Blue Pheonix, on 03 July 2016 - 12:55 PM, said:
1. Why shadowcats over any other medium mech?
Speed + MASC + ECM + JJs makes it a best combination for a meduim scout/harasser. It doesn't have enough hardpoints for your typical brawler light-ish mech (you can't boat SPLs etc.) which means you put less but bigger weapons on it, which in turn means greater range, and speed is sufficient to be able to snipe and reposition really well. The other thing you might consider is anti-light SSRM boat because you can nearly keep up with lights in terms of speed.
Blue Pheonix, on 03 July 2016 - 12:55 PM, said:
2. Is it the ECM and Masc?
MASC really is a thing after they buffed it, not just for running around but for quick peeking and getting out of tight spots due to increased accel/deccel and turns. Needless to say ECM is very useful also (at least in PUGs).
Blue Pheonix, on 03 July 2016 - 12:55 PM, said:
3. Is it because it keeps you away from enemy fire but still able to dish damage (opposite of brawlers)?
Well as I said, unlike some silly sniper builds on smth like a Dire that can't keep up with any kind of push / nascar etc., SHC can do it easily. Its gotten smaller since the rescale, but it simply isn't a brawler, its not shaped for brawling and doesn't have anywhere near enough armor for a brawly medium, so you'll have to work mid and long range in SHC. Keep in mind that you can dish lots of damage in SHC, but most of it will be ineffective because of long range weaponry and laser spread, and you will need lots of time. In terms of DPS this mech is one of the worst.
Blue Pheonix, on 03 July 2016 - 12:55 PM, said:
4. What weapons do you run on it? PPCs?
I've tryed three different sniper-ish builds with dual ERPPCs, dual ERLLs and dual LPLs.
ERPPCs one is great at 500-600m range and actually is effective at taking out what you want to take out rather then spray all over. The downside is it being very hot and you have to have great aim with PPCs because every shot you take is a huge investment in terms of heat. A small bonus is that its harder to detect where you are firing at when you use PPCs compared to lasers that allow people to trace your position looking at beams.
2xERLLs is one of those extreme range mechs, very good in CW/FW, does lots of damage but only half of it is actually useful due to silly clan laser duration. I've seen people run with 3xERLLs and its probably better for poking because alpha is bigger, but once again it runs too hot. Either way if a brawler light finds you alone its over.
2xLPLs one is probably my favorite, doesn't have as much max range, but you can work from 600-700m quite well. Short duration allows for better "trades" in case you are forced to trade rather than stand and shoot, helps with shooting pesky lights and such. Much more effective damage but still with some laser scanning if needed.
In terms of brawlers you can do 3xSRM6s or 3xSSRM4s/6s with a couple of lasers. Didn't like SRM version at all because glass cannon and because clan SRMs are generally trash compared to IS. As a Streak boat it works really well against lights because they can't simply run away from you fast, you can shoot while MASC'ing, etc. But of course it sux against anything bigger than 45t.
Pretty much anyhting else just doesn't seem to work due to lack of hardpoints and especially armor.
Blue Pheonix, on 03 July 2016 - 12:55 PM, said:
5. Do you use any targeting computers?
Didn't use any myself because you can always rely on your aim and/or get closer into your effective range if needed. I'd rather have more efficient cooling, especially considering multiple JJs do heat you up. Still, you can probably fit in a Mk.1 or Mk.2 computer easy enough, especially with 2xERLLs as they only take 8 tons.
Blue Pheonix, on 03 July 2016 - 12:55 PM, said:
6. How many heat sinks do you have on it?
As many as you can for all builds. One of the additional reasons I don't like the 3xERLL build is because you can't make it one-sided. On the other hand having both energy weapons on the right side (RT+RA) allows you to strip armor off the left arm and get an extra heat sink.
Blue Pheonix, on 03 July 2016 - 12:55 PM, said:
7. What modules do you use?
Range modules for energy builds, cooldown modules for brawler builds. Plus your usual adv.zoom and seismic.
Blue Pheonix, on 03 July 2016 - 12:55 PM, said:
8. Do you follow the group at first or, do you have pre planned spots on each map that you know of that you immediately run to and cycle through?
For sniper builds to do your damage you need more time because you don't have DPS. Thus you have to start shooting early, i.e. you need to be aggressive. You do have speed to run away from mechs that can kill you fast so you don't need to worry too much about overextending. Planned spots might be good for a completely static shootout, but a sniper who sits in one spot usually is a dead sniper, one airstrike can hurt you a lot. Still, if you are certain your opponent doesn't have any mechs with JJs you can get to places where nobody can touch you.
With brawler builds on the other hand you stay with the team and clean-up open mechs fast using your mobility and/or cover the rear from lights in a Streak boat. Still, it generally is a very bad idea to fight more than 1 mech at a time.
Situations vary of course, for example if you find a single Dire in some sort of rough terrain, among buildings etc. you have enough mobility to do whatever you want with it. I once danced with a Dire for 2-3 mins inside a cap point on Polar, we were 30m away from each other with only that resource extractor between us, but it couldn't do anything coz I could easily always keep it between me and him.
Blue Pheonix, on 03 July 2016 - 12:55 PM, said:
9. Do you try and flank primarily?
Doesn't really matter if you flank, or shoot from the main group as long as you are doing useful things. As I said, snipers don't have enough DPS so they have to shoot all the time to produce damage. Best thing is to find an angle where you can shoot enemies that are pinned down by the rest of your team. They won't pay you too much attention and you'll either be able to damage them badly or force them out of cover and into your teammates.
Flanking in a brawler SHC is more along the lines of high-risk high-reward. Major problem is same, lack of armor, if you find a brawler Griffin or smth like that you are toast. On the other hand if you find smth like an LRM boat with no backup weapons ... Important thing to keep in mind is how exactly are you going to run away if you find smth you can't take out. It is preferrable to always have some sort of high elevation you can jump on/over real close so you can get away from most things just in case.
Either way, open spaces are sniper friends and closed spaces are brawler friends, as always.
Blue Pheonix, on 03 July 2016 - 12:55 PM, said:
10. Do you run with the group primarily?
If you mean staying with the team, not neccesserily. If you mean playing in a group rather than solo, then no, surely not in a SHC due to lack of DPS.
Blue Pheonix, on 03 July 2016 - 12:55 PM, said:
11. Is your primary target larger mechs then smaller mechs?
Mechs that can't shoot back due to lack of range or torso twist angles for sniper builds. Mechs that don't have enough effective DPS to duel you for brawler builds. Cocky lights for SSRM boats. Isolated targets in general.
Blue Pheonix, on 03 July 2016 - 12:55 PM, said:
12. Do you take one or two shots and move to the next position or keep shooting from same position until you get return fire?
Well if its a good position and nobody is firing at you then why not keep shooting. However you have to be able to keep shooting, if you are 1km away from the enemy group and they are about to go round the corner to have full cover from you, you'll need to travel that 1km (and probably more) to start shooting them again, so you might as well start moving in advance. Same way staying in one spot you are risking enemy nascar catching you. If the enemy doesn't see you its best to take one shot and hide, then repeat until they see you. Doing that its best to target the last mech in enemy formation, so that his buddies don't see your beams/PPCs etc. The most important thing however is you having angles on already damaged mechs. If your teammates core a mech and it rolls behind cover from them you have to use your mobility to find an angle on it and finish it off.
Blue Pheonix, on 03 July 2016 - 12:55 PM, said:
13. Any tips for how to better "lead your target" with PPCs or do you just try and focus on stationary targets?
It is always more effective to shoot stationary targets regardless of what mechs and weapons you use. Clan PPCs can be tricky because their speed changes if you got target computer. However, its just a matter of practice, once you get used to them you'll be able to hit anything, and splash damage on CERPPC is really good at taking out torsoes even when mechs are trying to cover them with arms and general twisting. Other thing you can do with PPCs is help your big guys with "trades", if you know for example that your assault or heavy is trading with an enemy mech and they are peeking from same spots you can jump from behind the cover your buddy is using to shoot the near stationary enemy at the moment of trade. Jump-sniping is still a thing for SHC with PPCs, and this mech is really good at it.
P.S. I might need to mention that I currently don't have a single game registered on the leaderoard in any medium mech, let alone SHC. However I do have about 45 mastered mediums, including 3 mastered SHC's, and currenty is in the top 1000 in overall standings (which probably becomes top 200 when you filter out people with under 10 games).
So, hope any of this helps.
Edited by PhoenixFire55, 04 July 2016 - 01:25 AM.