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How To Make The Awesome Viable


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#1 ReD3y3

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Posted 15 March 2013 - 04:05 PM

Want to see Awesomes on the battlefield more ?

Take the 4 hardpoints from the Center Torso of the 9m and put 2 of them in different locations.

Preferably the Missile hardpoints.

This mech has 2 wasted hardoints no matter how you fit it.


Thank you!
ReD3y3

#2 slide

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Posted 15 March 2013 - 04:13 PM

Agreed but thats the compromise for having speed. Having 2 more available weapons would also make heat management more difficult.

Personally I'm loving my 8q at the moment, state rewind has made this all energy mech viable for me now. My k/d for this chassis was woeful (probably about .25 or worse) I now have it back up to 1.2 and it's climbing all the time. Average 2-3 kills and 500 dmg per match now.

#3 Khobai

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Posted 15 March 2013 - 04:46 PM

The 9M is already viable because it frickin goes 80+ kph.

#4 Carrioncrows

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Posted 15 March 2013 - 04:54 PM

The 9M is arguably the best.

The entire reason why I don't run the other awesome's is simply because they can not fit a big enough engine.

Something that big can't go that slow with that low of armor, unlike other assaults awesome's need their speed.

#5 Cferre

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Posted 15 March 2013 - 04:55 PM

Thinner center torso. Overall wideness reduced by 15%.

#6 Roland

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Posted 15 March 2013 - 04:55 PM

In order to truly make the awesome competitive, you will need to start accounting for tonnage when matchmaking.

It is never really going to live up to its name if it doesn't benefit from the fact that it is twenty tons lighter than an atlas.

#7 Tahribator

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Posted 15 March 2013 - 04:56 PM

Awesomes are already viable, they just require different playstyle other than "get up to the enemy's face and mash buttons". Especially 9M and 8Q are potent killers.

#8 Monky

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Posted 15 March 2013 - 04:56 PM

Awesome is currently getting nailed by missile weapons due to the unanticipated behavior of splash damage, which as a slower mech, tends to make it less desirable.

#9 Blark

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Posted 15 March 2013 - 05:08 PM

View PostKhobai, on 15 March 2013 - 04:46 PM, said:

The 9M is already viable because it frickin goes 80+ kph.


It's viable, like any other mech, but it's not exactly awesome, not even close.

Speed? indeed, at the cost of survivability (easy to focus side-torsos, unless you play against ppl who do not even know what an xl engine is.. or cant aim).. you could fit a standard engine, but you will end up with decent speed, mediocre firepower and still not-that great survivability due to the huge ct.

Don't get me wrong, I like my 9m, but It could use some love.. moving the ct hard-points could help a little.

btw: You want to make the awesome really awesome?
Simple, just give it ecm :) just kidding.

#10 Spinning Burr

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Posted 15 March 2013 - 05:16 PM

The Awesome 9M is my best mech according to stats (WLR, KDR) among 20 mechs that I've played since the last patch with separate stats. Now how do you explain that in the context of this topic? My 9M KDR is 1.71 while overall it is 0.69 as an exclusive PUG player that avoids all cheese builds.

Edited by Spinning Burr, 15 March 2013 - 05:20 PM.


#11 Blark

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Posted 15 March 2013 - 05:28 PM

View PostSpinning Burr, on 15 March 2013 - 05:16 PM, said:

The Awesome 9M is my best mech according to stats (WLR, KDR) among 20 mechs that I've played since the last patch with separate stats. Now how do you explain that in the context of this topic? My 9M KDR is 1.71 while overall it is 0.69 as an exclusive PUG player that avoids all cheese builds.


Great to hear that you do well with it, but you have to see things in context.. just because it's the mech you do best with does not automatically show how good the chassie is.
There are a myriad reasons that could explain why it is your best build, for instance: your most used to it, because you like it; its your best build; the other builds you play are just not very good; your opponents are not very good (if you play with an xl), not representative amount of games with every mech etc.

Don't get me wrong please, I'm not saying that the aws is bad, just that it is a little sub-par compared to the alternatives.

#12 Phaesphoros

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Posted 15 March 2013 - 05:30 PM

Having mastered Awesomes, I'd say increase the speed for each engine (dunno if they've ever done or will do this). The AWS besides 9M / PB all have max speed comparable to STK and AS7 (67 km/h WITH speed tweak), with major downsides (firepower, armor, hitboxes).

Advantage of AWS vs. STK? AWS has more and faster torso twist + arms. Killing an STK (not 3F, IIRC the one with more max torso twist) from behind is quite simple using a light. Far more difficult against an AWS. So you can brawl better, but the hit boxes are huge, therefore keep an eye on snipers.

AWS don't perform poorly, they've (as already stated) a different role than STK (STK has more weapon hard points, mostly turret / missile boat) and AS7 (tank dmg). The 9M is pretty much like DRG a support mech, e.g. for flanking. 8R with 4 SRM6 + 2 LL is kind of brawler (like a bigger hunchback); 8Q as a laser boat with HSR is effective against meds and lights (using lasers) or as a long-range support (4 PPC). 8T really needs some love/attention, it's a great platform for arm-mounted 4 LL or 4 LPL (insane precision).

#13 TexAce

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Posted 15 March 2013 - 05:32 PM

What are you talking about, my Awesome IS viable

--> http://mwomercs.com/...__fromsearch__1 :)

#14 kilgor

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Posted 15 March 2013 - 08:38 PM

The only problem I have with the 9M are the 4 missile tubes for firing, so to even fire an LRM-10 takes 3 volleys and the cooldown doesn't begin until all missiles have left. But, for the other Awesomes, that's why it has potential over the Stalkers, because it can fire every missile in a single volley. You also don't have to worry about missile bay doors either. Here's what I run on my 9M: Standard 320 Engine, 2 x Large Lasers, 1 x Medium Laser, 2 x SRM-4, 1 x LRM-10, 19 Double Heat Sinks. And on my 8V: Standard 275 Engine, 2 x Large Lasers, 1 x Medium Laser, 2 x SRM-4, 1 x LRM-15, 20 Double Heat Sinks.

While the Stalker can mount more weapons, heat is a factor as well and a Stalker will shutdown before me, levaing me free to concentrate some fire.

#15 Michael Costanza

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Posted 15 March 2013 - 08:45 PM

The biggest problem is it takes _forever_ to stop, making it hard for an Awesome to peek over a hill to take a shot or pilot in a city.

#16 Jayn

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Posted 16 March 2013 - 02:49 AM

i love my 8T it packs a xl290 engine (pretty sure it can fit a 295, but the 290 goes into multiple mechs (might be 10 off on the engine size)), 2 artemis lrm20's, 4 med lasers and a tag (i wish more would use tags) along with full armour, it keeps pace with most mechs and is maneuverable enough to deal with lights.

people always say how big the front is, but, ive never had any real issues, the arms cover a big portion of the left and right torso, and its armour is only beaten by an atlas, plus the generous torso twist allows you to really spread the damage, and im yet to ever wish i wasnt using an xl engine.

not to mention nearly everyone HUGELY underestimates awesomes, yet no other mech ive used has let me match its overall potency with the best result so far being 6 kills, 2 assists and 1400-ish damage.
it simply is a very versitile mech, be it sitting back as fire support, closing with the 4 mediums or the ideal situation i like to be in bringing the lrm20's assited with tag and the lasers onto a poor soul at 200m ish really is a fun fireworks show.

laters

Jayn

on second thought, ignore all this, im clearly lying, the awesome sucks, especially the 8t, no one use it, everyone continue to ignore me im just a waste of space and can easily be dealt with at the end in clean up ...

#17 MustrumRidcully

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Posted 16 March 2013 - 03:10 AM

1) Tonnage instead of weight Class Matching
2) Higher Max Engine Rating

Bonus) Balanced heat and weapon system (poor 8Q, not able to use a single of the more heat efficient weapon classes..)

Edited by MustrumRidcully, 16 March 2013 - 03:11 AM.


#18 SgtMagor

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Posted 16 March 2013 - 03:12 AM

View PostMichael Costanza, on 15 March 2013 - 08:45 PM, said:

The biggest problem is it takes _forever_ to stop, making it hard for an Awesome to peek over a hill to take a shot or pilot in a city.


are you using a PB, cause I saw in the pro-cons In contrast to other Awesomes, the AWS-PB has the fewest number of weapon Hardpoints. Additionally, it decelerates slower than other Awesomes.

Edited by SgtMagor, 16 March 2013 - 03:13 AM.


#19 liku

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Posted 16 March 2013 - 03:34 AM

When you will be cored 50 time after losing both arms due to laser or ballistics .
Sooner will mean you still have to learn how to use this chassis.
I m sure when you get that much experience you'll change your mind.

#20 Dr Killinger

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Posted 16 March 2013 - 03:59 AM

The hardpionts present a choice. That variant is also the most viable of the Awesomes (an argument can be made for the PB as well). I've seen people do well in Awesomes, personally.





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