 where not only are they design-inefficient because they soak up so much tonnage, but they're also lackluster-damage dealers.  It's just too bad HAGs don't have more to differentiate them from other guns with 5-point clusters. Sure, there's the +2 at short range, but there's the -2 at long and it only takes a ton for LRMs to match it.  They can use targeting computers, but few designs do, and with experimental tech (increasingly common) it only takes LRMs and ton and a half to match that (and exceed the cluster bonus). The flak bonus is very nice, and increasingly relevant, and immunity to AMS is useful, but I think they're still missing something.

I think HAGs need to get some alternative ammo types or something. They gave standard ACs a new lease on life, it could be the same for HAGs. Perhaps they could have standard rounds, denser rounds that are grouped in 8 points, and silver-bullet-style rounds that are grouped in two points. I have no idea what product new technology could be introduced in (maybe Final Reckoning), but HAGs need a niche.

Forgive the digression. That comment started short but then I started thinking and typing at the same time.

Moonsword

  • Acutus Gladius
  • Global Moderator
  • Colonel
  • *
  • Posts: 16594
  • You interrupted me reading TROs for this?
Re: Respot: 'Mech of the Week: Highlander Family
« Reply #21 on: 24 May 2011, 23:06:46 »
I've hit the character limit on a post before.  Trust me, I don't mind long but reasoned and thoughtful discussions.

Personally, I don't really mind the larger mounts.  They're an effective enough weapon and work a lot better on 'Mechs because of something you're forgetting.  Matching a HAG/40 with missiles requires you to mount two LRM 20s, possibly Artemis IV, and a number of additional heat sinks as well as losing flak and not needing AMS.  Granted, the LRMs can fire indirectly and do some pretty evil things with Narc, but c'est la vie.  On tanks, that's not terribly important, but a HAG hit is less likely to completely blow the rear armor on an assault tank on a freak hit, which is useful.  So, efficient or not, I can deal with them and find plenty of ways to use them.   More than that, while I don't like constructing around the HAG/40's prodigious tonnage and ammo needs, I certainly enjoy employing one.  After all, at some point it's all about having fun at the table blowing stuff up.  On that level, the HAG/30 and HAG/40 cut the mustard for me.  On the other hand, there's no accounting for taste, so don't feel obliged to agree with me!   I've been known to express fondness for the Hollander and we all know how well that ends most of the time.

EDIT: While fooling around with a Highlander IIC 2 against a Blood Asp B, I am proud to announce that the outcome of this vitally important Trial was the Chicago Cubs.  More importantly, one bit of advice: yank the second ton of standards for either ER or HE.  If you're not expecting a lot of mid-range combat or feel comfortable letting the ERMLs carry the load right there with either the Streak launcher or a shot of ER to backstop them, go ahead and carry two of both and yank the standards entirely.
« Last Edit: 24 May 2011, 23:32:45 by Moonsword »

Diablo48

  • Major
  • *
  • Posts: 4684
Re: Respot: 'Mech of the Week: Highlander Family
« Reply #22 on: 25 May 2011, 06:08:11 »
Laser heat sinks provide a +1 to rolls against heat-induced ammo explosions, no matter the source of said heat. Since at the heat levels where those explosions might happen I'm actually generally more worried about just plain turning into a sitting duck due to MP penalties and/or shutdown, though, and since they also provide excellent target illumination to the enemy in darkness or twilight, I for one like sticking to normal doubles instead. (Sure, at the tabletop less-than-perfect visibility conditions may be rare. In-universe, though, a MechWarrior can never know when he or she will be called on to fight. So, I suppose one could chalk my aversion to LHS up to fluff reasons...after a fashion. ;) )

That did not answer my question.  I know Laser Heat Sinks provide protection against environmental effects so you will not gain any extra heat from fighting in a desert or loose any extra heat from being immersed in water, so I was wondering if this translated to a protection or immunity to heat-generating weapons as well.

Now, I have done some tinkering with HAGs, and what I have found is that you really have to commit to the weapon more than any other system in the game.  You cannot just tack on a HAG the way you can with a lightweight laser or missile rack due to its enormous bulk and the inefficiency of the lighter guns.  You also really need to think about support and taking advantage of it in all its range bands when you are building the rest of the arsenal because it does grow nicely as it closes so you need a good infighting option, but it still packs too much long ranged punch to ignore so you need some additional long ranged weapons to support it.  Because of this, I would recommend forgetting anything that moves faster than 4/6/X and is below about the middle of the heavy class because they simply do not have the tonnage to devote to this massive weapon system.  I would then start by grabbing the 40 because while it is an ammo hog, the weapon is massive enough that it takes proportionally less mass than LRMs for a given number of shots and the extra efficiency of the larger weapon gives you more firepower per ton.  I would strongly suggest not to skimp on ammo because investing in 18 shots is not that cripplingly heavy even for the 40 and gives you the flexibility to chase long odds without too much concern, something that will keep your opponent's fast movers wary because one lucky hit will strip enormous amounts of armor and likely force a PSR in the process.  This weapon then needs to be supported by long range, high heat weapons like ERLLs or ERPPCs with shorter ranged weapons like ERMLs, MPLs, or HMLs to let you pick up some extra damage in close with bracket fire.  It also helps to mate a TC to the package to take advantage of the ability of the HAG to stack the flack and TC bonuses because while the HAG is a big, scary weapon it actually helps to generalize the 'Mech by giving it a hammer to swat aircraft with and a critseeker to tear open vehicles in addition to its massive damage output.

I have posted a few designs that I think use HAGs well even if I did not bother actually naming them unless you count "HAG Test" as a name, so I will post links to them if anyone wants to see them.  The first one moves 4/6/4 and is about as straightforward as it gets:

http://www.classicbattletech.com/forums/index.php/topic,253.msg86271.html#msg86271

The second was an experiment to see if I could get up to 5/8 that I think worked well enough even if I did have to limit myself to a HAG 30 to fit everything in:

http://www.classicbattletech.com/forums/index.php/topic,253.msg91072.html#msg91072

And the third combines it with FL armor because everything is better when it refuses to die:

http://www.classicbattletech.com/forums/index.php/topic,253.msg116332.html#msg116332


View my design musings or request your own custom ride here.

A. Lurker

  • Major
  • *
  • Posts: 4641
Re: Respot: 'Mech of the Week: Highlander Family
« Reply #23 on: 25 May 2011, 10:03:11 »
That did not answer my question.  I know Laser Heat Sinks provide protection against environmental effects so you will not gain any extra heat from fighting in a desert or loose any extra heat from being immersed in water, so I was wondering if this translated to a protection or immunity to heat-generating weapons as well.

Actually, I did answer your question. Laser heat sinks function as double heat sinks that provide +1 to rolls against heat-induced ammo explosions and reduce or eliminate the night or dusk modifiers when targeting the 'Mech using them depending on its heat level.

And that's already all they do, as far as I'm aware. The MaxTech LHS bit of text about being unaffected by immersion in water or environmental conditions (which I honestly didn't even remember until I looked them up again in an attempt to figure out what you could be going on about) appears to have been quietly dropped from their TacOps version, so barring errata it doesn't apply any more.

truetanker

  • Lieutenant Colonel
  • *
  • Posts: 9952
  • Clan Hells Horses 666th Mech. Assualt Cluster
Re: Respot: 'Mech of the Week: Highlander Family
« Reply #24 on: 25 May 2011, 10:11:25 »
Funny thing is, I don't mind the Highlander IIC 2 or even the IIC 3. Heck, I have a AU Clan in my sigbar that uses a Highlander IIC variant with twin firing UAC/5s. Custom unit that works well.

TT
Khan, Clan Iron Dolphin
Azeroth Pocketverse
That is, if true tanker doesn't beat me to it. He makes truly evil units.Col.Hengist on 31 May 2013
TT, we know you are the master of nasty  O0 ~ Fletch on 22 June 2013
If I'm attacking you, conventional wisom says to bring 3x your force.  I want extra insurance, so I'll bring 4 for every 1 of what you have :D ~ Tai Dai Cultist on 21 April 2016
Me: Would you rather fight my Epithymía Thanátou from the Whispers of Blake?
Nav_Alpha: That THING... that is horrid
~ Nav_Alpha on 10 October 2016

Diablo48

  • Major
  • *
  • Posts: 4684
Re: Respot: 'Mech of the Week: Highlander Family
« Reply #25 on: 25 May 2011, 19:11:46 »
Actually, I did answer your question. Laser heat sinks function as double heat sinks that provide +1 to rolls against heat-induced ammo explosions and reduce or eliminate the night or dusk modifiers when targeting the 'Mech using them depending on its heat level.

And that's already all they do, as far as I'm aware. The MaxTech LHS bit of text about being unaffected by immersion in water or environmental conditions (which I honestly didn't even remember until I looked them up again in an attempt to figure out what you could be going on about) appears to have been quietly dropped from their TacOps version, so barring errata it doesn't apply any more.

No, my question was about the environmental conditions which I forgot was removed, so the second paragraph answers my question by pointing out that it is irrelevant under the current rules.


View my design musings or request your own custom ride here.

Kamov

  • Warrant Officer
  • *
  • Posts: 425
  • It's time to end this ones and for all
Re: Respot: 'Mech of the Week: Highlander Family
« Reply #26 on: 27 May 2011, 17:06:57 »
As much as the Highlander is a brutal weapon of war, it's still capable of a bit of grace and maneuver in the hands of a good pilot, and that, combined with the durability and firepower, is what really makes it stand out.


I love this quote.  Sums up my feelings on the Highlander perfectly.
(The above writing is entirely my opinion based upon my own incomplete knowledge of life, the universe, and everything beyond it and should be taken as such although I don't want to tell you what to do, because that's your right and your freedom to choose your own opinions and ablah blah blah legalese etc etc)

chanman

  • Major
  • *
  • Posts: 3918
  • Architect of suffering
Re: Respot: 'Mech of the Week: Highlander Family
« Reply #27 on: 31 May 2011, 02:51:00 »
Hey Moonsword, remember that Megamek lance-on-lance on Desert Mesa where I hid a Highlander in a level 3 pit only to jump inside your Awesome's short range while you were wondering where my last mech was? Yeah, thems were good times.  ;)

Empyrus

  • Lieutenant Colonel
  • *
  • Posts: 9121
Re: Respot: 'Mech of the Week: Highlander Family
« Reply #28 on: 13 August 2016, 07:45:31 »
Apparently HGN-694 appeared after this thread (also, typo in the thread name, "Respot").

It is seemingly based on the MechWarrior IV IS 'Mech Pack version.
It uses a Light Fusion Engine and Endo-Steel, removes the jump jets and all weapons except the Gauss Rifle to fit a Heavy Gauss Rifle with four tons of ammo and twin Large Lasers.
Seems pretty brutal but lack of jump jets makes it a more conventional assault 'Mech.
Any thoughts on the thing?

Weirdo

  • Painter of Borth the Magic Puma
  • Catalyst Demo Team
  • Major General
  • *
  • Posts: 40836
  • We can do it. We have to.
    • Christina Dickinson Writes
Re: Respot: 'Mech of the Week: Highlander Family
« Reply #29 on: 13 August 2016, 14:59:21 »
Where is it published?
My wife writes books
"Thanks to Megamek, I can finally play BattleTech the way it was meant to be played--pantsless!"   -Neko Bijin
"...finally, giant space panties don't seem so strange." - Whistler
"Damn you, Weirdo... Damn you for being right!" - Paul
"...I was this many years old when I found out that licking a touchscreen in excitement is a bad idea." - JadeHellbringer
"We are the tribal elders. Weirdo is the mushroom specialist." - Worktroll

 

Register