Hollander II
Hollander II | ||
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Class: | Medium Mech | |
Faction: | Inner Sphere | |
Ticket cost: | 5 upon destruction | |
Tier: | 3 | |
Speed: | 86.4 km/h (120 km/h with MASC) | |
Torso yaw: | 360° | |
Torso pitch: | -34° to +55° while standing -34° to +64° while crouching | |
Variant Armament | ||
Variant | Weapons | Equipment |
Prime: Price: 55 300 CBills Total armor: 35 568 Engine Size: |
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A: Price: 60 500 CBills Total armor: 31 972 Engine Size: |
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B: Price: 54 000 CBills Total armor: 35 568 Engine Size: |
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C: Price: 62 750 CBills Total armor: 35 568 Engine Size: |
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D: Price: 54 750 CBills Total armor: 33 769 Engine Size: |
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E: Price: 55 350 CBills Total armor: 31 972 Engine Size: |
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F: Price: 56 800 CBills Total armor: 33 769 Engine Size: |
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G: Price: 53 300 CBills Total armor: 35 568 Engine Size: |
All stats current as of release 0.15.3
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The Hollander II is an Inner Sphere Medium Mech well known for its powerful weaponry and gangly appearance. The Hollander II has relatively light Armor for a Medium Mech, and is not particularly speedy or maneuverable; it makes up for this by mounting some of the most damaging weaponry in MWLL. Hollander IIs tend to stick to the same basic design: one large, powerful weapon mounted on the Right Torso, and smaller, weaker weapons mounted on the Left and Right Arms. The Hollander II does have a couple of glaring weaknesses: both the Cockpit and its main weapon are very visible atop the Center Torso, making it fairly easy to either kill the Pilot or disable the weapon. The Hollander's spotlight is mounted directly above the cockpit. Turning on the spotlight can partially blind the pilot due to glare and the light reflecting off of fog.
One of the obvious methods for defeating this Mech is to destroy the right torso of the Mech, thus removing the vast majority of this Mech's firepower. Additionally, one in combat with this Mech may choose to destroy the Left Torso. Although this section does not mount weaponry to remove, it is less armored, and therefore easier to blow away.
Contents
Roles and Gameplay Hints
Prime
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The Prime variant mounts 1 Gauss as its main weapon, and supports that with 2 ERMBLs, giving it a respectable long-range punch. It lacks any close-range firepower to deter Battle Armor and brawling Light Mechs so a prudent Mechwarrior should try to keep his foes at long range. Care must be taken to protect both the Gauss and Cockpit, as they are both very vulnerable. However, because the Gauss is positioned on the highest point of the Mech, it allows the majority of the Mech to remain in cover when poptarting which the Prime excels at due to its improved jump jets. Furthermore, each gauss shot can be carefully placed with pinpoint accuracy using the Prime's enhanced optics.
Variant A
The Hollander II A mounts a single HGauss as its main weapon, and supports this with 4 SBLs and a MASC system. This gives the A variant absolutely fearsome firepower at close to medium range, and allows it to close at unexpectedly quick speeds. This is balanced with low ammo capacity and a long refire rate for the HGauss, limiting its effective time in the field. Extra care must be given to protecting the HGauss, as that is this variant's primary means of defending itself. This variant is extremely susceptible to spontaneously exploding when the Gauss Rifle is destroyed, due to overloading causing additional damage to neighbor sections.
Variant B
The B variant is a pure brawler. Its massive UAC20 is capable of dealing heavy damage to targets up to 350m away while its 4 small pulse lasers are effective to 250m. The B variant is best used as a brawler, quickly jumping into battle with its improved jump jets, and dealing high DPS with the UAC20 supported by its pulse lasers. An extra 2 free tons allows it to remain in combat for a long time. Alas only having 2 heat sinks causes mechwarriors to struggle with the B's combined weapon and jump jet heat output. Equipped with only close-ranged weaponry means that at range, the Hollander II B is defenseless. Its large autocannon sitting on its right shoulder is also relatively easy to hit, so Mechwarriors should try torso twisting away from enemies to distribute damage.
Variant C
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The Hollander II C mounts as its main weapon a RAC5, and supports this with 2 UAC2s. This loadout is extremely good at shredding Light Vehicles and Mechs, as well as hosing down any enemy air units that come in range. Coupled with Eoptics, the C variant makes a very effective early-game AA platform, and carries enough extra ammo for extended field time. It falters significantly against mechs of a similar or greater weight class, as its weapons simply cannot deal enough damage in time to heavier armor. Care must be taken to monitor its rapid fire arsenal, as jamming and overheating can bring its barrage of shells to an abrupt and dangerous end.
Variant D
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Variant E
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Variant F
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Variant G
Essentially a poor man's Bushwacker Prime, this Hollander carries an HVAC10 in the right torso mount, with two ERMBLs in the arms for backup. Its ranged firepower is fairly lackluster compared to many other 'Mechs in its price category; the variant's main saving grace is its GECM and improved Jump Jets, allowing this Hollander to sit high up on a hill and empty its generous ammo bins into any hostiles in the vicinity.
Canon
The closest thing to the Hollander II in Battletech is the Hollander model BZK-F5, which carries a Gauss Rifle, a single Medium Laser, and a Streak SRM 2. There is also no mention of Jump Jets.