Shiva

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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: 113 000 CBills
Total Armor: 29 687
Maneuverability: 3.4
Max Speed: 432 km/h
Opt. Turning: 325 km/h
A:
Class: Attacker
Price: 109 500 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: 108 500 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: 113 500 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: 115 700 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 0.15.3

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 3 different classes.


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

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. Three Laser-guided (LG) Bombs will track where the crosshair is pointing or lock-on to NARC beacon or TAG, destroying there targets. Blow holes in their armor at 600m with Air UAC20 while two Air SSRM6 & two Air SSRM4 finishes the job. Finally one DHS to help dissipate heat, but not by much. Hunting has never been more fun.

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 - "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. Even though the Turbo Kat is a bomber, it doesn't come with any free tons for its weapons. Pilots will likely find that saving the Turbo Kat's bombs for the perfect bombing run is necessary to maximize performance. Pilots may also 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

Surprisingly an attacker and not a bomber, 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 four 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