Difference between revisions of "Shiva"

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| Tonnage = 85
 
| Tonnage = 85
  
| Price Prime = 116 000
+
| Price Prime = 109 000
 
| ArmorT Prime = 29 687
 
| ArmorT Prime = 29 687
 
| Class Prime = Attacker
 
| Class Prime = Attacker
Line 30: Line 30:
 
</ul>
 
</ul>
  
| Price A = 128 750
+
| Price A = 105 500
 
| ArmorT A = 29 687
 
| ArmorT A = 29 687
 
| Class A = Attacker
 
| Class A = Attacker
Line 38: Line 38:
 
| TurnSpeed A = 325
 
| TurnSpeed A = 325
 
| Weapons A = <ul>
 
| Weapons A = <ul>
<li>1x [[UAC20|Air UAC20]]
+
<li>1x [[iHGauss|Air iHGauss]]
<li>2x [[SSRM4|Air SSRM4]]
+
<li>1x [[Gauss]]
<li>2x [[SSRM6|Air SSRM6]]
 
 
<li>3x [[Bomb#Laser-Guided|Bomb (LG)]]
 
<li>3x [[Bomb#Laser-Guided|Bomb (LG)]]
 
</ul>
 
</ul>
Line 46: Line 45:
 
<li>[[EOptics]]
 
<li>[[EOptics]]
 
<li>[[RFL]]
 
<li>[[RFL]]
<li>[[BAP]]
+
<li>0 [[DHS]]
<li>1 [[DHS]]
+
<li>2 [[free tons]]
<li>1 [[free ton]]
 
 
<li>12.5t [[Armor]]
 
<li>12.5t [[Armor]]
 
</ul>
 
</ul>
  
| Price B = 124 000
+
| Price B = 121 000
 
| ArmorT B = 29 687
 
| ArmorT B = 29 687
 
| Class B = Bomber
 
| Class B = Bomber
Line 71: Line 69:
 
</ul>
 
</ul>
  
| Price C = 109 500
+
| Price C = 104 500
 
| ArmorT C = 29 687
 
| ArmorT C = 29 687
 
| Class C = Attacker
 
| Class C = Attacker
Line 79: Line 77:
 
| TurnSpeed C = 325
 
| TurnSpeed C = 325
 
| Weapons C = <ul>
 
| Weapons C = <ul>
<li>1x [[HPPC]]
+
<li>2x [[HPPC]]
<li>1x [[iHGauss|Air iHGauss]]
+
<li>2x [[SRM4|Air SRM4]]
<li>4x [[SRM2|Air SRM2]]
+
<li>2x [[SRM2|Air SRM2]]
 
<li>3x [[Bomb#High Explosive|Bomb (HE)]]
 
<li>3x [[Bomb#High Explosive|Bomb (HE)]]
 
</ul>
 
</ul>
Line 87: Line 85:
 
<li>[[EOptics]]
 
<li>[[EOptics]]
 
<li>[[RFL]]
 
<li>[[RFL]]
<li>1 [[DHS]]
+
<li>10 [[DHS]]
<li>1 [[free ton]]
+
<li>0 [[free tons]]
 
<li>12.5t [[Armor]]
 
<li>12.5t [[Armor]]
 
</ul>
 
</ul>
  
| Price D = 131 500
+
| Price D = 128 500
 
| ArmorT D = 29 687
 
| ArmorT D = 29 687
 
| Class D = Bomber
 
| Class D = Bomber
Line 112: Line 110:
 
</ul>
 
</ul>
  
| Price E = 116 500
+
| Price E = 110 500
 
| ArmorT E = 29 687
 
| ArmorT E = 29 687
 
| Class E = Attacker
 
| Class E = Attacker
Line 120: Line 118:
 
| TurnSpeed E = 325
 
| TurnSpeed E = 325
 
| Weapons E = <ul>
 
| Weapons E = <ul>
<li>2x [[LPL|Air LPL]]
+
<li>2x [[RAC2|Air RAC2]]
 
<li>2x [[RAC5|Air RAC5]]
 
<li>2x [[RAC5|Air RAC5]]
 
<li>3x [[Bomb#Cluster|Bomb (CL)]]
 
<li>3x [[Bomb#Cluster|Bomb (CL)]]
Line 127: Line 125:
 
<li>[[EOptics]]
 
<li>[[EOptics]]
 
<li>[[RFL]]
 
<li>[[RFL]]
<li>7 [[DHS]]
+
<li>3 [[DHS]]
<li>2 [[free tons]]
+
<li>4 [[free tons]]
 
<li>12.5t [[Armor]]
 
<li>12.5t [[Armor]]
 
</ul>
 
</ul>
  
| Price F = 121 500
+
| Price F = 130 500
 
| ArmorT F = 29 687
 
| ArmorT F = 29 687
 
| Class F = Bomber
 
| Class F = Bomber
Line 140: Line 138:
 
| TurnSpeed F = 310
 
| TurnSpeed F = 310
 
| Weapons F = <ul>
 
| Weapons F = <ul>
<li>2x [[ERLL|Air ERLL]]
+
<li>1x [[UAC20|Air UAC20]]
<li>2x [[Gauss|Air Gauss]]
+
<li>2x [[LL|Air LL]]
<li>4x [[Bomb#High Explosive|Bomb (HE)]]
+
<li>2x [[LRM15|Air LRM15]]
 +
<li>2x [[Bomb#Laser-Guided|Bomb (LG)]]
 +
<li>2x [[Bomb#Cluster|Bomb (CL)]]
 +
<li>1x [[iNARC]]
 
</ul>
 
</ul>
 
| Equip F = <ul>
 
| Equip F = <ul>
 
<li>[[EOptics]]
 
<li>[[EOptics]]
 
<li>[[RFL]]
 
<li>[[RFL]]
<li>4 [[BHP]]
+
<li>5 [[DHS]]
<li>4 [[DHS]]
+
<li>3 [[free tons]]
<li>4 [[free tons]]
 
 
<li>12.5t [[Armor]]
 
<li>12.5t [[Armor]]
 
</ul>
 
</ul>
  
| Price G = 118 700
+
| Price G = 113 900
 
| ArmorT G = 29 687
 
| ArmorT G = 29 687
 
| Class G = Attacker
 
| Class G = Attacker
Line 159: Line 159:
 
| Maneuver G = 3.4
 
| Maneuver G = 3.4
 
| MaxSpeed G = 432
 
| MaxSpeed G = 432
| TurnSpeed G = 325
+
| TurnSpeed G = 310
 
| Weapons G = <ul>
 
| Weapons G = <ul>
<li>4x [[ERML|Air ERML]]
+
<li>3x [[ERML|Air ERML]]
<li>4x [[LRM15|Air LRM15]]
+
<li>4x [[LRM20|Air LRM20]]
<li>2x [[Bomb#Laser-Guided|Bomb (LG)]]
+
<li>4x [[Bomb#High Explosive|Bomb (HE)]]
<li>2x [[Bomb#Cluster|Bomb (CL)]]
 
 
</ul>
 
</ul>
 
| Equip G = <ul>
 
| Equip G = <ul>
Line 170: Line 169:
 
<li>[[RFL]]
 
<li>[[RFL]]
 
<li>[[GECM|Air GECM]]
 
<li>[[GECM|Air GECM]]
<li>6 [[DHS]]
+
<li>4 [[DHS]]
<li>8 [[free tons]]
+
<li>4 [[free tons]]
 
<li>12.5t [[Armor]]
 
<li>12.5t [[Armor]]
 
</ul>
 
</ul>
Line 180: Line 179:
 
| Armor T = 4076
 
| Armor T = 4076
  
| Version143 = 0.14.3
+
| Version153 = 0.16.1
 
}}
 
}}
 
The '''Shiva''' is an [[Inner Sphere]] heavy variable-sweep wing [[Aerospace]]. It's slower and bigger than any other ASF currently in game, though in exchange it mounts heavier armor and more weapons, giving it serious punch to ground and airborne targets. Though unsuitable for dogfighting, the Shiva excels in the role of tactical bomber or air support unit. It is known as well for its deadliness as it is for its tendency to handle similarly to a flying oil tanker. When flying at high speed and altitude, its wings fold back to allow for decreased air resistance. With a Max Speed: 432 km/h the '''Shiva''' is the slowest Aerospace unit. All units are equipped with a automated defense turret [[RFL|Rear Firing Laser]].  
 
The '''Shiva''' is an [[Inner Sphere]] heavy variable-sweep wing [[Aerospace]]. It's slower and bigger than any other ASF currently in game, though in exchange it mounts heavier armor and more weapons, giving it serious punch to ground and airborne targets. Though unsuitable for dogfighting, the Shiva excels in the role of tactical bomber or air support unit. It is known as well for its deadliness as it is for its tendency to handle similarly to a flying oil tanker. When flying at high speed and altitude, its wings fold back to allow for decreased air resistance. With a Max Speed: 432 km/h the '''Shiva''' is the slowest Aerospace unit. All units are equipped with a automated defense turret [[RFL|Rear Firing Laser]].  
  
Note in Stats the; Maneuverability / Max Speed / Optimal Turning Speed, between the 3 different classes.
+
Note in Stats the; Maneuverability / Max Speed / Optimal Turning Speed, between the 2 different classes (Attacker/ Bomber).
  
  
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[[EOptics]] to find your target after which line of sight is all you need as you dive down to put your target out of it's misery. Open up with 3x [[ERLL|Air Extended Range Large Lasers]]. Let fly the [[SSRM6|Air SSRM6]], pound them with the [[LBX20|Air LBX20]] finally say hello with your 3x [[Bomb|Cluster Bombs (CL)]]. Who doesn't love Cluster Bombs, five bomblets are released one after another creating a living hell on the receivers end. 4 [[DHS]] help control heat. Kamikaze style - when almost there, pull up right as you release your bombs.
 
[[EOptics]] to find your target after which line of sight is all you need as you dive down to put your target out of it's misery. Open up with 3x [[ERLL|Air Extended Range Large Lasers]]. Let fly the [[SSRM6|Air SSRM6]], pound them with the [[LBX20|Air LBX20]] finally say hello with your 3x [[Bomb|Cluster Bombs (CL)]]. Who doesn't love Cluster Bombs, five bomblets are released one after another creating a living hell on the receivers end. 4 [[DHS]] help control heat. Kamikaze style - when almost there, pull up right as you release your bombs.
  
===Variant A - ''"Turbo Kat"'' ===
+
===Variant A===
{{fluff}}
+
One might expect the Shiva A to be an annoying [[kiting]] aerospace, but in practice, the A can't perform in that capacity unless it forgoes the use of its amazing [[iHGauss]]. Even the most gentle of approaches, charging up the iHGauss before before coming in range, brings the A within 500m of its target. Because of this, the A normally works better doing a flyby at high speed. For Kiting the A can only use its one [[Gauss]] and terrifying three [[LGB]]s, although there are no available [[free tons]] of ammo to keep the LGBs supplied. The A sacrifices [[DPS]] and total damage output for amazing [[pinpoint damage]], pilots be forewarned, pinpoint shots with the iHGauss take a lot of skill to execute. When done properly, this means that the A can easily remove an arm or cut off an already damaged leg in one attack run. The iHGauss doesn't do quite as much damage as a regular HGauss, but doesn't require its attack runs to be quite as short-[[range]]d. This makes it easier for the A to take the first shot in a [[dogfight]]. Make no mistake, though, the A is not a dedicated dog fighter and is outclassed by [[Visigoth]]s and [[Rusalka]]s in this capacity.
The "A" Calculating Hunters Dream. [[BAP|Beagle Active Probe]] extending your radar range by 200m for selecting prime targets. [[EOptics]] to keep them in your sights. [[NARC|Narc Missile Beacon]] with a 500 meter range to mark your target. 1x [[LRM10|Air LRM20]] can lock onto the NARC or lock-on once they acquire tone-lock. Three [[Bomb|Laser-guided (LG) Bombs]] lock-on to your NARC, destroying there targets. Blow holes in their armor with [[UAC20|Air UAC20]] while four [[ML|Air ML]] finishes the job. Finally one [[DHS]] to help dissipate heat. Hunting has never been more fun and with no dependence on spotters.
 
  
 
===Variant B - ''"Agent Orange"''===
 
===Variant B - ''"Agent Orange"''===
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===Variant C ===
 
===Variant C ===
Devastation close up and in their faces. The [[Gauss|Air Improved Heavy Gauss Rifle]] releases it's full power from 800m down to the point of no return. Followed by the almighty [[PPC|Heavy PPC]] at 650M. Four [[SRM2|Air SRM2]] set to chain fire deals non stop shaking and damage. Three [[bomb|High Explosive (HE) Bombs]] lay waste the anything caught in the blast zone. [[EOptics]] and 1 [[Free ton]] are almost an after thought. The "C" is for pilots who like to see the whites of their enemies eyes. Pilots are advised to give a significant lead on their [[Gauss|Air Improved Heavy Gauss Rifle]] shots as it requires a [[spin up time]] before firing.
+
The Shiva C has ten [[DHS]] making it the Shiva with the longest [[boost]] capacity. These heat sinks are critical for the C's operation, without them the C wouldn't be able to cool down sufficiently in order to fire again after using both of its massive [[HPPC]]s. The amount of heat generated by both HPPCs is so much that pilots will find themselves deliberately avoiding the use of the boost, waiting to [[heat|cool]] for longer than the weapons take to [[recycle]], [[chain firing]], or using extra [[coolant]]. The C can fire both HPPCs without overheating so long as the C is down to 30° or less. Few maps are cold enough for this. Most [[maps]] like [[TC_IvoryTower|Ivory Tower]], [[TC_Dune|Dune]], [[TC_Mirage|Mirage]] will cause a momentary heat spike and some heat sink damage for the C. For these maps and hotter maps, it is recommended that the HPPC's be chain fired. When completing a [[bombing run]] and coming in close enough, the C has two [[SRM4]]s and two [[SRM2]]s and three [[HEBombs]]. When chain firing, the next HPPC shot can be made, without overheating, as soon as the C gets below 340°.
  
 
===Variant D===
 
===Variant D===
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===Variant E===
 
===Variant E===
The "E" is a Attacker Class unit designed to strike fear into the hearts and minds of your enemy. Piloted by those who thrive on non-stop fire power. Two [[RAC5|Air RAC5]] continuously pound armor until they jam and need a cool down. Two [[LPL|Long Range Pulse Lasers]] continue to rip threw the holes created by the RAC5s. Your final Reign of Terror comes from 3 [[Bomb|Cluster bombs (CL)]] as each drops five bomblets per load leaving annihilation in your wake. 7 [[DHS]] helps focus your attention on the job at hand while 2 [[Free ton|Free Tons]] are available for reload. Adrenaline Rush - You Bet.
+
The "E" is a Attacker Class unit designed to strike fear into the hearts and minds of your enemy. Piloted by those who thrive on dakka fire power. Spin up the twin [[RAC5|Air RAC5]] and dual [[RAC2|Air RAC2]] to pound armor mercilessly. Your final reign of terror comes from 3 [[Bomb|Cluster bombs (CL)]] as each drops five bomblets per load leaving annihilation in your wake. 3 [[DHS]] handle the heat load of a single pass but requires some restraint on the boost feature to get you out of trouble fast. 4 [[Free ton|Free Tons]] are available for reload to allow longer loitering time above the battlefield.
  
===Variant F===
+
===Variant F - ''"Turbo Kat"''===
Take to the skies with Radar Hot as this unit comes with [[BAP|Beagle Active Probe]] extending your radar range by 200m. Focus in on your wary prey with [[EOptics]] and open up with 2x [[Gauss|Air Gauss]]. At the 800m  mark press the fire button of the 2x [[ERLL|Extended Range Lasers]]. The [[Bomb|High Explosive (HE) bombs]] can be dumb-fired from Max drop altitude of 1500m. Ample four [[Free ton|Tons of Ammo]] and Four [[DHS|Double Heat Sinks]] complete the package. Selective annihilation for focused pilots.
+
The Shiva F "Turbo Kat" is a [[self-NARC]]ing [[bomber]] [[variant]]. There are a lot of weapon types on the Turbo Kat. Pilots that struggle with too many [[weapon groups]] are advised to group the Turbo Kat's two [[LL]]s and one [[Air UAC20]] together. The Air UAC20 requires very little lead when aiming at a moving target and has approximately the same [[range]] profile as the LLs, making this weapon group functional. Pilots may find that it is difficult to use both the Turbo Kat's [[Cluster Bombs]] and [[Laser-Guided Bombs]] in the same bombing run. A typical engagement pattern with the Turbo Kat is as follows: 1. Locate a target. 2. Aim at the target and begin [[lock on]] with the Turbo Kat's two [[LRM15]]s followed immediately by beginning lock on with the its [[iNARC]]. 3. Fire the Turbo Kat's two LLs and one Air UAC20 into the target. 4. Fire the NARC and LRMs once each is locked on. 5. If coming in close, now is the time to aim and drop the Cluster Bombs. 6. Fly past the target and continue launching LRMs, they will follow the NARC if the NARC managed to stick to the target. 7. Before the NARC wears off, (but after the additional LRMs have been launched), briefly point the Turbo Kat back at the target and drop the LGBs. The LGBs will disable the NARC, but cause massive damage. 8. Retreat to [[repair and rearm]], or retreat to gain distance for another attack run, or, instead, immediately reengage the target maintaining the current attack run to finish off the the target.
  
 
===Variant G===
 
===Variant G===
The Flying Fortress Heavy Attacker of the sky. To start your Attacking campaign [[EOptics|Enhanced Optics]] survey the battlefield for maximum impact. [[ GECM|Guardian Electronic Countermeasures]] shroud your approach. Four [[LRM15|Air LRM15]] soften up your targets from afar. Followed by 2x [[Bomb|Laser-guided (LG) bombs]] which can track a target that is painted with a [[TAG]] laser or a [[NARC]] beacon or will instead fly where the crosshair was pointing upon launch. The final death blow with it's large area-of-effect radius comes from the close drop of 2x [[Bomb|Cluster bombs (CL)]]. 4x [[ERML|Air ERML]] provide personal protection, Six [[DHS|Double Heat Sinks]] to facilitate heat and a whopping 8 [[Free ton|Tons of Ammo]]''May God have Mercy Upon Their Souls.'' Due to the nature of Air LRMs, pilots need to pay special attention to the Air LRM15s. In order to fire all 15 missiles from an Air LRM15, the pilot must click 3 times and the next salvo of missiles will not load until all 15 missiles have been fired. Inattentive pilots may find themselves in an attack run where they only launch 5 missiles from each of their Air LRM20s because they failed to empty all of the missiles from the previous salvo. Pilots may also find the Shiva G a very difficult aerospace to pilot because of the exceedingly long fire time of the Air LRM15. Shiva bombers are also difficult to maneuver, forcing pilots into long, gently curved attack and retreat paths giving enemies ample time to return fire at the Shiva G. It is not recommended for players to fly the Shiva G without ground targeting support.
+
The Shiva G is an [[LRM boat]] of the highest order with more [[LRM]]s than any other [[asset]]. '''Eighty LRMs!''' The G's 4 [[DHS]] can barely handle the heat of its four [[Air LRM20]]s which must be slowly [[group fired]] or rapidly [[chain fired]] to maintain both [[DPS]] and [[heat]] levels. The G is a terrible aircraft for acquiring its own targets. Allied [[TAG]] or [[NARC]] support is absolutely essential to get the most of the the G. Air LRM20s have such long [[lock on]] times and require an additional three seconds to fire all of their shots, effectively making the G a '''short-ranged''' aircraft when firing all of its LRMs at a target the G acquired itself. In order to stay at range while acquiring one's own targets, the G must forgo firing every last missile and peel away from its attack run early. If an ally is providing NARCs or TAGs, in order to maximize heat efficiency, as long as the G is at a cool temperature to start with, the first 80 LRMs can be fired with group fire. Then, once the LRM20s reload, the G should begin to use chain fire. First, firing quickly to bring the G back up near the yellow line (cooling rate near the yellow line is more than twice as fast as it is near the bottom of the heat gauge). Once the yellow line is reached, the G should either sip [[coolant]] or slow down the chain firing. To finish off targets, the G has four [[HE Bombs]]. The G can choose whether or not to commit its four [[free tons]] of ammo to bombs or LRMs. Essentially the question becomes: if allies are providing targets, then LRMs, if not, then bombs. The G also has three [[ERML]]s for when it runs out of ammo or needs to shoot accurately at other [[aircraft]], but realistically they aren't of much use since they compete with the LRMs for heat capacity. [[AirGECM]] helps protect the G from enemy lock ons, which can be helpful when coming in close, but most of the time, when aided by NARC or TAG, the G can be as far away as 1300m and still hit its target, well outside of the majority of relevant return fire.
 
 
  
 
==History==
 
==History==

Latest revision as of 19:58, 1 December 2023

Shiva
Shiva spin.gif
360v4.png
Shiva.png
360v4.png
Faction Inner Sphere
Ticket cost: 12 upon destruction
Tier: 13
Tonnage: 85 tons
Variant Armament
Variant Weapons Equipment
Prime:
Class: Attacker
Price: 109 000 CBills
Total Armor: 29 687
Maneuverability: 3.4
Max Speed: 432 km/h
Opt. Turning: 325 km/h
A:
Class: Attacker
Price: 105 500 CBills
Total Armor: 29 687
Maneuverability: 3.4
Max Speed: 432 km/h
Opt. Turning: 325 km/h
B:
Class: Bomber
Price: 121 000 CBills
Total Armor: 29 687
Maneuverability: 3.4
Max Speed: 432 km/h
Opt. Turning: 310 km/h
C:
Class: Attacker
Price: 104 500 CBills
Total Armor: 29 687
Maneuverability: 3.4
Max Speed: 432 km/h
Opt. Turning: 325 km/h
D:
Class: Bomber
Price: 128 500 CBills
Total Armor: 29 687
Maneuverability: 3.4
Max Speed: 432 km/h
Opt. Turning: 310 km/h
E:
Class: Attacker
Price: 110 500 CBills
Total Armor: 29 687
Maneuverability: 3.4
Max Speed: 432 km/h
Opt. Turning: 325 km/h
F:
Class: Bomber
Price: 130 500 CBills
Total Armor: 29 687
Maneuverability: 3.4
Max Speed: 432 km/h
Opt. Turning: 310 km/h
G:
Class: Attacker
Price: 113 900 CBills
Total Armor: 29 687
Maneuverability: 3.4
Max Speed: 432 km/h
Opt. Turning: 310 km/h
Armor Points Distribution
B
LW
RW
E
T
11077
4254
4254
6026
4076

All stats current as of release 0.16.1

The Shiva is an Inner Sphere heavy variable-sweep wing Aerospace. It's slower and bigger than any other ASF currently in game, though in exchange it mounts heavier armor and more weapons, giving it serious punch to ground and airborne targets. Though unsuitable for dogfighting, the Shiva excels in the role of tactical bomber or air support unit. It is known as well for its deadliness as it is for its tendency to handle similarly to a flying oil tanker. When flying at high speed and altitude, its wings fold back to allow for decreased air resistance. With a Max Speed: 432 km/h the Shiva is the slowest Aerospace unit. All units are equipped with a automated defense turret Rear Firing Laser.

Note in Stats the; Maneuverability / Max Speed / Optimal Turning Speed, between the 2 different classes (Attacker/ Bomber).


Roles and Gameplay Hints

Prime

EOptics to find your target after which line of sight is all you need as you dive down to put your target out of it's misery. Open up with 3x Air Extended Range Large Lasers. Let fly the Air SSRM6, pound them with the Air LBX20 finally say hello with your 3x Cluster Bombs (CL). Who doesn't love Cluster Bombs, five bomblets are released one after another creating a living hell on the receivers end. 4 DHS help control heat. Kamikaze style - when almost there, pull up right as you release your bombs.

Variant A

One might expect the Shiva A to be an annoying kiting aerospace, but in practice, the A can't perform in that capacity unless it forgoes the use of its amazing iHGauss. Even the most gentle of approaches, charging up the iHGauss before before coming in range, brings the A within 500m of its target. Because of this, the A normally works better doing a flyby at high speed. For Kiting the A can only use its one Gauss and terrifying three LGBs, although there are no available free tons of ammo to keep the LGBs supplied. The A sacrifices DPS and total damage output for amazing pinpoint damage, pilots be forewarned, pinpoint shots with the iHGauss take a lot of skill to execute. When done properly, this means that the A can easily remove an arm or cut off an already damaged leg in one attack run. The iHGauss doesn't do quite as much damage as a regular HGauss, but doesn't require its attack runs to be quite as short-ranged. This makes it easier for the A to take the first shot in a dogfight. Make no mistake, though, the A is not a dedicated dog fighter and is outclassed by Visigoths and Rusalkas in this capacity.

Variant B - "Agent Orange"

The "Agent Orange" is one of the most terrifying enemies in the game in the hands of a capable pilot, able to destroy an entire lance of battlemechs on its own. Twin Air RAC5, twin Air MRM40, and quadruple Bomb (CL) means that it can destroy all but the heaviest mechs in a single pass, or sandblasted the armor off multiple spread-out targets. However, this power comes at a price; it is exceptionally helpless - even by Shiva standards - at defending against enemy aircraft, it struggles to attack fast-moving ground targets, and it requires a long engagement window to fully dish out its damage.

Variant C

The Shiva C has ten DHS making it the Shiva with the longest boost capacity. These heat sinks are critical for the C's operation, without them the C wouldn't be able to cool down sufficiently in order to fire again after using both of its massive HPPCs. The amount of heat generated by both HPPCs is so much that pilots will find themselves deliberately avoiding the use of the boost, waiting to cool for longer than the weapons take to recycle, chain firing, or using extra coolant. The C can fire both HPPCs without overheating so long as the C is down to 30° or less. Few maps are cold enough for this. Most maps like Ivory Tower, Dune, Mirage will cause a momentary heat spike and some heat sink damage for the C. For these maps and hotter maps, it is recommended that the HPPC's be chain fired. When completing a bombing run and coming in close enough, the C has two SRM4s and two SRM2s and three HEBombs. When chain firing, the next HPPC shot can be made, without overheating, as soon as the C gets below 340°.

Variant D

A long range Laser-Guided Bomber housing 4 bombs capable of striking out from 1500m with pinpoint accuracy with the aid of TAG OR NARC. Four Free Tons of ammo. EOptics ensure that the 2x Air LtGauss strike there mark. Three Particle Projection Cannons deal damage to multiple areas while shaking the enemy reducing their ability to return fire. Five DHS slow down the heat spike but does not completely keep it under control. The "D" is a team player unit who have patience to deliver their reign of hurt.

Variant E

The "E" is a Attacker Class unit designed to strike fear into the hearts and minds of your enemy. Piloted by those who thrive on dakka fire power. Spin up the twin Air RAC5 and dual Air RAC2 to pound armor mercilessly. Your final reign of terror comes from 3 Cluster bombs (CL) as each drops five bomblets per load leaving annihilation in your wake. 3 DHS handle the heat load of a single pass but requires some restraint on the boost feature to get you out of trouble fast. 4 Free Tons are available for reload to allow longer loitering time above the battlefield.

Variant F - "Turbo Kat"

The Shiva F "Turbo Kat" is a self-NARCing bomber variant. There are a lot of weapon types on the Turbo Kat. Pilots that struggle with too many weapon groups are advised to group the Turbo Kat's two LLs and one Air UAC20 together. The Air UAC20 requires very little lead when aiming at a moving target and has approximately the same range profile as the LLs, making this weapon group functional. Pilots may find that it is difficult to use both the Turbo Kat's Cluster Bombs and Laser-Guided Bombs in the same bombing run. A typical engagement pattern with the Turbo Kat is as follows: 1. Locate a target. 2. Aim at the target and begin lock on with the Turbo Kat's two LRM15s followed immediately by beginning lock on with the its iNARC. 3. Fire the Turbo Kat's two LLs and one Air UAC20 into the target. 4. Fire the NARC and LRMs once each is locked on. 5. If coming in close, now is the time to aim and drop the Cluster Bombs. 6. Fly past the target and continue launching LRMs, they will follow the NARC if the NARC managed to stick to the target. 7. Before the NARC wears off, (but after the additional LRMs have been launched), briefly point the Turbo Kat back at the target and drop the LGBs. The LGBs will disable the NARC, but cause massive damage. 8. Retreat to repair and rearm, or retreat to gain distance for another attack run, or, instead, immediately reengage the target maintaining the current attack run to finish off the the target.

Variant G

The Shiva G is an LRM boat of the highest order with more LRMs than any other asset. Eighty LRMs! The G's 4 DHS can barely handle the heat of its four Air LRM20s which must be slowly group fired or rapidly chain fired to maintain both DPS and heat levels. The G is a terrible aircraft for acquiring its own targets. Allied TAG or NARC support is absolutely essential to get the most of the the G. Air LRM20s have such long lock on times and require an additional three seconds to fire all of their shots, effectively making the G a short-ranged aircraft when firing all of its LRMs at a target the G acquired itself. In order to stay at range while acquiring one's own targets, the G must forgo firing every last missile and peel away from its attack run early. If an ally is providing NARCs or TAGs, in order to maximize heat efficiency, as long as the G is at a cool temperature to start with, the first 80 LRMs can be fired with group fire. Then, once the LRM20s reload, the G should begin to use chain fire. First, firing quickly to bring the G back up near the yellow line (cooling rate near the yellow line is more than twice as fast as it is near the bottom of the heat gauge). Once the yellow line is reached, the G should either sip coolant or slow down the chain firing. To finish off targets, the G has four HE Bombs. The G can choose whether or not to commit its four free tons of ammo to bombs or LRMs. Essentially the question becomes: if allies are providing targets, then LRMs, if not, then bombs. The G also has three ERMLs for when it runs out of ammo or needs to shoot accurately at other aircraft, but realistically they aren't of much use since they compete with the LRMs for heat capacity. AirGECM helps protect the G from enemy lock ons, which can be helpful when coming in close, but most of the time, when aided by NARC or TAG, the G can be as far away as 1300m and still hit its target, well outside of the majority of relevant return fire.

History

The Shiva has been available since the first beta version of MWLL and has undergone few changes in its role since then. It has the distinction of being among the first units to receive more than four variants with the release of version 0.3.0. In 0.9.2 every Shiva received Rear Firing Laser to make its pursuit more difficult for enemy fighters.


Canon

This 85 ton OmniFighter takes its name from the Hindu god of death. The Shiva was designed by the Free Worlds League with help from the Word of Blake, and it was a cutting-edge Aerospace fighter of its time. It was seen operating mainly from carriers, though because of its high maintenance costs it was given only to elite units. Using an XL Engine to save weight rather than speed, though marginally slower than aircraft of a similar mass, the Shiva has the capacity to carry a phenomenal array of weapons with over 50 tons of pod space for weapons and equipment.

Date Introduced 3060 during the Era known as "Clan Invasion" (3050 - 3061) - Unit Role: Attack OmniFighter

Battletech Reference