Wednesday, November 20, 2013

Patch Review: Shadowhawk

Gearstripper is back with another patch review!  This time the Shadawhawk is released! Gearstripper has really broken it down, so let's join the review - already in progress!


Everyone got their nuts and bolts securely fastened?  Good.  They call me Gearstripper, and we have a bit to talk about with the new Mechwarrior Online patch.  There's a lot to cover so lets get started!

As always lets get the good bits out of the way.  With this patch release they have officially released a new mech with 3 variants, The Shadowhawk.  Original patch notes here.

First a bit of background on this tiny scrapper.  This mech can carry a variety of mixed armaments that allow it to engage at long or short range.  With it's speed and maneuverability, as well as the ability to mount jump jets puts this 55 ton mech in a position to be a recon,engagement or fire support battlemech.  Assembled by manufacturers such as Lang Industries Incorporated, Majesty Metals and Manufacturing, Odin Manufacturing, and Vandenberg Mechanized Industries, this mech has seen it all.  Production started around 2055 within the Inner Sphere and lasted for more than five centuries.

Now on to the meat and potatoes!  Three variants were released all of which can be a pretty big thorn in the enemys' side should a skilled pilot be at the controls.  The first of the three variants is the SHD-2H.  Coming off the factory floor, this 55 ton mech can move at 81kph and is equipped with an AC/5, LRM5, medium laser and an SRM2 - which as I stated earlier can make it viable both long and short range.  This versatility, topped with the quirks of +25% Torso Twist Speed and +5% Turning Rate, makes this mech something to watch out for on the battlefield.

Next, we have the SHD-2D2 has basically the same equipment but they upgraded the SRM2 with a Streak system.  The last variant is the SHD-5M is the biggest factory change.  It leaves the factory with a Streak SM2, Ultra AC/5, an LRM20 and a medium laser.  All of these variants get the bonus to Torso Twist and Turning Rate, so don't underestimate them.

With that taken care of lets move on to the other changes.  Two new support modules were introduced as well, the Improved Gyros and Hill Climb.  Improved Gyros help to reduce the amount of screen shake after being hit by enemy fire and Hill Climb reduces the rate of deceleration by 10% when navigating up and down hills.

Now this one is important kiddos, so listen up.  There were quite a lot of changes that occurred with hitboxes.  All mechs will be getting tweaked in this field as patches release, and this release the winners are: Atlas, Awesome, Spider, and Orion.  The sizes of the hitboxes to the center torso are the most notable, reducing the mid torso hitbox by as much as 30%.   All of these mechs also had the hitbox for the pelvis area changed to no longer damage the center torso.  Nut shots are now a thing of the past. The pelvis has been split in two and now damages the legs on its' respective sides.  You may want to study this one, sharpshooters - and put those shots where they are needed the most.

Rewards are now given for using Counter ECM advantageously.  Countering an ECM enabled enemy mech for five seconds, or countering an ECM mech that then takes locked missile damage from allies, will provide XP and C-Bills.  A new Raider skin and camo skin were released as well as some changes to your cockpit items and how they are mounted.  You may want to check your decorations and make sure your rolling in style.

With this they also fixed a number of bugs. The permanent shaking after your jump jets are destroyed in mid-air is gone.  Also, destroying UAV will now provide XP.  The Death Knell's arms now move when aiming. In addition, some graphics issues in the Mech Lab have been corrected.  Just a few other tweaks with collision, and the heat override have been made - and that concludes this patch and our lesson for today.

Now recruits, head on over to the targeting range and get to practicing taking down those mechs!

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