Summary in advance The original build excels in the bodyguard role where the combination of weapons is great for both fighting of Lights as well as severly damaging much bigger enemy mechs. The variant exchanging AMS and some heat efficiency for a bigger engine works better in the primarily projected role. Original build Maybe, just maybe I don't need to start Kintaros anymore... The version shown is my current loadout. I works pretty well and mounting 2 LL the mech isn't helpless against anything non-light as well. Sample result while leveling basic perks with this version: Faster variant A faster version is possible, but the added speed comes at the cost of heat efficiency and the AMS. Conclusion (2013-10-30) After playing this for quite a while it's clear that the original build is a very good for bodyguard duties, but not so much for dedicated light hunting. Although the JJs allow to take shortcuts and the LLs are granting quite some reach (which was one of the main reasons to create the build the way it is), the mech lacks the speed to make the SSRMs matter for more than one or two volleys against very fast Lights. The faster version carrying the same loadout doesn't run as cool as the original version, but proved to be a very worthwhile contender as well. Mounting an XL325 instead of the original engine this version is noticeably faster and thus better suited for the purpose originally intended.
I came up with a similar build, I had an XL280 still in my hangar: Comes with AMS and a critseeker. I did almost 600 damage in my first match, that's not too bad. I have been using a very similar build on my Trebuchet for quiet a while now. However the lower speed is noticable. Guess you can't have it all. It might get better as I unlock basics and elites.
Nice build... fixed it for you. You had 1T of AMS ammo in the RL... so I dropped it & added 1 DHS... also put 2 heatsinks in the engine so they get the full x2 effect instead of just 1.4 iirc... Nathan
Thanks. My build linked somehow was a version from in between. It's rather that the AMS itself is missing, not that the AMS ammo isn't useless. My OP now shows my current version. You should use your DHS for crit-padding other zones. Only the first 10 DHS automatically included in engines with ratings of 250 and higher will get the full 2.0 benefit. All the others will work at just 1.4 as well.
I thought it was all DHS in the engine got it not just the top ten... I know smaller engines get burned either way but still would be better...
I think the cooling efficiency is fine as it is now. It would be even better with elite perks / doubled basics. Added a screenshot for those whoe rated this *poor*.
I don't think that the Shadowhawk can deliver the same fun as with a Penta.SSRM.Kintaro. Besides you need 100+ kph to hunt Lights effectively. Compare it with: or: or: It doesnt mean that your build is Bad.
I think Blagg is right, if you wanna be a dedicated light hunter a bit more speed would be good. So perhaps something more like this: Large Lasers are downgraded to Med Pulse Lasers, which are great for lights. The extra speed compensates somewhat for the loss of range. The machine gun gives you a crit-seeking option if you open up a leg or whatever (and gives you something Blagg's KTOs don't have ). The other thing the SHD has over the KTO is obviously the JJs, which let you chase lights over terrain that they may give a KTO the slip on. You could drop the machine gun or the AMS to move to a 350XL, or drop both and go max speed with a 360XL.
Here's how I'm running: Speed is life. A ton less ammo, but, by the end of a round, I would rather have the speed. Plus, the maneuverability from the 320 doesn't hurt hunting the lil buggers. Moreover, you can easily drop one DHS for the third ton of ammo. I just keep the DHS for the precision of the dual LL.
Cpt is better imo... AMS != +100kph... thats why I thought the AMS ammo was a mistake in the first place...
Here is mine, no AMS and XL 300, 14 DHS too. Runs pretty cool. I don't just hunt lights with it, but when I do I try to cut the angles to make up for the lack of speed. Mostly I manage to drive them off. It does, however work great at kill stealing other mediums and heavies. This is a bunch of fun to drive.
This. The build would have been described better as a bodyguard, as this is how it plays best. Although the LLs grant quite some range for damaging much faster lights, it's difficult to make the SSRMs matter here. Therefore this build is better for running with the pack and scaring of ankle biters quickly. Double LL can't be ignored by bigger mechs for long as well. A faster version is possible, but the added speed comes at the cost of heat efficiency and the AMS.
Oh yeah, I dig... The three kills is fairly common, dual LL are just so great at knocking out exposed internals from anywhere within about 600m. Most matches are 300-400 damage, but, there are the nice few in the 600-700 damage range. I enjoy this quick lil' bastard.
After seeing all the missile hardpoints in a 2D2, i decided to try a streak-focused build that was incidentally identical to the OP. It is so much fun to blast people with 8 SSRMS while jumping and hitting exposed internals with the LL. Actually had a really good match where I doubled as a brawler and managed to get 5 kills, 5 asists, and 655 DMG. The LL definely make this mech versatile enough to go where he is best: flanking brawler or light hunter.
The biggest problem I've found is that I lose one or both LLas almost every match. But, hey, it's certainly better than losing a side torso, and 8xSSRM is nothing to scoff at. I've found the biggest, funniest perk on hot maps. I'd forgotten that BAP lets you and your allies target 'mechs during shutdown. Two nights ago, I was cursing with a light lance and they destroyed a Jenner and an Ilya in shutdown all because I was there to give them telemetry.
Yes, it's a result of rolling the damage. Luckily this usually only occurs pretty late in a match, doesn't it? This. It seems to me that many people mainly use BAP to counter ECM, but often forget that this a valuable piece of equipment with other uses as well. Obviously this build is used quite often. Now I am curious whether - people tend to use to the orginal build, which is slower, but also runs cooler or - if you prefer the faster version requiring steady awareness to the heat level when in combat. Is there a single version the majority of players agrees on?
Greetings fellow MechWarriors. Having been playing around with the Phoenix mechs recently I have been browsing these boards for build ideas. My first post will be to share my SHD-2D2 Fast Escort variant, possibly my favorite out of the three ShadowHawk chassis. Basic premise combines speed (high engine rating) of the Light Killer build with the LLas range of the Lighthunter. Mad props to Saux and Aylek for the respective builds. Weapon Groups: Group 1: Left LL Group 2: Right LL Group 3: Streaks (Combined) Group 4: Streaks (Chained) Great for defending base against light cappers and skirmisher when the battle is met. It has solid firepower and decent reach combined with JJ and speed to move to advantageous terrain. It definitely runs hot and while I run with coolshot, I rarely use it as I cool down while re-positioning. Artemis isn't necessary, left-over from a previous build and forgot to remove it before saving.