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The Shadowcat: Well Scaled, Fantastic Agility And Jumpjets....but A Skosh Weak On Firepower.


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#81 SgtMagor

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Posted 22 July 2015 - 05:50 AM

haven't tried it in a drop, but it seems to perform well on the test maps. gonna start off with the SHC-B using stock config looks like my kind of mid and long range hitNrun harasser that I like.

#82 Fate 6

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Posted 22 July 2015 - 06:00 AM

View PostPowerOfNapes, on 22 July 2015 - 05:49 AM, said:


My only issue with giving it more energy hardpoints is that you'd just see a bunch of laser vomit Shadowcats and there's already plenty of laser vomit going around.

Now that doesn't mean I wouldn't want it and it certainly doesn't mean it wouldn't be useful.

That's why I'd rather just see some fat beam duration quirks. Make it a great hit and run mech with low alpha.

That said it feels real bad to have to armor up an entire arm just to put 1 ML in it.

#83 Greenjulius

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Posted 22 July 2015 - 06:46 AM

I think I've come to the conclusion that this mech is a victim of lack of hardpoint inflation and poorly implemented MASC. The 3 tons dedicated to jump jets aren't a complete waste, as the mech jumps very well. I'm okay with this.

MASC however; has anyone done the numbers? The XL270 weighs 13.5 tons, MASC adds 2 tons and only gives it a boost around 11kph, from 107 to 118kph. (Is this correct?)

If you put those 2 tons into a 15.5 ton XL300, the mech would go 118kph, CONSTANTLY, and without blowing its legs up. THIS IS MADNESS. MASC is a complete and utter waste as it is implemented on the Shadowhawk.

PGI, please fix this. Make the boost at least 20-25% rather than the anemic ~10% we currently have.

Does anyone have a link to the official PGI implementation of MASC per mech tonnage? I can't seem to find it.

Edit: I found it. 10% boost, so my numbers are correct. MASC for 20-50 tonners is broken and either needs dropped to half weight, or set to boost the mech 20-25%.

Link

Edited by Greenjulius, 22 July 2015 - 07:00 AM.


#84 Widowmaker1981

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Posted 22 July 2015 - 06:52 AM

View PostGreenjulius, on 22 July 2015 - 06:46 AM, said:

I think I've come to the conclusion that this mech is a victim of lack of hardpoint inflation and poorly implemented MASC. The 3 tons dedicated to jump jets aren't a complete waste, as the mech jumps very well. I'm okay with this.

MASC however; has anyone done the numbers? The XL270 weighs 13.5 tons, MASC adds 2 tons and only gives it a boost around 11kph, from 107 to 118kph. (Is this correct?)

If you put those 2 tons into a 15.5 ton XL300, the mech would go 118kph, CONSTANTLY, and without blowing its legs up. THIS IS MADNESS. MASC is a complete and utter waste as it is implemented on the Shadowhawk.

PGI, please fix this. Make the boost at least 20-25% rather than the anemic ~10% we currently have.


While i agree to an extent, MASC does provide pretty amazing acceleration boosts which a 300 engine wouldnt give.

I think it should give the same boost as the Exe's MASC IV. The reason its not scaled in TT is the scaling engine cost - lower tonnage mechs spend less on MASC, because they would also spend less tonnage upgrading their engine than a heavier mech would.

#85 N a p e s

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Posted 22 July 2015 - 06:53 AM

View PostGreenjulius, on 22 July 2015 - 06:46 AM, said:

I think I've come to the conclusion that this mech is a victim of lack of hardpoint inflation and poorly implemented MASC. The 3 tons dedicated to jump jets aren't a complete waste, as the mech jumps very well. I'm okay with this.

MASC however; has anyone done the numbers? The XL270 weighs 13.5 tons, MASC adds 2 tons and only gives it a boost around 11kph, from 107 to 118kph. (Is this correct?)

If you put those 2 tons into a 15.5 ton XL300, the mech would go 118kph, CONSTANTLY, and without blowing its legs up. THIS IS MADNESS. MASC is a complete and utter waste as it is implemented on the Shadowhawk.

PGI, please fix this. Make the boost at least 20-25% rather than the anemic ~10% we currently have.


The flat out land speed boost isn't much but I'm loving MASC. Paired with jump jets you can basically negate that momentary stall after landing and its awesome to peek out, fire and blast back into cover with the increased acceleration. Even the increased turning speed has been handy for tracking lights. These are all things that having a XL 300 wouldn't provide.

Is MASC a better option than the XL300? I'm not sure, but I've certainly found it useful as-is.

#86 Greenjulius

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Posted 22 July 2015 - 07:02 AM

View PostWidowmaker1981, on 22 July 2015 - 06:52 AM, said:


While i agree to an extent, MASC does provide pretty amazing acceleration boosts which a 300 engine wouldnt give.

I think it should give the same boost as the Exe's MASC IV. The reason its not scaled in TT is the scaling engine cost - lower tonnage mechs spend less on MASC, because they would also spend less tonnage upgrading their engine than a heavier mech would.

The Exe's MASC gives it an 18.5% boost, which makes significantly more sense than 10%.

I think you're crazy if you'd rather have a one time boost than an all the time boost with a faster engine. Don't forget, accel/decel and turn rate is all boosted with a faster engine and speed. MASC MK II is a bust.


Clan MASC MK I
  • Slots/Tons: 1 slot, 1 ton
  • 'Mech Tonnage Range: 20 - 25 tons
  • Speed bonus: +10%
  • Random damage range: 0.72 – 0.88
Clan MASC MK II
  • Slots/Tons: 2 slots, 2 tons
  • 'Mech Tonnage Range: 30 - 50 tons
  • Speed bonus: +10%
  • Random damage range: 1.26 – 1.54
Clan MASC MK III
  • Slots/Tons: 3 slots, 3 tons
  • 'Mech Tonnage Range: 55 - 75 tons
  • Speed bonus: +15.5%
  • Random damage range: 2.34 – 2.86
Clan MASC MK IV
  • Slots/Tons: 4 slots, 4 tons
  • 'Mech Tonnage Range: 80 - 100 tons
  • Speed bonus: +18.5%
  • Random damage range: 3.06 – 3.74


#87 Lugh

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Posted 22 July 2015 - 07:05 AM

View PostGreenjulius, on 22 July 2015 - 06:46 AM, said:

I think I've come to the conclusion that this mech is a victim of lack of hardpoint inflation and poorly implemented MASC. The 3 tons dedicated to jump jets aren't a complete waste, as the mech jumps very well. I'm okay with this.

MASC however; has anyone done the numbers? The XL270 weighs 13.5 tons, MASC adds 2 tons and only gives it a boost around 11kph, from 107 to 118kph. (Is this correct?)

If you put those 2 tons into a 15.5 ton XL300, the mech would go 118kph, CONSTANTLY, and without blowing its legs up. THIS IS MADNESS. MASC is a complete and utter waste as it is implemented on the Shadowhawk.

PGI, please fix this. Make the boost at least 20-25% rather than the anemic ~10% we currently have.

Does anyone have a link to the official PGI implementation of MASC per mech tonnage? I can't seem to find it.

Edit: I found it. 10% boost, so my numbers are correct. MASC for 20-50 tonners is broken and either needs dropped to half weight, or set to boost the mech 20-25%.

Link

It was always a waste in TT as well why should MWO be any different?

#88 Marauder3D

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Posted 22 July 2015 - 07:10 AM

For me, the firepower is puzzling. I have an Adder build that is not the greatest, but fun to play: 3 ERML and a UAC10. Somehow, my Adder does better than a Scat Prime with this build?

I think half the problem is that the speed and maneuverability is getting my into trouble spots that my Adder wouldn't reach. Either way, its lack of firepower is noticeable. Fun mech, but I'm not getting as much out of it as I am with my Arctic Cheeters.

#89 Rinkata Prime

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Posted 22 July 2015 - 07:29 AM

FEAR THE SHADOW CAT !!!

Posted Image

And to make your bricks flow - the loadout of 1k dmg "Shadow Cat".
Spoiler


...Actually... I was insanely lucky... PGI please don't nerf the SHC. :D

Edited by Rinkata Kimiku, 22 July 2015 - 07:43 AM.


#90 Lily from animove

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Posted 22 July 2015 - 07:43 AM

View PostMarauder3D, on 22 July 2015 - 07:10 AM, said:

For me, the firepower is puzzling. I have an Adder build that is not the greatest, but fun to play: 3 ERML and a UAC10. Somehow, my Adder does better than a Scat Prime with this build?

I think half the problem is that the speed and maneuverability is getting my into trouble spots that my Adder wouldn't reach. Either way, its lack of firepower is noticeable. Fun mech, but I'm not getting as much out of it as I am with my Arctic Cheeters.



Is your ADR and HC both mastered?
Also you probably just need some more time to get used to the SHC, lern in whcih spots it is used best, sicne it is a different mech and may not hide where ADR does, but therefore will find it's own locations to got and do good.

#91 bootae

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Posted 22 July 2015 - 08:10 AM

Loving mine so far. The mobility is great, so just play it to it's strengths and be sneaky. Hit and fade.

Did surprisingly well with 2 ERPPC, but damn that's hot... Had a run of matches where fairly consistently doing 500-750 damage, but think it was because the heat and slow cooldown really forced me to play to the strengths above. Utterly useless when you get out of it's comfort zone though, so the 2 ML, 2SMR4, 1 ERPPC prime feels a bit more rounded.

2 LPL was solid as already stated.

Not found a ballistic set up I've been impressed with yet, not enough ammo/other guns. Would like to use a gauss for the iconic style, but it's just lacking. Anyway, love the other builds so far. Fun mech (unless you're a gun-stacking-obsessive).

#92 Mcgral18

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Posted 22 July 2015 - 08:18 AM

View PostLordBraxton, on 22 July 2015 - 03:30 AM, said:


Wow, not sure if serious. Easily the most mobile medium in the game, and with lightweight clan weapons this thing can pack a huge punch. With a probe and counter mode on ECM the 3SSRM6 builds are dirty. 2LPL is really good, even though it's uninspired as many have lamented. I was having success with a bizarre ERPPC\2ERML\2SSRM4 build. MASC is great, the only limitation Is throttle sensitivity. In fact I might go make a thread about that right now...


Most mobile? Aside from the BJs? Crow still twists faster and nearly as far, with considerably more firepower.


Huge punch? You've got to be kidding me. The only sustainable loadout is 3 MPLs and 18 DHS, and that still ******* overheats in no time.



Your bias is obvious, and it's just laughable. CLAMS OP, even this one that can't compare to a LOLcust. But wait! It can if you take 2 LPLs and a ERML, to fire TWICE before overheating! That so OP 33 damage...

The humanity!

SSRMs are ****.

LPLs are good, but hot as **** because it's not mastered and lack of heatsinks. 3SRM6+A is also too damned hot with MPLs (you know, also hot with 18DHS, let alone 12). Damned thing's a blast furnace, and can't mount a brace of smalls (the only low heat options).

Then you've got MGs, those 20% nerf peashooters. I like them, but they are so ******* worthless.

#93 ScarecrowES

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Posted 22 July 2015 - 08:28 AM

I agree that the MASC is wasted on the SCat. Putting those 2 tons into an engine would yield higher continuous top speed, better acceleration/deceleration, better turning, better cooling, etc. Everything MASC does and more, running 100% of the time.

I dunno. Every light i have has higher output than the SCat, and every medium I have does more as well Currently SCats are my lowest firepower mechs... by far in most cases. And to me that's just inexcusable. Especially when its being overpowered by faster and more maneuverable mechs.

#94 STEF_

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Posted 22 July 2015 - 08:36 AM

View PostBishop Steiner, on 21 July 2015 - 06:24 PM, said:


How about you chaps?


The only thing I could think with decent firepower is this:

http://mwo.smurfy-ne...20b21b47f0bdb79

Edit....but...Going to test it only after mastering the Cheetah :)

Edited by Stefka Kerensky, 22 July 2015 - 08:37 AM.


#95 0bsidion

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Posted 22 July 2015 - 09:10 AM

I like autocannons on this thing, I don't know about anyone else, but it just clicks for me. I'm so glad I got the P config, because now I can do the dual UAC2 build I'm running, and those P pods are the only way to make that happen. It's surprisingly deadly once those shells start rolling out.

I tried my single ERPPC/LRM/ECM/ERSL/MG build, and it's fine for taking potshots at a distance, but man it gets hot fast when the enemy team takes exception to your potshots and gets in your face. Yeah, it tends to go down hill quick from there. I tend to like builds that are effective from all ranges, so I think this build is getting shelved indefinitely.

I want to put a Gauss on this cat, but it's just too damn tight a fit. Probably run into the same issue as the PPC though, good for pot shots, but up close and personal I'm going to get stomped because I can't pack enough backup guns to ruin anyone's day. Maybe when I'm feeling more masochistic I'll give it a whirl.

Anyway, this might just be my new favorite medium. I just wish it had a few more tons of pod space, but then again, you could say that about a lot of mechs. The jump jets on this thing are just unbelievable. Maybe they should have named it Flying Cat, but it is such a fun mech to use because of that and all the other tricks in its bag. And it spreads damage like a champ.

#96 Templar Dane

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Posted 22 July 2015 - 09:17 AM

The issue I'm having is that I want it to be a bigger jumping ecming adder, and it isn't. = /

My adder is UAC10 + 3 ML. It's got some sweet UAC quirks and a smidge of laser quirks.

The scat can do UAC10 and 2 ML, with lesser quirks but with the ability to jump.

#97 DONTOR

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Posted 22 July 2015 - 09:30 AM

View PostBishop Steiner, on 21 July 2015 - 06:24 PM, said:

Jumping? Oh baby. Baby, baby. Does she like to to jump. Feels like it jumps better than my Arctic Cheetah, which is doubtful, but that's how it feels. Nimble, good thrust, with more than enough power to stay airborne, or even stall in the air, or hover then gain altitude. Add a MASC sprint to the jump, and it almost feels like a Spider, or at least a Mist Lynx.

Thats what i thought too! they both have 6x .5 ton JJs right. Well the Scat has 70M jump while the ACH has 50M... WTF is going on there? I dont know but I kinda love it...

#98 Chuck Jager

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Posted 22 July 2015 - 09:40 AM

I remember the comments on the Dwolf before double basics. The whole time leveling my Kit Foxes I would never have thought about 2 erppcs, but with double basics and smart play it is a little beast and 2 sec single fire at close range. I think the ability to relocate quickly and the good jumping will help the scat and 2 erppcs after double basics. IE what you lack in cooling will be made up for with the ability to escape - the cooling slow down with movement, jumping and masc? may nix this idea.

Unlike the Kit Fox and HBR, I like the fact that the ecm torso can be replaced with a high mount ballistic torso and 1 ton. With the mobility of this mech you would have uac/gauss pulse/laser builds that compete with the ecm builds for effectiveness and may be more fun.

I like the give and take of building mechs that are on the low end of their weight classes. Every item added means something is subtracted. This is also the first omni that I have seen that has real limiting factors with all of the locked jump jets. This does not allow a clan pilot to circumvent the negatives of a chassis by buying and switching pods (this is the first game I have played that background/lore has not been a factor so I strictly see the in game balance and do not have a preconceived notion of how omni should work - kinda sad it is easier this way). For some reason I see a variation being released in the future that may not have JJ in certain pods.

I am most excited by this mech because it will allow me to have a Scrow, HBR, Twolf, Scat CW deck. Before it was 2hbr and 2 Scrows (no real tanking and too much overlap in builds) or 2HBR, Twolf, kfox (kfox output in tight situations was not reliable). This will give me the second ecm with a good fast mover direct fire mid to close range and have the tanky TBR.

#99 Corviness

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Posted 22 July 2015 - 10:40 AM

Not enough firepower?... Ehm.... put 3 er ml's in, 2 srm6 and you climb to an alpha of 45 damagepoints PLUS ECM and Targeting Comp. MK I ... for comparsion my iceferret has 5 er ml's which makes an alpha of 35 dp and it has no ecm, no masc, etc. only a targeting comp. MK I. So, the shadowcat makes a lot of damage.

#100 Richard Hazen

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Posted 22 July 2015 - 10:44 AM

Clan mechs can't be always expected to be good at everything.





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