Difference between revisions of "Shiva"

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(Variant C)
 
Line 15: Line 15:
 
| Maneuver Prime = 3.4
 
| Maneuver Prime = 3.4
 
| MaxSpeed Prime = 432
 
| MaxSpeed Prime = 432
 +
| TurnSpeed Prime = 325
 
| Weapons Prime = <ul>
 
| Weapons Prime = <ul>
 
<li>3x [[ERLL]]
 
<li>3x [[ERLL]]
Line 35: Line 36:
 
| Maneuver A = 3.4
 
| Maneuver A = 3.4
 
| MaxSpeed A = 432
 
| MaxSpeed A = 432
 +
| TurnSpeed A = 325
 
| Weapons A = <ul>
 
| Weapons A = <ul>
 
<li>4x [[ERSL|Air ERSL]]
 
<li>4x [[ERSL|Air ERSL]]
Line 58: Line 60:
 
| Maneuver B = 3.4
 
| Maneuver B = 3.4
 
| MaxSpeed B = 432
 
| MaxSpeed B = 432
 +
| TurnSpeed B = 310
 
| Weapons B = <ul>
 
| Weapons B = <ul>
 
<li>2x [[RAC5|Air RAC5]]
 
<li>2x [[RAC5|Air RAC5]]
Line 76: Line 79:
 
| Maneuver C = 3.4
 
| Maneuver C = 3.4
 
| MaxSpeed C = 432
 
| MaxSpeed C = 432
 +
| TurnSpeed C = 325
 
| Weapons C = <ul>
 
| Weapons C = <ul>
 
<li>1x [[HPPC]]
 
<li>1x [[HPPC]]
Line 96: Line 100:
 
| Maneuver D = 3.4
 
| Maneuver D = 3.4
 
| MaxSpeed D = 432
 
| MaxSpeed D = 432
 +
| TurnSpeed D = 310
 
| Weapons D = <ul>
 
| Weapons D = <ul>
 
<li>3x [[ERPPC]]
 
<li>3x [[ERPPC]]
Line 115: Line 120:
 
| Maneuver E = 3.4
 
| Maneuver E = 3.4
 
| MaxSpeed E = 432
 
| MaxSpeed E = 432
 +
| TurnSpeed E = 325
 
| Weapons E = <ul>
 
| Weapons E = <ul>
 
<li>2x [[LPL|Air LPL]]
 
<li>2x [[LPL|Air LPL]]
Line 134: Line 140:
 
| Maneuver F = 3.4
 
| Maneuver F = 3.4
 
| MaxSpeed F = 432
 
| MaxSpeed F = 432
 +
| TurnSpeed F = 310
 
| Weapons F = <ul>
 
| Weapons F = <ul>
 
<li>2x [[ERLL]]
 
<li>2x [[ERLL]]
Line 154: Line 161:
 
| Maneuver G = 3.4
 
| Maneuver G = 3.4
 
| MaxSpeed G = 432
 
| MaxSpeed G = 432
 +
| TurnSpeed G = 325
 
| Weapons G = <ul>
 
| Weapons G = <ul>
 
<li>4x [[ERML|Air ERML]]
 
<li>4x [[ERML|Air ERML]]

Latest revision as of 23:53, 29 July 2020

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: 116 000 CBills
Total Armor: 29 687
Maneuverability: 3.4
Max Speed: 432 km/h
Opt. Turning: 325 km/h
A:
Class: Attacker
Price: 130 350 CBills
Total Armor: 29 687
Maneuverability: 3.4
Max Speed: 432 km/h
Opt. Turning: 325 km/h
B:
Class: Bomber
Price: 120 000 CBills
Total Armor: 29 687
Maneuverability: 3.4
Max Speed: 432 km/h
Opt. Turning: 310 km/h
C:
Class: Attacker
Price: 109 500 CBills
Total Armor: 29 687
Maneuverability: 3.4
Max Speed: 432 km/h
Opt. Turning: 325 km/h
D:
Class: Bomber
Price: 131 500 CBills
Total Armor: 29 687
Maneuverability: 3.4
Max Speed: 432 km/h
Opt. Turning: 310 km/h
E:
Class: Attacker
Price: 116 500 CBills
Total Armor: 29 687
Maneuverability: 3.4
Max Speed: 432 km/h
Opt. Turning: 325 km/h
F:
Class: Bomber
Price: 124 500 CBills
Total Armor: 29 687
Maneuverability: 3.4
Max Speed: 432 km/h
Opt. Turning: 310 km/h
G:
Class: Attacker
Price: 118 700 CBills
Total Armor: 29 687
Maneuverability: 3.4
Max Speed: 432 km/h
Opt. Turning: 325 km/h
Armor Points Distribution
B
LW
RW
E
T
11077
4254
4254
6026
4076

All stats current as of release 0.12.2

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.


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 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

The "A" Calculating Hunters Dream. Beagle Active Probe extending your radar range by 200m for selecting prime targets. EOptics to keep them in your sights. Guardian Electronic Countermeasures reduces your radar signature upon approach. Improved NARC with a 900 meter range to mark your target. 2x Air LRM10 can lock onto the NARC or lock-on once they acquire tone-lock. Three Laser-guided (LG) Bombs lock-on to your iNARC, destroying there targets. Blow holes in their armor with Air UAC20 while Air ERSL finishes the job. 3 DHS help dissipate heat and 1 spare ton of Ammo. Hunting has never been more fun and no dependence on spotters.

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

Devastation close up and in their faces. The Air Improved Heavy Gauss Rifle releases it's full power from 800m down to the point of no return. Followed by the almighty Heavy PPC at 650M. Four Air SRM2 set to chain fire deals non stop shaking and damage. Three 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 Air Improved Heavy Gauss Rifle shots as it requires a spin up time before firing.

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 non-stop fire power. Two Air RAC5 continuously pound armor until they jam and need a cool down. Two Long Range Pulse Lasers continue to rip threw the holes created by the RAC5s. Your final Reign of Terror comes from 3 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 Tons are available for reload. Adrenaline Rush - You Bet.

Variant F

Take to the skies with Radar Hot as this unit comes with Beagle Active Probe extending your radar range by 200m. Focus in on your wary prey with EOptics and open up with 2x Air Gauss. At the 800m mark press the fire button of the 2x Extended Range Lasers. The High Explosive (HE) bombs can be dumb-fired from Max drop altitude of 1500m. Ample four Tons of Ammo and Four Double Heat Sinks complete the package. Selective annihilation for focused pilots.

Variant G

The Flying Fortress Heavy Attacker of the sky. To start your Attacking campaign Enhanced Optics survey the battlefield for maximum impact. Guardian Electronic Countermeasures shroud your approach. Dual Air LRM10 plus, Dual Air LRM20 soften up your targets from afar. Followed by 2x 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 Cluster bombs (CL). 4x Air ERML provide personal protection, Six Double Heat Sinks to facilitate heat and a whopping 8 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 LRM10s and Air LRM20s. In order to fire all 20 missiles from an Air LRM20, the pilot must click 4 times and the next salvo of missiles will not load until all 20 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 LRM20. 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.

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