Guess what folks?!?!?! That's right! My FunTimes Lite from the HGN-733P can also be slapped on to the HGN-732 (minus the TAG); which means if you are grinding through Highlanders and are used to using my 733P FunTimes Lite build then you can just throw that bad boy on here and not spend a single extra credit beyond the basic cost of the mech! Talk about convenience! Talk about efficient! Talk about AWESOME!!!!! Well, not an Awesome but you get the idea! Cha Ching!!!! hear:
Nothin' beats a versatile build that can be put on more than one variant of a 'mech, allowing various players who may or may not have the original designed variant available.
I am just starting to use the Highlander, I really suck as an Assault pilot...no joke. Anyway, I'm sure I'll get better and will eventually have to Grind out these other chassies so, thank you Michael for making my job that much easier. Hey, if yer any good with these things you should do me a solid and make a video of how not to die in an Assault 'Mech...I've no trouble being very killy in 'em, I just can't stay alive! Myth.
I like this build, even if only partially finished due to fundage issues. Once complete it will be sweet.
Updated this build sheet with the changes that were done on the 733P Fun Times Lite (minus the TAG since you don't have that extra energy slot). - Stripped JJ - Stripped DHS - Added AMS + 1 ton ammo - Added CASE - Maxed leg armor Sadly there is still .5 tons left over. Booooooo but I can't shoe horn anything else on here except for maybe ammo or something. I kept 1 ton of SRM ammo in the head incase your LT gets nuked you still have at least SOMETHING to fire away with in your remaining SRM6
Here is my attempt at replicating the FTL build for my HGN-733, now that Gauss is no longer an option. Since I only got 2 E-Slots I'm down to 2 LLAS, on the other hand I got 4 SRMs - 2x SRM6, 2x SRM4. Why ? In order to save slots. However: I kept 1 JJ - there are enough maps where you seem to get stuck on that little pebble in the middle of the road if you're in a Heavy or Assault Mech, with the new terrain rules in place. And I moved that extra ton of SRM from the head to the leg. I think the ammo in the head is used first, so keeping it there in case your torso gets blown up doesn't seem to work out: Either you already used the head-ammo first, or (if you get shot up early) you'll loose your torso and everything attached, like every SRM - no need for that ammo then. Since it doesn't seem to matter I prefer to keep the AMS ammo in the head - that way, I can still intercept missiles even if my leg gets shot up (which for this mech means an approximate 2-3% loss in speed and agility ;P or so it feels). I'm somewhat undecided on the BAP - the range bonus isn't important, but I like the eccm capability against lights. Now I'm off to test my theorycraft on some maps