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Kintaros Vs Shadowhawks


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#21 Bishop Steiner

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Posted 08 November 2013 - 06:58 PM

View Postoperator0, on 08 November 2013 - 06:51 PM, said:



Fool.

One TAG and your precious ECM is useless. I run a TAG on my StreakTaro. ECM light packs do not effect me. Also, I don't need JJ, because I'm not going to be stupid enough to follow a light back to the rest of his team. Stay with my group and fend off lights first, brawl second. That's the name of the game.

Also, while SSRMs wont kill anything fast, they do have great DPS. I have had a few PUG games where the StreakTaro is the difference between losing and winning. It can strip armor relatively quickly. They also seem to tank damage well, as good as a Shad in that regard.

As for "waste of tonnage", I have seen a few StreakTaros running in 12 man team practice drops. I don't believe they will go away even if they are situational, which is saying something considering that most other mechs aren't viable at all in 12 man competition drops.

lol- Cool so IF you can maintain your TAG you can shoot 1 of them. Have fun with that.

#22 operator0

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Posted 08 November 2013 - 08:54 PM

View PostBishop Steiner, on 08 November 2013 - 06:58 PM, said:

lol- Cool so IF you can maintain your TAG you can shoot 1 of them. Have fun with that.



I don't understand why people have such a hard time maintaining TAG...especially up close? Sure that light is fast, but a StreakTaro is fast too. And, isn't attacking one mech until it's dead the preferred method in MWO?

The fact of the matter is this...nothing in the game kills lights as effectively as a StreakTaro running BAP and TAG. Not one single mech does it better. And, the StreakTaro isn't a bad brawler.

#23 RickySpanish

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Posted 09 November 2013 - 12:22 AM

View PostBishop Steiner, on 08 November 2013 - 12:14 PM, said:

depends on style. The KNT can carry 5 SSRM and 2 larges pretty easy. The Shad can do similar, but IMO ignoring the AC is silly on a SHD. I find Light Hunting a good recipe for disaster, as good lights will simply draw you off, ambush and wolfpack you. No amount of streaks matter then. The SHAD though, with a slightly smaller engine, and 4 SSRM, 2 Mediums and either a UAC or LBX is a great Light Defender, staying with the unit and beating the Lights off as they come.


I find that the best variant for beating off lights is the 2H as it has a spare hand that does the job marvelously, and with 3 ballistic slots, it sprays as good as it gets.

Edited by RickySpanish, 09 November 2013 - 12:24 AM.


#24 Spheroid

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Posted 09 November 2013 - 01:30 AM

View PostBishop Steiner, on 08 November 2013 - 06:58 PM, said:

lol- Cool so IF you can maintain your TAG you can shoot 1 of them. Have fun with that.

TAG lock lingers slightly it's not like you need constant painting. Also you can fire streaks after entering an ECM field(occasionally) depending on how close the reload timing occurs.

Edited by Spheroid, 09 November 2013 - 10:07 AM.


#25 Samziel

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Posted 09 November 2013 - 03:45 AM

View Postoperator0, on 08 November 2013 - 06:51 PM, said:



Fool.

One TAG and your precious ECM is useless. I run a TAG on my StreakTaro. ECM light packs do not effect me. Also, I don't need JJ, because I'm not going to be stupid enough to follow a light back to the rest of his team. Stay with my group and fend off lights first, brawl second. That's the name of the game.

Also, while SSRMs wont kill anything fast, they do have great DPS. I have had a few PUG games where the StreakTaro is the difference between losing and winning. It can strip armor relatively quickly. They also seem to tank damage well, as good as a Shad in that regard.

As for "waste of tonnage", I have seen a few StreakTaros running in 12 man team practice drops. I don't believe they will go away even if they are situational, which is saying something considering that most other mechs aren't viable at all in 12 man competition drops.

And after Shadowhawk came I really haven't seen Kintaros around in 12 man drops. They simply excel better in everything.

I play 12 man drops every wednesday, thursday and sunday.

#26 xengk

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Posted 09 November 2013 - 04:28 AM

I have 3 KT and 3 SDH mastered.
They fit into different ecology, with some overlap for a couple variant.

KT with their higher engine rating and missile tubes are good as Light Hunter/Interceptor, fast LRMboat, Streak/LRM5 rocker, and drive-by-shooting mech.

SDH with access to Ballistic give them higher DPS, the JJ give greatly improve maneuverability, making them more suited as Brawler Support, or be a Brawler themselves.

#27 operator0

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Posted 09 November 2013 - 06:57 AM

View PostSamziel, on 09 November 2013 - 03:45 AM, said:

And after Shadowhawk came I really haven't seen Kintaros around in 12 man drops. They simply excel better in everything.

I play 12 man drops every wednesday, thursday and sunday.



I do believe that the 2D2 has a more prominent place in a 12 man drop as a light hunter/Jack-of-all-trades mech. However, it's a mistake to dismiss the KTO-18 from your drop deck altogether. Occasionally you may need the slightly superior light hunting ability.

The point is that the Kintaro is far from a {Scrap} mech. Is it as good as a Shad? Not in most aspects. But it does one thing better than any other mech in the game right now...kill lights. That makes it a viable mech in PUG and 12 man drops. I certainly wont fault anyone for buying a Kintaro..unless it's the GB.

Edited by operator0, 09 November 2013 - 07:09 AM.


#28 Samziel

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Posted 09 November 2013 - 10:04 AM

View Postoperator0, on 09 November 2013 - 06:57 AM, said:



I do believe that the 2D2 has a more prominent place in a 12 man drop as a light hunter/Jack-of-all-trades mech. However, it's a mistake to dismiss the KTO-18 from your drop deck altogether. Occasionally you may need the slightly superior light hunting ability.

The point is that the Kintaro is far from a {Scrap} mech. Is it as good as a Shad? Not in most aspects. But it does one thing better than any other mech in the game right now...kill lights. That makes it a viable mech in PUG and 12 man drops. I certainly wont fault anyone for buying a Kintaro..unless it's the GB.

I disagree. Kintaro only brings 2 missiles more into the battle. It doesn't counter the fact that you can escape one by simply jumping somewhere a Kintaro cannot follow, or simply gives enough time for you to get out of range of streaks.

Now again, a Shadowhawk can follow a jumping light EVERYWHERE!

#29 Spheroid

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Posted 09 November 2013 - 10:16 AM

Are people constantly dropping on canyon? 99% of matches don't require jumping to get into active combat areas.

Edited by Spheroid, 09 November 2013 - 10:22 AM.


#30 Bishop Steiner

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Posted 09 November 2013 - 10:46 AM

View PostSpheroid, on 09 November 2013 - 10:16 AM, said:

Are people constantly dropping on canyon? 99% of matches don't require jumping to get into active combat areas.

no, but in 99% of them you can use JJs to break pursuit or find superior firing vantages.

#31 operator0

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Posted 09 November 2013 - 11:26 AM

View PostSamziel, on 09 November 2013 - 10:04 AM, said:

I disagree. Kintaro only brings 2 missiles more into the battle. It doesn't counter the fact that you can escape one by simply jumping somewhere a Kintaro cannot follow, or simply gives enough time for you to get out of range of streaks.

Now again, a Shadowhawk can follow a jumping light EVERYWHERE!



I have messed around with various 2D2 builds. In order to use that ballistic slot and have 4 SSRMs, you must sacrifice speed. If you intend to run as fast as a KTO-18, then you are left with a lackluster version of the StreakTaro. Even with JJ, the 2D2 with ballistic can't pursue lights as well as a StreakTaro...not that I encourage players to pursue lights. More importantly, it gives up a lot of turning and torso twist speed to the StreakTaro, essential attributes when fighting lights...more so than JJ in my opinion.

Again, nothing in the game kills lights better than the StreakTaro.

Edited by operator0, 09 November 2013 - 11:47 AM.


#32 Bishop Steiner

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Posted 09 November 2013 - 11:29 AM

View Postoperator0, on 09 November 2013 - 11:26 AM, said:



I have messed around with various 2D2 builds. In order to use that ballistic slot and have 4 SSRMs, you must sacrifice speed. If you intend to run as fast as a KTO-18, then you are left with a lackluster version of the StreakTaro. Even with JJ, the 2D2 with ballistic can't peruse lights as well as a StreakTaro...not that I encourage players to peruse lights. More importantly, it gives up a lot of turning and torso twist speed to the StreakTaro, essential attributes when fighting lights...more so than JJ in my opinion.

Again, nothing in the game kills lights better than the StreakTaro.

feather your JJS and you can turn faster than a Taro, or most other mechs. Jenner Piloting 101. Both have their place, but the Taro is basically an overspecialized one trick pony with the current state of missiles.

That said, people should pilot what THEY have more fun it. Usually you will do better in it, no matter what Smurfy says.

#33 Christof Romulus

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Posted 09 November 2013 - 12:05 PM

I think that we're going to still see the Kintaro, simply because it's established already as a pretty solid light hunter.

Is there a reason to pick up a Kintaro after the Shadowhawk becomes public to the world? Not a terribly good one, but there isn't really anything WRONG with it either.

The real problem is the Hunchback - the Shadowhawk does EVERYTHING the hunchback does, even mimicking the high-mounted ballistic hard point, but has jump jets and 5 more tons, and everything the Hunchback doesn't (missile hardpoints etc.).

#34 Bobdolemite

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Posted 09 November 2013 - 12:34 PM

I am one of those people that for whatever reason has to have at least 1-2 of every mech chassis in the game. That being said I agree with others here that the Shadowhawk and the Kintaro have different roles on the battlefield.

The Kintaro is short and squat, making cover relatively easy to find. Its the fastest of all my mediums (save the cicada) this coupled with 4-5 missile hardpoints makes it an excellent light killer / support mech. I tend to stick with the bulk of the team and chase off lights that get too close, or put a quick and violent end to caps and light flanks.

With LRM 5's the Kintaro can be an effective fast long range support mech, with srms and auspicious piloting it can be an effective flanker, its most suitable role though IMO is light defense and ambush predator.

The Shadowhawk on the other hand is very tall and has high ballistic hardpoints and JJ's this places it firmly into the role of medium range support / sniper / poptart for me. In the SHD I consider my main weapon to be the AC while the lasers and missiles are backup weapons.

The shadowhawk is good at chasing away lights but this IMO is second to its main role as sniper. For me Shadowhawks are used to harass Assaults / heavies, the speed is best for getting into and out of prime shooting spots without too much exposure.

That being said the Shadowhawk can be good for many things, its a very versatile mech. The Kintaro on the other hand is a 1-2 trick pony, but IMO it does those things (light hunting, cleanup duty) better than any other medium I own.

I say get em both, stick to what the Kintaro does well and you wont be disappointed.

#35 Murphy7

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Posted 09 November 2013 - 01:10 PM

View PostAppogee, on 08 November 2013 - 12:11 PM, said:

I'm quite partial to Light hunting. But SHK-2D2 does that role just as well as the Kintaro, doesn't it?[/size]

I didn't buy the Saber package because I couldn't conceive of any need for a further two Mediums without JumpJets and without any hardpoints in the left arm.


Um, both the Wolverine and Griffin are jump capable.

That left arm thing, well, ymmv.

I had hoped in vain that the 2N variant of the Griffin would make it in game, but alas not.

#36 Carrioncrows

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Posted 09 November 2013 - 01:18 PM

Kinda hoping the ECm would be a saving grace on the griffin but honestly the wolverine i think will beat it on looks alone, let alone hardpoints.

#37 Appogee

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Posted 09 November 2013 - 01:50 PM

View PostMurphy7, on 09 November 2013 - 01:10 PM, said:

Um, both the Wolverine and Griffin are jump capable.

Hmm, so they are.

Now I'm wavering about the Saber.Package. But still, $5 each for the Mechs - without any Premium Time or other incentives - doesn't seem like all that good value.

#38 Carrioncrows

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Posted 09 November 2013 - 03:25 PM

View PostAppogee, on 09 November 2013 - 01:50 PM, said:

[/size]
Hmm, so they are.

Now I'm wavering about the Saber.Package. But still, $5 each for the Mechs - without any Premium Time or other incentives - doesn't seem like all that good value.


It's a good value for 2 reasons

2 hero mechs, and the 2 hero mechs with the arguable best variants. The Wolverine 6R is the best of the wolverines and features the only mech in the saber package to have ballistics which means I am going to get a lot of milliage out of it, the fact that's it's a hero mech is just cherry.

The Griffin has 7 jumpers which is going to make it a phenomenal high mobility fighter. Putting 1 ppc, 2 meds and a couple of lrms, srms or streaks is going to make it the premiere hit and run mech and or light chaser.

Mostly though is that I don't want to have to wait 3 months before I get to play them. =)

#39 Bishop Steiner

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Posted 09 November 2013 - 08:46 PM

View PostCarrioncrows, on 09 November 2013 - 01:18 PM, said:

Kinda hoping the ECm would be a saving grace on the griffin but honestly the wolverine i think will beat it on looks alone, let alone hardpoints.

eh, I'm the other way, I love the old school industrial look of the Griff. Just not in love with the probable hardpoints.





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