The Shadowhawk... If You Have One, Which Second One Would You Get?
#1
Posted 05 September 2020 - 09:06 PM
Any strength/weakness items you wish to include for the variants you know and use could be helpful to many... including me, obviously. Thanks!
#2
Posted 06 September 2020 - 12:07 AM
Lithology, on 05 September 2020 - 09:06 PM, said:
SHD-2K outfitted as brawler works for me. It has got "massive" shield arms that act as damage sponges and it can lose both of them without losing any firepower.
I admit that opinion might be biased since it was one of my first MWO 'Mechs.
#3
Posted 06 September 2020 - 12:12 AM
Also, the 2H, which can mount 3 RAC2.
#4
Posted 06 September 2020 - 01:09 AM
Go heavy on the weapons tree, then survivability and the left-hand branch of the sensor tree for Radar Deprivation 60%. Its blocky architecture spreads damage well if you torso twist, and it can put out a fair amount of firepower in a cinch (used it in Faction Play scouting; the clanners look so surprised when they die.)
Edited by Void Angel, 10 October 2021 - 07:01 PM.
#5
Posted 06 September 2020 - 01:26 AM
2H with 3RAC2 is fine.
2K with some energy + 3ASRM6 is fine.
5M with UAC10 + UAC5 is fine.
2D and GD are clearly worse than the others. I have a GD for the sake of liking the chassis so much but never got around to buying a 2D since it doesnt really do anything other variants would not do better.
#6
Posted 06 September 2020 - 02:16 AM
Gagis, on 06 September 2020 - 01:26 AM, said:
My feelings exactly.
I have never bought "Gray Death" because there is not much sense in spending cash on a 'Mech, while C-Bills variants are equal if not better.
#7
Posted 28 September 2020 - 08:25 PM
I appreciate the feedback... I haven't played my Shadowhawk in many months, but it seems I was using my -2D in a similar manner to the -2H build and role that Void Angel was using (MRMs v. SRMs, though). I like and have the most fun supporting elements of the team and being a role player, so that has worked for me in the past... and since I am a casual player, that supports my overall playstyle, as well.
Thanks for the comments, everyone! Hope to see you on the battlefield every now and again...
#8
Posted 28 September 2020 - 08:35 PM
Good hunting,
CFC Conky
#9
Posted 09 October 2021 - 12:26 AM
#10
Posted 21 December 2021 - 11:59 PM
Gagis, on 06 September 2020 - 01:26 AM, said:
The 2D's uniqueness used to come from its cooldown quirks which enabled two AC20 shots in the span of 3 seconds, nearly synchronized with SRM4 cooldown. It was 15% ballistic cooldown. So if you fought someone with a big alpha with 4+ second cooldown weapons, you can squeeze in two shots in exchange for one of his (obviously requires a scenario where there's only one ridge/corner between you and them).
These days its uniqueness comes from the addition of a generous generic 10% Heat quirk and Crit Chance Receiving quirk. Heat quirk / skill-tree actually has increasing returns rather than diminishing returns, so this actually boosts your ATO (Alphas To Overheat) from ~8 to ~14 (so a 10% Heat quirk increases ATO by 75%). The Crit Chance Receiving quirk also helps retain the AC20 all the way until the left shoulder is completely destroyed.
This mech in the AC20 + 3×SRM4 config now really excels in a sustained brawl against slower enemies that can't escape from it. You essentially can crank out 630+ damage before overheat. You can crank that out in 40 seconds.
The tricky part of course is getting into range. It's a rather slow medium, only moving ~78kph, so some games you'll struggle to close in. It's feast or famine, but when you do get to feast, it's amazing.
Edited by YueFei, 21 December 2021 - 11:59 PM.
#12
Posted 22 December 2021 - 12:58 AM
Lithology, on 28 September 2020 - 08:25 PM, said:
...
Sometimes it is fun to return to a long unused 'Mech.
#13
Posted 22 December 2021 - 11:39 AM
Void Angel, on 22 December 2021 - 12:20 AM, said:
Yes, that's what I meant, sorry if it was ambiguous.
These were the patch notes where the "-10% heat" quirk was added for the SHD-2D:
https://mwomercs.com...24-august-2021/
When I tried it again after the patch, I could feel a major difference. Whereas before I had to somewhat manage the heat, but after the patch, you can effectively shoot almost forever. Along with the added armor quirk and structure quirks, and the crit chance receiving quirk, the mech is also more durable than it has ever been before.
#14
Posted 24 December 2021 - 08:02 PM
YueFei, on 22 December 2021 - 11:39 AM, said:
Yes, that's what I meant, sorry if it was ambiguous.
These were the patch notes where the "-10% heat" quirk was added for the SHD-2D:
https://mwomercs.com...24-august-2021/
When I tried it again after the patch, I could feel a major difference. Whereas before I had to somewhat manage the heat, but after the patch, you can effectively shoot almost forever. Along with the added armor quirk and structure quirks, and the crit chance receiving quirk, the mech is also more durable than it has ever been before.
Nifty, That's what I thought you meant, but I wanted to be completely sure - I wasn't aware that heat gen quirks had increasing returns like cooldown reduction, although it makes sense now that I think about it.
#15
Posted 25 December 2021 - 12:01 AM
Void Angel, on 24 December 2021 - 08:02 PM, said:
Yup. What matters is net heat per alpha strike. E.g., if you generate 12 heat per alpha strike, and cool 6 heat between alpha strikes, it's a net heat of 6 heat per alpha strike. A 10% heat reduction would be 10.5 heat per alpha strike, which would actually be a net heat of 4.5 heat. That means you go from 6 net heat to 4.5 net heat, which is a 25% reduction.
If, previously, you only got that 10% heat reduction from the Skill Tree, that's all you could get. But imagine you got 10% heat reduction from quirks alone, and then stacked the 10% heat reduction from Skill Tree on top of that. You'd generate 9 heat per alpha, and dissipate 6 heat between alpha strikes. You'd go all the way to 3 net heat (from the original of 6 net heat). That's a 50% reduction in net heat per alpha, which translates to double the number of Alphas-To-Overheat.
That's how Heat Reduction quirks / skill tree nodes have increasing returns. Each additional 1% heat reduction results in more ability to fire than the previous 1% heat reduction did.
#16
Posted 26 December 2021 - 07:41 PM
YueFei, on 25 December 2021 - 12:01 AM, said:
Yup. What matters is net heat per alpha strike. E.g., if you generate 12 heat per alpha strike, and cool 6 heat between alpha strikes, it's a net heat of 6 heat per alpha strike. A 10% heat reduction would be 10.5 heat per alpha strike,
Don't you mean 10.8? I think you're still correct, but I think you had a computational error creep into your math.
This does seem to work a bit differently than the cooldown reduction, but I guess the formulas are different. With CDR they coded it wrong, and just declined to fix it because it was too much work for too small a difference.
#17
Posted 23 October 2023 - 10:53 PM
(only reason I did was because I just got done reading the Gray Death Legion trilogy-just to have it in my stable) I normally play Assault and Heavy.
#18
Posted 24 October 2023 - 05:41 AM
https://mwo.nav-alph...d7f69a4a_SHD-GD
#19
Posted 24 October 2023 - 12:12 PM
Rondoe, on 23 October 2023 - 10:53 PM, said:
(only reason I did was because I just got done reading the Gray Death Legion trilogy-just to have it in my stable) I normally play Assault and Heavy.
Shadow Hawks are good 'mechs, and quite XL friendly. I'd go for This Build for close-range, and This One for medium-range engagement. Play it like a mobile firepower platform, and try not to slug it out with anyone - you'll get best results by using your agility to engage alongside larger 'mechs
#20
Posted 24 October 2023 - 09:26 PM
SHD-2K (3 L-PPCs, 2 SRM-6 (3t ammo, 1 AMS (1t ammo) running an LE-285 with 4 DHS, 2 JJs, and Endo)
build code-- AJ2820o0|i^|OG|Sg|OGp[0|7@|7@|i^|i^q[0|i^|G@|G@|G@|f?r20s20t]0|\Ou]0|\O|\OvB0|AOw909090
(the 2K also does well with an MRM-20 instead of the 2 SRM-6s if you want a bit more range on the missiles.)
SHD-GD (1 AC/10 (2 1/2t ammo), 1 MRM-20 (1 1/2t ammo), 2 ER MLs, 1 AMS (1/2t ammo) running an LE 270 with LFF, and Endo)
build code-- AO3:2001|Pgp\0|Y@q\0|l?|dO|f?r00sT0|F@|F@tV0|GO|GOuV0|HP|GPvA0|aOw808080
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