SHD-2D2 Lighthunter (2x LLas, 4x SSRM2, BAP, AMS, 2x JJ, XL300)

Thread in 'SHD-2D2' started by Aylek, Oct 15, 2013.

  1. ProtoformX

    ProtoformX Active Member

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    Isn't Artemis still good for faster lock-on with the streaks? I thought I noticed faster locks when I added it to this build.
     
  2. kurozero

    kurozero New Member

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    Not entirely certain but I believe the faster lock-on with Artemis requires at least one of the missile slots being filled with an Artemis affected missile system (any size LRM or SRM)

    For now I feel its best to treat it as a bug that may get fixed so avoid building around it.
     
  3. Aylek

    Aylek Administrator Staff Member

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    A teammate of mine took the XL325 version and made an even faster Lighthunter out of it. Check this:



    You could also use a combination of LL & ML instead of ERLL & TAG, but I like the TAG on here for various reasons. Allthough this build lacks firepower in comparison to the orginal one, the TAG brings another layer of utility.


    This is a recent PUG match where he tested this specific loadout:

    [​IMG]
     
    Last edited: Oct 6, 2014
  4. Blagg Zear

    Blagg Zear Star Lord

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    Enuff Cooling & Ammo to either Alpha or Chainfire everything NONSTOP!
     
    Last edited by a moderator: Oct 6, 2014
  5. supernice

    supernice New Member

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    Straight from the jungle continent. This guy is a sick build. Damage output through the roof in the games I have seen and played with it. No problem to get 700+ LL will put down the damage and the streaks will back it up. It's a fast mover to keep you dodging. Play it and you'll understand.


    Consistent damage and there is more. The modular design of the BAP is designed to allow you room for JJ's, AMS or even more heatsinks for the ERLL's. See it for yourself play it and rate highly!
     
    Last edited by a moderator: Oct 7, 2014
  6. Blagg Zear

    Blagg Zear Star Lord

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    This here:



    Have you really bought the XL305 for this build?
     
    Last edited by a moderator: Oct 7, 2014
  7. supernice

    supernice New Member

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    I had the spare cash, so yeah. It pushed it just that little bit faster.
    Speed kills :phear:
     
  8. Blagg Zear

    Blagg Zear Star Lord

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    And you really prefer 1.6Kph gain over some JJs? :rolleyes:
     
  9. supernice

    supernice New Member

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    Chalk it up to playstyle difference. But the beauty is if I want to put JJ on I can drop the bap and have three! Modular :D
     
  10. Blagg Zear

    Blagg Zear Star Lord

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    It's not smart to drop BAP when using multiple streakpods..
     
  11. Aylek

    Aylek Administrator Staff Member

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    Yes. But better be consequent in doing so...






    Finally, this is my current loadout for the 2D2:
     
    Last edited by a moderator: Oct 7, 2014
  12. Aylek

    Aylek Administrator Staff Member

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    This is my current loadout for the 2D2:




    The TAG is very useful not only for our own Streaks or collecting TAG bonuses, but also allows to act as a spotter for your team's LRMs. It also enables your team to focus a nasty ECM carrier which otherwise forbids focus fire at all.

    If I didn't convince you yet, just take a ML instead, lose some leg armor and go on pew-pewing:



    This build is pretty far off from the orginal scratch, but I wasn't sure if it justifies a thread on it's own. Maybe it's better to start another one.
     
    Last edited: Oct 6, 2014
  13. Blagg Zear

    Blagg Zear Star Lord

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    Seems this thread needs to be merged with Aylek's Lighthunter. :rolleyes:
     
  14. supernice

    supernice New Member

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    Yes, thread merge is a reasonable expectation. This would be a variant of that. Unfortunately I did not see that thread earlier. Good gravy, whoops
     
  15. cs_kami

    cs_kami Benefactor

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    This is an outstanding build, I just started playing it, but it's FUN! ^_^
    The combination of the large lasers, plus the harassment of the SSRMs makes me want to just go light hunting.. is it light hunting season yet? I might add an MG for the fun of it.

    Damage is ok, anywhere from 100 (if i die early) to about 500-600 in a better match where i survive to the end. The new C-ECM EXP bonus really helps too. Per match, this mechs gets more exp than some of my other "better" mechs.
     
  16. Aylek

    Aylek Administrator Staff Member

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    I am glad you're enjoying it. The double LLas version can get pretty hot when going for the faster version mounting an XL325. Be careful when dropping on Caustic, Tourmaline or Mor... Terra Therma.

    I consider my latest version with a single ERLLas + TAG/MLas on a bigger engine (XL 340 / 350) to be an even better and more specialised lighthunter. As said before in the summary the XL300 version excels in bodyguard duties and can be pretty dangerous for any mech because of it's specific combination of weapons.

    A single MG is possible, but this requires some adjustments. When mounting an XL325 you can keep one of the LLas, while an XL350 probably requires you to drop to double MLas. These are some strong variations, which vary quite a bit from the original build. I wouldn't post them here, but as you already thought about them I don't mind giving a hint how your builds could look like.



     
    Last edited: Oct 6, 2014
  17. Mirenheart

    Mirenheart New Member

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    When I first started working on Shadowhawks, I went through a lot of builds trying to find something that really worked well for me.

    After trying several builds, I came up with this one.

    This build Is sort of an inbetween of these two, and despite the half ton of armor less on the arms and only having 2 tons of Streak Ammo, it works amazingly for me. I have a very good amount of firepower, great speed, and great mobility from the Jump Jets.

    You can take off one jump jet to put half a ton of armor back onto the arms, or take off two and add another ton of SSRM ammo if you feel you run out too fast.

    It runs fast enough to sort of keep up with lights, but works just as well escorting heavies and assaults. Its sort of a second line brawler, working best by coming in after the initial brawl contact to chain fire streaks the enemy to death. It can also fight other mechs 1-on-1 fairly well if you know how to run it. The only trouble I've ever really had was against AC40 mechs and Atlai.

    The jump jets are key to this thing. The speed, firepower, and jumpjets make it a very deadly mech. Running towards a mech, blasting it with your lasers, and then jumping over it while you fire yoru streaks into its head, and the landing behind it, firing away at its back is a common tactic for me, and works well.

    It's a little hot, and is certainly not a build you want to run if you don't know how to handle your heat. However, chainfiring the streaks on the thing puts mechs into chaos and can cause the to begin torso twisting and backing up in an effort to lessen the effects, thus meaning that they're probably not firing at you, which is great.

    The Artemis is great to have, though not absolutely needed. most people don't think artemis affects streaks, but it actually does. Sort of a bug and sort of a feature as i've been told. It's a bug because streaks use the same lock on mechanics as LRMs, and LRMs get a shortened lock on time with Artemis, and that translates into the streaks. The only time you'll truly notice the difference is when trying to lock on to lights and super fast mediums, but its certainly a worthwhile difference.

    ANYWAYS sorry for the text wall.

    TLDR: Is gud Mek
     
    Last edited by a moderator: Oct 7, 2014
  18. Michael

    Michael Grand Poobah

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    Mirenheart: Your build already existed so I will merge it with the OP. Please double check in the future.
     
  19. blighty

    blighty New Member

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    I was going to post my build, but found that this thread covers the same premise, albeit with a slightly different implementation.

    I take a 350XL for its 113.4 kph, and only drop in 200 SRM ammo, I like to have a jump jet on mechs these fast, so I've added one in there - Almost max armor, pretty good on the legs and haven't had to drop as many of most of the faster version of this build. (I do use a version with the 360 for a speedy 116kph, but no jump jets and less armor).

    You could also throw a lighter engine and more HS in it if you can't do heat management.

    You do need to be mindful of the heat with 2 LL and only 10 doubles, but not as much as you might think - fire them in chain mode on the hotter maps to manage it better.



    So Just thought I'd do that same as everyone else and give a screenshot. Damage is typical, not usually this many kills, but with so much mobility you do get around a bit and see your fair share of rear torsos.

    [​IMG]
     
    Last edited by a moderator: Oct 6, 2014
  20. blighty

    blighty New Member

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    So much fun. Against ECM atlas alpha premade no less.

    [​IMG]
     
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