AntiSqueaker's faster (and cheaper) version: Yes, this build works. Smurfy is wrongly listing the number of tubes available. An alpha strike will fire all missiles simultaneously, I have personally tested this. What can I say about this build? It's a goddamn monster. This thing DOESN'T DIE. And when it loses both ST's, it still has an SRM10. That's nuts.
Makes FANTASTIC use of the builds it has. Nobody expects a Shadowhawk without a big gun on top, yet, and it makes great use of what's unique about it. This is worthy of five stars, a mech build that excels at fulfilling the most potential there can be.
My personal modification, dropping AMS and a couple of DHS, adding in FF, and upping the engine to a STD 275. I find the build runs cool enough with 11 DHS for my personal style of hit and run tactics. I find a Cool Shot 9x9 is sufficient for those "oh shit" moments. I just like going 80+ right out of the box, since I'm still working on getting my 5-M basics done. Really solid build, packs a real nice whallop that people don't expect out of the Shadow Hawk...until it's too late!
AntiSqueaker I hope you don't mind, but I added your build to the main post. The fact that it uses the stock engine makes it great for people strapped for cash. It's also a great alternative.
i love this... only thing that makes me sad is this single mech makes a majority of the other mediums obsolete. and some of the 60 ton heavys..(ie why would you run a dragon over a shadowhawk... or cent, or hunchie, or any kintaro besides the 18)
I dunno, while I am enjoying this mech immensely, I like the compact Hunchie a lot still. I seem to get cored a lot from range as if the CT is a magnet. I have to also admit, I tried this build and I just can't do much with it. Sure, I get damage, but it is all over the place. I also have problems with heat after a while.
A cent still survives better with the weird geomatry, as far as zombie hugger is concerned... a kintaro is ok if you want to be a bit faster and sneakier and smaller (but mostly KTO-18 streaks though). Hunchback... well, at least hunchie got that 9 energy hardpoint model, I guess.
My results with this build have been mixed thus far. But they improved dramatically after I took the time to make sure I had both SRM6s in the RT assigned to the same weapon group, and the CT/Head SRM6/SRM4 assigned to another. This is of course as opposed to having the CT SRM6 and one RT SRM6 in the same group and the Head SRM4 and the other RT SRM6 in another group. Doing this one simple thing really helped decrease the missile spread. Not as well as Artemis would, but of course adding Artemis means losing the CT SRMs completely, which somewhat neuters this build, imho. After getting the right SRM banks in the right groups, my scores/kills/damage in this build all improved noticeably. Was even able to take on a virtually undamaged BLR (didn't note which variant) solo, and win! Granted, the player may not have been very skilled, or was new to the BLR (stock build maybe?), but it still felt damn good to down an Assault mech with a Medium. 4/5 stars!
I had been using the ac/5, 4 streaks, 2 medium build to grind through most my mech tree. I decided to change things up and gave this build a try and all I gotta say I shoulda been running this all along; Lol. Man do those SRM's pack a wallop. I knew I had something working right when in the first round I met a dragon and blew off his arm in one salvo, side torso in the next, and then dropped him in the 3rd. I went toe to toe with a battle master and popped his arm, peeled back the side torso, and was giving him serious trouble until a friend of his jumped in and shot me in the back. In spectate I saw the battlemaster get dropped almost immediately after, so I woulda taken him if it weren't for getting double teamed. And the SRM spread is effective against lights too. Usually lights would almost immediately run away when they saw I had a streak build but with this they'd try to circle strafe me until a 50 point alpha made them think otherwise and run off. I routinely had matches where I was getting 2-3 kills, 400-500 damage, and earning 3500 exp. I finished out my elite tree in no time. Great build for the 2d2.
I'm running AntiSqueaker's version now, but I traded an SRM6 for a 4 in order to save weight/heat (and to get comparable armor w/o ferro). Runs very hot on the overheat maps, but not too bad otherwise.
Stompy mech, me likes Using a cheap 'pre endosteel' version which has a lot less armor and 1 less ton of ammo, but I can still deal over 700 damage in a nice match.
As much as I loved using an XL Version of this build, my only qualm isn't with the build itself, but with the SRM hit regs with my 200~300 ping due to my location. Would've been a great build against anything your size and bigger, though against lights, takes a bit of skill leading it. But its still heartbreaking to hit something with 3/4 of your salvo and have it bug out due to hit reg issues, a combination of ping, small hitboxes and whatnot.
This is excellent. The one thing I would suggest is dropping one side SRM6 for a SRM4, moving the SRM ammo to the other side torso and dropping a CASE on top of it. This has the added benefit of synergizing when holding down fire, so you can consistently fire the two SRM6s and 4s in pairs even when you have one SRM6 and one SRM4 grouped to each button. You can use the extra half ton to max your torso / head armor and bump the arm / leg armor, like so: