

Shadow Hawk Loadout Guide For The Current Game.
#1
Posted 04 July 2015 - 08:15 PM
When Quirks came about, the Shawk was considered very powerful for it's class, and as such did not receive substantial quirks. Many players currently feel because of this, the mech has been "left behind" and is sub par. This is false. Like the game, which changed quite a lot subsequent to clans, quirks, and HSR fixes, the Shawk requires letting go of old obsolete thinking when it comes to loadouts.
For the purpose of this guide, it should be known that attempting to utilize ALL hardpoints on each variant will lead to a loadout that suffers greatly in speed, heat, or even sustainability(ammo or armor). It should also be known the loadout theory is for PUGS. Group/team loadouts can be much more specialized due to the nature of how units tend to work, so I exclude those considerations.
Currently, there are 6 variants of the Shawk, one being a Hero. For the purposes of this guide, we will separate these variants into two groups.
Group one: The variants with left arm laser hardpoints. These include: 2D,2D2, and the Grey Death hero.
Group two: these are the variants without left arm laser hardpoints. These include: 2H, 2K, and the 5M.
The reason we will split these into these particular groups is due to the nature of the hardpoints and dynamics of how the tonnage can best be utilized with them. some basic principles regarding the "left arm vs no left arm"-
-The variants with left arm points have only one ballistic point in the LT.
-The variants with left arm laser points basically either get more lasers, or more missile points to go with the one ballistic
-on variants without left arm lasser points, there is at least 2 ballistics points(or laser points for the 2K)
These distinctions are extremely important to consider when looking for loadout theory. Now that we have observed these, we will look a little harder at the actual placement of the hardpoints and how they effectively function on the mech.
First, laser arms-
The arm points are low, compared to the torso mounts anyway. They are fully actuated(left, right, up down). Because the number of laser hardpoints on these variants directly correlates to the number of missile points(more missiles means less lasers) it is logical they compliment each other. On the 2D2 for example, 4 missile points leaves only 2 lasers.
On variants with no left arm points, laser hardpoints are very limited(excepting the 2K with laser torso, but no ballistic)
With all the previous observations in mind, the two groups of variants are split by playstyle more so then even loadouts.
For group one, the playstyle will focus much more on the arm mounts and missile points.
For group 2, the LT shoulder mount weapons will be the focus of play.
THIS IS INCREDIBLY IMPORTANT. The difference in playstyle affects everything from range, engine size, type and tonnage of weapons and choosing systems to compliment each other.
I will begin with the torso mount weapon platforms as they are closer to the older style play.
These mechs will be the ones you play as longer range "pokers". Mobility should never be compromised too much, however when considering the loadouts, the heavy weapons, main weapons, will be in the LT. Other hardpoints are back up weapons or complimentary systems. These variants will be the ones running heavy ballistic gun with light lasers, or sometimes no backups(like a triple AC2, or triple LL) By ignoring or significantly downgrading the role of the non LT hardpoints, tonnage is freed for more engine and a full compliment of JJ.
Use the decent size engine and JJ to support your team from a good vantage point, using range to your advantage. The heat/recycle/facetime of the torso weapons will make brawling much more difficult. Keeping out of SRm and AC20 type ranges will make you survive much longer.
As an example of a loadout, I will use the 2K. Three energy points in LT, 3 missiles in RT. I run triple LPL, enough engine to run 97kph after tweak, and full JJ. Rest is DHS, and much of the armor was stripped from the useless arms for more DHS. With a range module(not required) the range was enogh combined with speed to avoid most brawling situations. backup missiles are not required, 3 LPL is a significant alpha. Easy to fire over terrain, not to hard to use the JJ to "mini poptart" because the duration is so short. Longevity on the field because it was easy to avoid the real heavy hitters in close combat. Another variation would be triple ERLL, for more range. On this loadout, some type of secondary close combat weapons would be nice. No, that doesnt mean artemis SRM18. TOO HEAVY. a pair of SRM2, or 3 if you really dont mind the heat, is light, does not require artemis, or much ammo. Easy to fit with similar heat(2 srm2, one ton ammo) with the lighter ERLL without compromising speed or JJ.
The other two variants are similar, running a heavy ballistic weapon(or two, or three) means leaving the other hardpoints as empty or with some minor backups. A pair of AC5 complimented by some ML and srm2 is suitable. A pair of AC5 and a PPC, is too hot, or too slow or to easy to counter with faster mechs in today's game. A single weapon like an AC10 can also work, or a gauss. The key is to not sacrifice speed to gain more weapons. too much firepower will leave the Shawk running way to hot or slow. Much better to get more strikes in and stay mobile then to get flanked and ganked by much faster mechs toting better firepower in the form of laser alphas at close range.
As for the other variants, the "left arm lasers" group-
In this group, laser arms, or missiles will be the focus of the loadouts. Decided by hardpoint count obviously. For instance, the Grey Death with its 4 laser points has only two missiles. On the other side, the 2D2 has 4 missiles and only two lasers.
On these variants, it is basically impossible to make decent use of both the single ballistic and the laser points. Trying to use the single ballistic in combo with lasers to peek or poptart or otherwise snipe means you will expose MUCH to large an amount of your mech. A single ballistic in a brawling situation can add a punch, but is much easier to accomplish using the missile points or lasers, or both in unison.
It may feel quite odd, but the best loadouts for these 3 variants completely ignore the iconic shoulder cannon.
There are several reasons.
First, as mentioned above, the hardpoint locations of torso and arm do not play well together. Attempting to use them as such will simply reduce your lifespan.
Secondly, the ranges for the ballistic and lasers generally mismatch. As I have stated several times, putting a big ballistic on with a heavy laser to go with it means heat, heat heat, or slow slow slow. Big ballistic is really the only viable option, a single AC5 is a joke for the dmg per facetime required. this leads to running ML in the arms, wich induces a significant range mismatch.
Third, and this is IMPORTANT: Look at those missiles. Really, go to your mechlab, hit column view, and load as many missiles as you have hardpoints for. Look at the positions of the tubes. REALLY look. Even though they are mounted in RT, head, CT- they are all clustered cray cray close together. THIS IS THE KEY TO THESE MECHS.
Now a 2D2 can run a quad LRM5 boat acceptably well due to the amount of hardpoints. However, using those missile points for SRM, namely 4's and or 2's, will make best use of this unique tube placement. Firing the SRm, we will say 4's, even without artemis, the cluster is tight, and requires almost no convergence. if you wish, artemis will form that cluster into this tight little ball that can hit like an AC20 shell, damn near pinpoint where you aim it.
Combining the SRM cluster with surgical laser precision makes for an extremely potent brawler. However, there is one more ingredient, speed.
To make use of such a short range system, you need to be able to flank easily, dive in and out of cover, and genrally move your keester around the map pronto. XL295 is a minimum after tweak. On the Grey Death, because the lasers require even more agility to really see the potential, I ran an XL325.
The most important part about the big engine isnt even the mobility, it is the agility you gain. being able to fire an SRm salvo and twist away is 100% required if you want to live for more then 8 seconds in a brawl. JJ mobility is also key, and you should always run full compliment.
When it comes to what lasers to mount, I preferred pulse lasers. They allowed, like the SRM, to fire and twist much more quickly because of the duration. I would strngly recomend AGAINST large lasers. they have too long a duration, too long a cooldown, and the range doesnt play well with your hardpoint location and SRM weapons. On a mech with more lasers then missiles, like the Grey death, a pair of LPL and ML was very potent. On the 2D, I dropped one LPL for another SRM4.
the big engine and agility are so key. it transforms the mech when it comes time to spread damage about, and facetime to deliver the dmg. It is seriously like an order of magnitude change when you hit that threshold of engine size to boost the turn rates etc.
As a summary:
Two groups of Shawk, one uses the LT weapons as primary with slightly less speed and different playstyle, the other skips the LT for more speed and a brawler oriented style.
Convergence through hardpoint location is absolutely key to these playstyles and defines the mech.
The days of slow, hot, heavy weapons Shawks are long gone. For the shawk, less is more, on every variant.
Max those JJ, cut weapons, not engine.
I hope those that read this can get a fresh look at this chassis and try something new. the mech itself is still a top notch murder machine, it just needs to change it up, just like the game has since the age of poptarts.
#2
Posted 06 July 2015 - 03:07 PM
is my dual ac5 dual ML build, which Was good but now is just okay...
then one of my Favourite builds, 3ERLL poker

http://mwo.smurfy-ne...edc0fa2d43f5a55
Not much of an alpha, but still very fun to play

#3
Posted 06 July 2015 - 06:52 PM
Alianton, on 06 July 2015 - 03:07 PM, said:
is my dual ac5 dual ML build, which Was good but now is just okay...
then one of my Favourite builds, 3ERLL poker

http://mwo.smurfy-ne...edc0fa2d43f5a55
Not much of an alpha, but still very fun to play

Both loadouts fit into the basic framework I layed out. I presume they perform well enough for you

One thing, you might want to add Endo to that 2K. You can bump the engine up to at least an XL300 and keep the same amount of DHS plus a little left over even. Will make it much more nimble and i think you could easily add that final JJ or even a BAP if you wanted.
#5
Posted 07 July 2015 - 07:54 AM
#6
Posted 07 July 2015 - 08:13 AM
jss78, on 07 July 2015 - 07:54 AM, said:
???
The Sensor Range boost from the BAP does not increase the minimum/maximum range to inflict full damage.
#7
Posted 07 July 2015 - 09:05 AM
Thrudvangar, on 07 July 2015 - 08:13 AM, said:
The Sensor Range boost from the BAP does not increase the minimum/maximum range to inflict full damage.
What I meant is, I find it's often beneficial in the 2K to engage from something like 800-1000 m. If running range module my 3xERLL lose something like 10-20% of max power, but the enemy is likely to become increasingly outgunned at that range (e.g. they have cER-ML's, or fewer ERLLs than I do). This'll depend on the enemy though, I certainly wouldn't trade with a dual-gauss mech at that range. But anyway, if I'm at 800-1000 m, the BAP range boost will give me targeting information, and I'll know where internals are exposed. That's why I always try to put BAP in any mech that is likely to trade well at >800 m.
#8
Posted 08 July 2015 - 02:46 AM
jss78, on 07 July 2015 - 09:05 AM, said:
What I meant is, I find it's often beneficial in the 2K to engage from something like 800-1000 m. If running range module my 3xERLL lose something like 10-20% of max power, but the enemy is likely to become increasingly outgunned at that range (e.g. they have cER-ML's, or fewer ERLLs than I do). This'll depend on the enemy though, I certainly wouldn't trade with a dual-gauss mech at that range. But anyway, if I'm at 800-1000 m, the BAP range boost will give me targeting information, and I'll know where internals are exposed. That's why I always try to put BAP in any mech that is likely to trade well at >800 m.
ah. ok, got it

#9
Posted 08 July 2015 - 10:42 AM
Well written post, interesting subject matter, appreciate the thought and subjective analysis*, would read more. Recommend you do another chassis.
* not to say I agree 100% on your conclusions and opinions, but I always enjoy reading material from someone who has actually put mental effort into their conclusions and opinions.
Edited by juxstapo, 08 July 2015 - 10:43 AM.
#11
Posted 21 July 2015 - 06:54 AM
#12
Posted 26 July 2015 - 07:39 AM
http://mwo.smurfy-ne...abb504329a2e997
SHD-2D2:
http://mwo.smurfy-ne...cfff96f18cd8524
SHD-2D:
http://mwo.smurfy-ne...9de249299d59736
#13
Posted 28 July 2015 - 01:52 PM
Although it's survivabiltiy is slightly compromised by the XL engine it's made up for by it's speed, firepower and mulitple double heat sinks. IMO it's almost the pinicle of what a medium mech should be.
#15
Posted 29 July 2015 - 01:34 PM
http://mwo.smurfy-ne...145f41590316aa7\
Decent speed, Decent Jump, both long(ish) and brawl capability as well as light and ecm counters, overall real fun mech. Great in nearly any situation.
#16
Posted 29 July 2015 - 02:24 PM
Here, Take This.
This is the Shadowhawk 2H build that I'm using currently. The AC/10 mixes punching power with rate of fire, and the SRMs bring up its raw dps, with the medium laser providing backup damage and harassment.
#17
Posted 14 August 2015 - 04:26 AM
It works.
#19
Posted 16 August 2015 - 01:58 PM
juxstapo, on 08 July 2015 - 10:42 AM, said:
This, that.
My Hawks have been in storage for a long while now due to being left behind, so to speak.
This gave me a fresh look on some changes. Gonna have to play to see, but I liked your post very much.
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