Difference between revisions of "Shiva"
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| Tonnage = 85 | | Tonnage = 85 | ||
− | | Price Prime = | + | | Price Prime = 109 000 |
| ArmorT Prime = 29 687 | | ArmorT Prime = 29 687 | ||
| Class Prime = Attacker | | Class Prime = Attacker | ||
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</ul> | </ul> | ||
− | | Price A = | + | | Price A = 105 500 |
| ArmorT A = 29 687 | | ArmorT A = 29 687 | ||
| Class A = Attacker | | Class A = Attacker | ||
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</ul> | </ul> | ||
− | | Price C = | + | | Price C = 104 500 |
| ArmorT C = 29 687 | | ArmorT C = 29 687 | ||
| Class C = Attacker | | Class C = Attacker | ||
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</ul> | </ul> | ||
− | | Price E = | + | | Price E = 110 500 |
| ArmorT E = 29 687 | | ArmorT E = 29 687 | ||
| Class E = Attacker | | Class E = Attacker | ||
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| TurnSpeed E = 325 | | TurnSpeed E = 325 | ||
| Weapons E = <ul> | | Weapons E = <ul> | ||
− | <li>2x [[ | + | <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 125: | Line 125: | ||
<li>[[EOptics]] | <li>[[EOptics]] | ||
<li>[[RFL]] | <li>[[RFL]] | ||
− | <li> | + | <li>3 [[DHS]] |
− | <li> | + | <li>4 [[free tons]] |
<li>12.5t [[Armor]] | <li>12.5t [[Armor]] | ||
</ul> | </ul> | ||
Line 149: | Line 149: | ||
<li>[[RFL]] | <li>[[RFL]] | ||
<li>5 [[DHS]] | <li>5 [[DHS]] | ||
− | <li> | + | <li>3 [[free tons]] |
<li>12.5t [[Armor]] | <li>12.5t [[Armor]] | ||
</ul> | </ul> | ||
− | | Price G = | + | | Price G = 113 900 |
| ArmorT G = 29 687 | | ArmorT G = 29 687 | ||
| Class G = Attacker | | Class G = Attacker | ||
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| TurnSpeed G = 310 | | TurnSpeed G = 310 | ||
| Weapons G = <ul> | | Weapons G = <ul> | ||
− | <li> | + | <li>3x [[ERML|Air ERML]] |
<li>4x [[LRM20|Air LRM20]] | <li>4x [[LRM20|Air LRM20]] | ||
<li>4x [[Bomb#High Explosive|Bomb (HE)]] | <li>4x [[Bomb#High Explosive|Bomb (HE)]] | ||
Line 179: | Line 179: | ||
| Armor T = 4076 | | Armor T = 4076 | ||
− | | | + | | 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 | + | Note in Stats the; Maneuverability / Max Speed / Optimal Turning Speed, between the 2 different classes (Attacker/ Bomber). |
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===Variant A=== | ===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 [[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. | |
− | |||
===Variant B - ''"Agent Orange"''=== | ===Variant B - ''"Agent Orange"''=== | ||
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===Variant C === | ===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 [[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 | + | 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 - ''"Turbo Kat"''=== | ===Variant F - ''"Turbo Kat"''=== | ||
− | 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 | + | 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 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 | ||
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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 |
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A: Class: Attacker Price: 105 500 CBills Total Armor: 29 687 Maneuverability: 3.4 Max Speed: 432 km/h Opt. Turning: 325 km/h |
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B: Class: Bomber Price: 121 000 CBills Total Armor: 29 687 Maneuverability: 3.4 Max Speed: 432 km/h Opt. Turning: 310 km/h |
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C: Class: Attacker Price: 104 500 CBills Total Armor: 29 687 Maneuverability: 3.4 Max Speed: 432 km/h Opt. Turning: 325 km/h |
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D: Class: Bomber Price: 128 500 CBills Total Armor: 29 687 Maneuverability: 3.4 Max Speed: 432 km/h Opt. Turning: 310 km/h |
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E: Class: Attacker Price: 110 500 CBills Total Armor: 29 687 Maneuverability: 3.4 Max Speed: 432 km/h Opt. Turning: 325 km/h |
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F: Class: Bomber Price: 130 500 CBills Total Armor: 29 687 Maneuverability: 3.4 Max Speed: 432 km/h Opt. Turning: 310 km/h |
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G: Class: Attacker Price: 113 900 CBills Total Armor: 29 687 Maneuverability: 3.4 Max Speed: 432 km/h Opt. Turning: 310 km/h |
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Armor Points Distribution | ||
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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).
Contents
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