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Awesome Lrm Boat?


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#1 oldradagast

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Posted 27 June 2013 - 02:56 AM

I've been tossing around the idea of creating an LRM boat, and I know the Awesome and Stalker are the best chassis for this since they are not weighed down by ballistics. I also am aware of the drawbacks of the Awesome (hitbox issues), but I've never been comfortable in a Stalker - the poor torso twist and lack of horizontal arm movement bugs me. So, the Awesome, despite its weaknesses, is probably what I'm shooting for.

I know the 8V and 8R are the best for missile boats, probably with piles of LRM15's and a BAP and Tag. Any build suggestions would be appreciated, especially from folks who have working Awesome LRM boats. Thanks!

#2 TheFuzzyBunny

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Posted 27 June 2013 - 07:37 AM

http://mwo.smurfy-ne...7dd65149567b59f

I've been running this through every phase of the LRM growth 'nerf' whatever. Always viable, most of the time super deadly. I don't think I own another mech that can as easily swing a game single handedly in a normal PUG game.

Has usual weaknesses of ECM light swarm, not paying attention to your positioning to get face hugged, and so on. Once you get the general idea of LRM boating no other mech does it better currently.

#3 Mokou

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Posted 27 June 2013 - 07:52 AM

I use this Missiles more missiles all the missiles!!!

Edited by Mokou, 27 June 2013 - 07:54 AM.


#4 Vimeous

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Posted 27 June 2013 - 08:06 AM

I use a setup similar to Fuzzy but with the standard 240 for survivability.
It's slow so you need to pay alot of attention to where your team is and make sure you don't get hung out to dry.

#5 Selfish

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Posted 27 June 2013 - 08:10 AM

http://mwo.smurfy-ne...25aadac87f33946

This is close to the one I run. Use the left arm for blocking incoming LRMs barrages when dueling other boats. When it comes to LRM dominance not much can stand up to the 8R. I often use AMS over the BAP since I usually have anti-strikers sweeping with me on flanks, and it goes a long way to keep Streaks off them while they down anyone who tries to intercept. I made this video a short while back to see how the new spread / loss of splash was working.



#6 Mokou

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Posted 27 June 2013 - 08:12 AM

View PostVimeous, on 27 June 2013 - 08:06 AM, said:

standard 240

Huh... i can use 240 in my loadout too! Thx.

Upd: Missiles more missiles all the missiles!!!

Edited by Mokou, 27 June 2013 - 08:16 AM.


#7 TheFuzzyBunny

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Posted 27 June 2013 - 08:18 AM

I agree the standard engine offers a greater sense of survivability, however the sacrifice for the is the greater mobility. I personally never stand still, that is the key to this mech and in my opinion all LRM mech. You need to be constantly supporting your main push, so you need to be able to keep up with them. You need to be able to move to deny the use of cover to your targets. Anything less than 50KPH just isn't even close to being fast enough for how I play it.

In any case you should have enough information from this thread to help you make a choice that best suits your play style.

#8 Modo44

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Posted 27 June 2013 - 08:24 AM

Don't. A Catapult C4 or A1 can do virtually the same thing while not taking up a tank spot on the team.

#9 Hebdomas

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Posted 27 June 2013 - 08:35 AM

The build I currently use, though it's more of a fire support than LRM boat and lacks TAG and Artemis. You could swap a medium laser in the arm for TAG and drop two DHS for Artemis, but I'm unsure what heat would be like. Also only has four tons of LRM ammo, but that's why you have two ER large lasers. You could put in an XL engine, but you would have to remove a DHS in each side torso and would have to use a XL300 to get the two DHS back and only leaves you with a single ton to play around with.
http://mwo.smurfy-ne...d580994d9b3441c

The second build is what I'm thinking of trying. It basically solves all the problems of the first build. Has TAG, Artemis, and 6 tons of ammo. Three medium lasers for close range and an ER PPC for all ranges (could switch to an ER LL if you wanted, but everyone seems to love PPCs).
http://mwo.smurfy-ne...208ec062c101b62

Not as boaty as the other builds posted, but in my opinion has more options.

Beagle Active Probe, I thought this only counters ECM when you're close, like 180 meters which isn't too helpful LRMs. Unless you're using it for the increased sensor range to be able to target far away enemies sooner.

#10 Wildstreak

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Posted 27 June 2013 - 08:41 AM

If you want to run an LRM boat, do NOT max out all the Missile hardpoints with LRMs.
Having run Awesomes, I got more success using an 8T with 2LL, 2LRM15 than a 8R with 4LRM15 or 8V with 3LRM15.
I also got more success running a 8V with 3LL, 1LRM15.

Overall, I think the general thought used in weapon selection of stock loadouts should guide new Awesome Pilots. Pick weapons with long range including PPCs and LLs of some kind, firing from range lets you minimize your profile reducing the chance you get cored. Mixing long range Energy with Missiles allows you to keep fighting when the ammo is gone and you do not need piles of ammo.

Also, if you see my designs, I tend to like good heat management. Heck, on my 8V, I can alpha the 3LLs 4 times before Heat Warning, not many other designs can do that.

I have tried the 'piles of big LRMs' Awesome, it does not compare to mixing long range Energy with some LRMs, second is much better.

#11 Mokou

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Posted 27 June 2013 - 08:47 AM

View PostModo44, on 27 June 2013 - 08:24 AM, said:

Don't. A Catapult C4 or A1 can do virtually the same thing while not taking up a tank spot on the team.

Posted Image

View PostMerchant, on 27 June 2013 - 08:41 AM, said:

If you want to run an LRM boat, do NOT max out all the Missile hardpoints with LRMs.


But LRM boat is the mech with "max out all the Missile hardpoints with LRMs".
1-2xLRM15 ≠ LRM boat.

Edited by Mokou, 27 June 2013 - 08:49 AM.


#12 Darwins Dog

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Posted 27 June 2013 - 08:53 AM

View PostModo44, on 27 June 2013 - 08:24 AM, said:

Don't. A Catapult C4 or A1 can do virtually the same thing while not taking up a tank spot on the team.

Except that the awesome can carry twice as much ammo and its own TAG. I'm not entirely sure what you mean by "tank spot". Heavies can be brawlers too, unless you mean that the only assault worth taking is the Atlas, in which case I disagree with you.

#13 TheFuzzyBunny

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Posted 27 June 2013 - 12:43 PM

View PostModo44, on 27 June 2013 - 08:24 AM, said:

Don't. A Catapult C4 or A1 can do virtually the same thing while not taking up a tank spot on the team.


Incorrect. Not even really close. The Heavy Catapult serves a purpose, especially in weighted drops, but nothing accept for maybe a Stalker has the LRM destructive capability of the LRM Awesome. You don't have the tonnage, or hard points, needed to pull it off.

The A1 can do the 4 LRM15A launchers, but lacks the very much needed TAG.
The C1 Can't mount more than 2 launchers.
The C4 Can mount the 4 LRMA launchers but will only have a single ML for defensive weapons after the tag, and will have to sacrifice either speed, armor, or ammo to make it all fit. For example to fit it all and get the smallest XL engine that holds the minimum 10 DHS you need to just carry 3 tons of ammo....

Now with all that in mind I run a C1 as my Heavy LRM machine. I like it, but it doesn't do near the devastation my Awesome does. The Awesome LRM boat is rather simply a gigantic wrecking ball that dishes HUGE amounts of damage if played right, no Catapult LRM boat can compare.

Finally not every Assault is a Tank. An Atlas is for sure. A Stalker is a line breaker, or DFS. A Highlander is a striker, flexible in its application. An Awesome is either a flanker, or a LRM boat.

Edited by TheFuzzyBunny, 27 June 2013 - 12:45 PM.


#14 King Arthur IV

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Posted 27 June 2013 - 01:01 PM

View PostTheFuzzyBunny, on 27 June 2013 - 07:37 AM, said:



this is the only build you need to know. you can swap two tons of ammo out for a BAP, you can still fire at the enemy even if a ecm mech is trying to jam you.
so why is this build the only build you need to know?? what makes it so damn deadly and over looked? despite having a crappy hit box and less armor, your a lrm boat not a front line tank. lrm boat needs range to be effective and when your at range you should be able to stay out of harms way. so back to the question why is it so bad a$$?? ill tell you.

60LRM in one salvo, thats why. your lrm bomb will kill anything before they can kill you providing you fired first. there is no running to cover if you get hit. other lrm boats fire streams of lrms that take several seconds giving you time to run into cover to dodge the incoming lrms. with the AWS 8R, if you dont run into cover in time, thats 60 in your face on the first hit.

the AWS 8R is by far the best LRM experience you can get atm.

#15 TheFuzzyBunny

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Posted 27 June 2013 - 01:04 PM

I agree with you almost completely. I personally keep the toggle chain fire switch on one of my mouse buttons, so I will regularly switch back and forth between chain fire and the super wave. Got someone dead to rites, hit with all 60 in one wave. Chasing a light, shot one 15. Not sure you'll keep a lock, send them all in a chain. So flexible, so deadly.

#16 Sephlock

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Posted 27 June 2013 - 01:12 PM

Posted Image

#17 Wildstreak

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Posted 27 June 2013 - 08:24 PM

View PostMokou, on 27 June 2013 - 08:47 AM, said:

But LRM boat is the mech with "max out all the Missile hardpoints with LRMs".
1-2xLRM15 ≠ LRM boat.

Depends. A MWO LRM Boat is all Missile hardpoints but makes you really vulnerable, I know I have tried it. while having great long range destructive ability, when hit close in, you are really weak. A AWS-8R with only 3MLs is just a more armored Catapult-C1 with no jump close in. Even though I tried it, I prefer using the CBT definition, only need a pair of LRMs thus freeing up the other hardpoints for better close in protection. AWS-8R with 2LRM15s, 3MLs and 2SRM6s has better close in defenses than a CPLT-C1 and is more useful when the LRM ammo runs out, besides the 8R with 2LL and 4SRM6 is still better than any 8R with LRMs.

Look for the Ultimate Awesome Guide thread for more.

#18 Modo44

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Posted 27 June 2013 - 09:54 PM

View PostDarwins Dog, on 27 June 2013 - 08:53 AM, said:

I'm not entirely sure what you mean by "tank spot".

Let me explain in the simplest way possible: The assault is there as much to tank damage as it is to deal it. When an assault sits back, the squishier elements of the team are forced to take damage. Since the mediums and heavies have the best damage output per ton, that means your team loses firepower way too quickly. I bet you get a lot of spread damage from your silly build, just don't expect me in my heavy/medium to be grateful for not having a meat shield.

#19 TheFuzzyBunny

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Posted 28 June 2013 - 03:35 AM

My LRM Awesome has over 200 games in it since they started tracking. I have over a 3 to 1 KDR, and over a 1.5 W/L record.

I do not 'sit back' but run right with the pack. I can tell you with out a doubt the mediums and heavies love me because whatever they are fighting I erase quickly, keeping them from having to be 'forced to take damage'. Heck even the lights who would have out run my Atlas and who get themselves in deep trouble can get support from me normally.

Now, like I said, some assaults do Tank, and are designed to tank. The OP asked for an effective LRM boat. Here it is. No Catapult can do that.

#20 King Arthur IV

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Posted 28 June 2013 - 09:58 AM

i understand that some of you are concerned that a assault should be playing the tank role but let me assure you that aws 8R as a LRM boat does so much damage so fast that it makes up for not tanking the front line. i can destroy a atlas in 2 head on volley.

i just ran a team with 2 aws8R with 60lrm each. we had no other assaults but we destroyed 1 stalker and 2 mediums in 1-2 volley. our heavies were our tanks and they didnt need to tank for long since our damage out put was AMAZING!





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