![]() Jumpjets are the big thing for the Highlander, which is one of the two IS assaults capable of jumping at all. I’d say the HGN-733 is the next best after that, with the Heavy Metal coming in shortly behind and the HGN-733P bringing up the rear. Our third variant to round out the chassis is going to be the HGN-733C – for a few months it was the best mech in the game, but now it’s just woefully inadequate when compared to alternatives like the Banshee and Mauler. Pretty good quirks actually, but the loss of crazy armor does make it the less favored choice. Next up is going to be the regular HGN-732, which sacrifices those defensive quirks for additional offensive ones and a speed quirk. The top Highlander variant is easily the HGN-732B – it is, in most respects, identical to the original HGN-732, but has crazy defensive quirks that make it the tankiest mech in the game, by the numbers. Sadly, its status as best mech has faltered with age, but it remains viable to this day as one of the better IS mechs. The Highlander has been my absolute favorite since MechCommander 2, and when it ended up being an actually amazing mech in MWO (when it was released at any rate) I was pleased beyond measure. For the conquest of Terra, Clan Wolf created a BattleMech, the Amarok, with a defense system specifically designed to counter and deflect DFA attacks.I hate when people ask what my favorite mechs are – everyone knows that there can be only one. The Northwind Highlanders were specialized in this type of attack.ĭuring the Dark Age, Clan Jade Falcon's followers of the Mongol Doctrine chose DFA as one of their main tactics. In fact, the Highlander was redesigned specially to perform it. When performed by a Highlander BattleMech (or possibly any assault class 'Mech), this attack is sometimes referred to as a " Highlander Burial", because a light 'Mech is crushed and literally buried into the earth by the Highlander's impact. The problem was solved when the designers replaced the stress bars along the actuator paths with monomolecular stress-resistant material, and by 2610 nearly all light 'Mechs had been updated with this fix. The end result was that, after just one or two good jump-kicks, a 'Mech's lower leg assemblies would actually be torn off from their bodies, leaving them dangerously immobilized particularly the Wasp suffered from this. While gaining some popularity among light 'Mech pilots, the designers had never foreseen this use of their 'Mechs and so had never built the machines around this function. Searching for a way to inflict greater damage on their opponents, these pilots began using their jump jets to launch their 'Mechs into the air and smashing their legs into the enemy's head or chest in what was then dubbed the Jump-Kick maneuver. As the war got underway, light and medium 'Mech pilots often found themselves confronted by heavier opponents against whom their standard weapon payloads were insufficient. It was pioneered by BattleMechs like the Wasp during the Reunification War. History ĭeath from Above seems to be as old as jump jets, first fielded on the Wasp which entered service in 2464. ![]() Many MechWarriors consider this tactic reckless, but admit it gives a strong advantage to BattleMechs equipped with jump jets. It cannot be performed by 'Mechs without jump jets. Although the details differ depending on the overall ruleset, Death from Above is invariably a risky and difficult maneuver that inflicts a great deal of damage to the target but usually also some damage to the attacker. ![]()
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