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Shd-2D In Today's Game


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#1 DustySkunk

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Posted 05 June 2015 - 12:03 PM

So I've had this Shawk (SHD-2D) sitting in my stable for months and have never touched it. I'm feeling the need to do something with the old girl and quite frankly, I'm having trouble putting something viable together. Most build threads I've come across are from the days where poptarts reigned supreme. <_<

My other three staple mediums are Centurions, Hunchbacks and Enforcers, which I tend to play as fast skirmishers/brawlers. I'd like some feedback as to what working for people these days.... one final thing: please don't suggest LRM builds. Thanks a bunch in advance.

Edited by DustySkunk, 05 June 2015 - 12:29 PM.


#2 Saint Atlas and the Commando Elf

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Posted 05 June 2015 - 12:28 PM

I use this one here, if i use it at all:

http://mwo.smurfy-ne...9e270e55d4dd96f

I remember vaguely that I used a 300XL when levelling that mech. With Speed Tweak I downgraded to 280XL and more Heatsinks.

it works out okay. But the Chassis itself has a hard time against newer and quirkier Mechs.

Edited by Sthtopokeon, 05 June 2015 - 12:30 PM.


#3 DustySkunk

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Posted 05 June 2015 - 03:04 PM

View PostSthtopokeon, on 05 June 2015 - 12:28 PM, said:

I use this one here, if i use it at all:

http://mwo.smurfy-ne...9e270e55d4dd96f

I remember vaguely that I used a 300XL when levelling that mech. With Speed Tweak I downgraded to 280XL and more Heatsinks.

it works out okay. But the Chassis itself has a hard time against newer and quirkier Mechs.



Thanks for the build. I just tried it out and it plays like a slower Enforcer but with more punch... I like it!

Maybe during the next quirk pass these guys will get a little love. You almost never see them anymore

#4 PeeWrinkle

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Posted 05 June 2015 - 03:22 PM

This is how I ran my 2D back in the day. It worked great. I also did it with 2SRM2's instead of 1 srm 4. I also ran a 3ML variant, but I only put a STD 260 in that one and shaved half a ton of armor. I guess I could have done a 255 instead. I also had a version with 4 tons of AC20 Ammo.

Not sure how it would do with the quirks now though.

Edit: also had a STD260 version just like the link above, but with one jump jet. almost forgot about that! LOL

Edited by PeeWrinkle, 05 June 2015 - 03:29 PM.


#5 Nullmancer

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Posted 05 June 2015 - 08:23 PM

View PostSthtopokeon, on 05 June 2015 - 12:28 PM, said:

I use this one here, if i use it at all:

http://mwo.smurfy-ne...9e270e55d4dd96f...


My current 2D loadout is very much like Sthto's but with one less med laser and more ammo. It performed pretty good before quirks, still kinda decent today and has always been a solid performer. The SRM 'cannon' is quite nice with all the hardpoints clustered relatively close together. The 2D2 does the cannon better with the extra missile hardpoint however.

My 2D2 was nearly the same build with 2x SRM 2's over the third SRM 4 and had an amusing rapid fire thing going on, but gained serious heat issues. Eventually I sold the 2D2 as I preferred the build on the 2D.


I find the SHD can still perform well without quirks, the high mounted hardpoints and slim-ish width are really good advantages to have. If I could add quirks I would like to see some additional mobility for the SHD line, stuff like acceleration/deceleration and turn rate, to help make it more skirmish-y.

#6 Azamirror

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Posted 08 June 2015 - 07:08 AM

Basically a universal loadout for all SHDs (except 2K)
http://mwo.smurfy-ne...33ea2767bf9c74e

Picked the 2D2 cus of the missile cool-down quirk. Best used for AC-SRM poptarting. Still running this till today. I do agree though, it needs a tad bit more love. Its also best to keep moving when firing(takes alot of practice)

#7 Nullmancer

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Posted 08 June 2015 - 03:20 PM

View PostAzamirror, on 08 June 2015 - 07:08 AM, said:

Basically a universal loadout for all SHDs (except 2K)
http://mwo.smurfy-ne...33ea2767bf9c74e


so much SRM ammo O_o

#8 Zordicron

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Posted 08 June 2015 - 05:50 PM

View PostAzamirror, on 08 June 2015 - 07:08 AM, said:

Basically a universal loadout for all SHDs (except 2K)
http://mwo.smurfy-ne...33ea2767bf9c74e

Picked the 2D2 cus of the missile cool-down quirk. Best used for AC-SRM poptarting. Still running this till today. I do agree though, it needs a tad bit more love. Its also best to keep moving when firing(takes alot of practice)

Dump some ammo, add a pair of ML. 650 missiles fired 14 at a time? Someone shoots that torso.... he ded. it is a good start to something though.

LOL, I ran an AC10 and 2x PPC on mine, all on the left. It ran HAWT. And also before the laser HSR fix, and before quirks and all this laserbarf meta. I had some outstanding matches in it, but I am afraid nowdays half the clan mechs can run 1.5 times that alpha with less heat and more speed. Most quirked IS mechs can do similar alphas with much less heat. So, it was fun, but thats a days gone by loadout.

Still, might want to consider that.... STD engine and some direct fire on the left side. maybe not PPC and AC10, but, AC5 and some LL, use right arm/torso as shield side. Would make the meh more tanky then it's stablemates, if not more powerful.

Otherwise i agree with others here, some of the chassis that got ignored were due to JJ being equiped and tryhards saying they were all tier 1, when in fact JJ and poptarting got kneecapped at about the same time. It left things like Shawk and poor, poor Victor wondering WTF happened.

#9 Azamirror

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Posted 09 June 2015 - 01:01 AM

Needs like 50% jumpjet distance increase quirk

Edited by Azamirror, 09 June 2015 - 01:02 AM.


#10 PeeWrinkle

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Posted 09 June 2015 - 04:10 AM

How many jump jets did you have equipped in the video? I'm guessing all three?

#11 Mr Hunter

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Posted 09 June 2015 - 04:21 AM

I dont think quirks are the answer see I love my Shadowhawks (in fact their my main mechs) and one of two thing happens when it comes to quirks
  • The mech becomes the tdr-5ss and may or may not get nerfed into oblivion afterwards
  • Nothing. The quirks are viewed as irrelevant and everyone moves on with their lives.
I wont go on about what i think of the quirk system here. If you really want more JJ use the 2k or 5m (5 JJ), or literally any Griffin or the Wolverine (with the exception of the 6k) has more JJ (5-7). And if thats still not enough jump jets Spider 5v (12 JJ) :P

#12 ShadowbaneX

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Posted 09 June 2015 - 07:27 PM

Shadow Hawks need to be able to mount up to 5 JJs like they can in TT. I guess when they first came out they were really good and got a couple of subtle nerfs with the limited view out of the cockpit and capping most of them with 3 JJs. They really should be able to mount 5 though...no idea where I'd find the tonnage, but I'd to it.

As for the builds, I like AC/10s. I run mine with one of those (3t), an ER LL, a pair of MLs, and an SRM4 (1t).

#13 Nullmancer

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Posted 09 June 2015 - 09:05 PM

View PostShadowbaneX, on 09 June 2015 - 07:27 PM, said:

Shadow Hawks need to be able to mount up to 5 JJs like they can in TT...


The early Shadowhawks only had three jumpjets, later versions got the full complement.

it'd be kinda odd to have a jumpjet efficiency quirk, but I wouldn't mind either additional jumpjets or quirk :D

#14 ShadowbaneX

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Posted 10 June 2015 - 01:35 PM

View PostNullmancer, on 09 June 2015 - 09:05 PM, said:

The early Shadowhawks only had three jumpjets, later versions got the full complement.

it'd be kinda odd to have a jumpjet efficiency quirk, but I wouldn't mind either additional jumpjets or quirk :D


I'm aware of the stock loadouts. That most of them came with 3 doesn't mean that the maximum that they can mount is 3. It's actually based on their speed, and since the 'cruising' speed is some 50 kph so they should be able to mount that many.

#15 Void Angel

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Posted 10 June 2015 - 01:38 PM

View PostDustySkunk, on 05 June 2015 - 12:03 PM, said:

Please don't suggest LRM builds.

Oh my goodness, thank you!

Edited by Void Angel, 10 June 2015 - 01:39 PM.


#16 Nullmancer

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Posted 10 June 2015 - 05:30 PM

View PostShadowbaneX, on 10 June 2015 - 01:35 PM, said:

I'm aware of the stock loadouts. That most of them came with 3 doesn't mean that the maximum that they can mount is 3. It's actually based on their speed, and since the 'cruising' speed is some 50 kph so they should be able to mount that many.


pretty much what I just said.

Maybe an upgrade option for mech's with less jumpjets then stock walk speed would be in order, pay X c-bills, get an additional jumpjet slot.

I would so do this for my SHD's and that ENF that doesnt have enough jumpjets.

#17 Void Angel

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Posted 10 June 2015 - 05:43 PM

It's dangerous to go alone: here, take this!

This is the 2D version of the Shadowhawk I used in the Phoenix challenge a few weekends back. Use your jump jets to position yourself just behind the front line and hammer them with the AC/10, using the SRMs for close work and finishing off wounded enemies.

#18 Flak Kannon

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Posted 10 June 2015 - 05:53 PM

Another viable choice would be to swap the AC5 for a LPL and the other 2 ML for MPL ... or

1 LPL 2 ML SRM 14 ( Make one of the srm4's a 6.)

YOur Laser Alpha is 21, similar ranges. Your SRM alpha is 30'ish.

And you can still fly a bit with JJ.

A single ac5 is asking for face time to drop 4 rounds on target to equal what the LPL+ 2 ML can do in a fraction of the time.

Just saying... single ac's5 are tougher to play well now a days due to face time needed.

View PostSthtopokeon, on 05 June 2015 - 12:28 PM, said:

I use this one here, if i use it at all:

http://mwo.smurfy-ne...9e270e55d4dd96f

I remember vaguely that I used a 300XL when levelling that mech. With Speed Tweak I downgraded to 280XL and more Heatsinks.

it works out okay. But the Chassis itself has a hard time against newer and quirkier Mechs.


#19 WaddeHaddeDudeda

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Posted 10 June 2015 - 06:38 PM

Changed the first suggestion a little: http://mwo.smurfy-ne...40372678e3093eb

A 2D2 is better though, since you can run it with 4 SRM 4s and a LBX 10 (+ XL 280).

After all you could still opt for 1 erppc, 1 gauss or 2 ppc + 1 ac 5.

Edited by WaddeHaddeDudeda, 10 June 2015 - 06:39 PM.


#20 Azamirror

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Posted 10 June 2015 - 09:19 PM

Also, a neat little trick since most of your weps are on torso, use the jumpjets to realign your shots when you've reached max torso twist.
Don't try to run around another mech until you get your cursor in shot. Plus, it will screw up their aim and your legs can soak up most of the damage





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