I will be working on some more builds using different engines - but for now these are some quick fix mods for people that want to get the highlander and can't afford a new engine.
This looks like a superior Heavy/Assault hunter. The Large Lasers allow you to work the biggies at range as you close The AC/20 and SRM6+A allow you to concentrate firepower on their CTs (or limbs if need be) once you've closed. Effective! Not something I would want to take against lights but Heavies and Assaults should fear you!
I've been working on the 733-C since it's release and your build is quite similar to one of those I played a bit. It deals a lot...no, A LOT of damage, but the Mech also runs pretty hot with this loadout. As much as I want it to work, getting a shut down amidst a heavy brawl spells death sentence on you.
Reducing one of the SRM6's to 4 will allow for the extra ton of ammo and a bit better ammo conservation with only a minimal reduction in damage.
Ok, this is 1 of my fav highlander brawler type.. My weapon group loadout.. Wpn Grp 1: 2LL Wpn Grp 2: AC20 & 3 SRM6* Again, i always love to grp my ACs with SRM6 to unleashed directly at enemy face as i treat SRM6 is a kind of ballistic weapon.. So far, i have take down at least 4 heavy mechs per battle in close range brawler..
I want to like this but without Jump Jets you're really not playing Highlander to its full potential. Its by far the most maneuverable assault mech and can out turn even mediums with a good jump spin. Without it this is essentially a DDC Atlas without ECM and a chunk of armor. I would personally just go medium lasers for less heat, 8 less damage and add 4 JJ.
Jump jets are good for a lot more than poptarting. They get you to the fight in a hurry up cliffs in tourmaline and over buildings in x city. I play the build Fherot suggested, which has even less range than yours, and the Jjs are what lets me get to that range, since going over flat ground you end up dead before you fire a shot.
I too tried on Fherot and it does not do much damage in terms of close range brawler, worse got killed a few times in mid-air by light snipers while JJing to a higher ground or making a emergency turn. I will suggest those who not in JJ can stick to my loadout which dish out decent damages.
I ran this build pre-patch, and since the SRM buff it has been ridiculously successful. I've found SRM6's to be less effective than SRM4's without adding Artemis. The tighter spread on the 4's and weight/slots savings net you AMS and 1 jump jet for mobility. 2 tons of SRM ammo seems to be the bare minimum, but a ton of AC20 can be swapped for additional ton of SRM if it suits your play style better. Hard to argue with this:
... As said earlier, this is basically a worse D-DC. There's really no point to this 'mech without JJ's.
The way I group my weapons are as follows. Weapon 1: AC/20 Weapon 2: 2xLL Chainfire Weapon 3: 3xSRM6. On my second game testing I got 550 damage and 6 assists. You could put JJs in but you would probably have to use a XL or downgrade some of the weapons. Either options is not wise.