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Awesome Needs Work On The Armor Or Hit Box It Still Dies To Easy.


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Poll: The " Awesome " (324 member(s) have cast votes)

The Awesome needs work on the armor or hit box it still dies to easy.

  1. Agree (275 votes [80.65%] - View)

    Percentage of vote: 80.65%

  2. Disagree (66 votes [19.35%] - View)

    Percentage of vote: 19.35%

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#161 Therrinian

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Posted 02 May 2013 - 02:29 AM

View PostEldagore, on 22 April 2013 - 04:09 PM, said:


i was going to post something like this. this is how to make the awesome better without redoing the whole model to be smaller or drifting from cannon on armor or something.

basically, make the side torsos take up some of the CT(reduce CT size by making some of it side torso) and then make the arms take up some of the side torso. Result: arms take more damage, but Ct is harder to hit(smaller) and Side torsos are about the same, but reduce dmg taken because some of the dmg now hits the arms where it used to hit side torso.

I dont think it would take a monumental code change for this, and it would be a good place to start to see if the barn door can weather a little more of a beating after. Especially, especially because the left arm in a lot of the variants should be used as a sheild arm type, but basically cant because the hit box on the torsos is just too dang big compared to the arms.


Best idea yet!
changing the hitbox so that the arms take more damage and the CT slightly smaller might be the subtle boost the AWS requires

#162 Zolaz

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Posted 02 May 2013 - 06:23 PM

The problem with the Awesome is the 3D model. Bad hitboxes and just too wide. The thing is PGI just doesnt care. Have you heard a dev say anything about the Awesome? No.

A good pilot can make any mech decent and playable. If MWO only used stock variants then you would see more Awesomes. In TT the Awesome was a terror in MWO it is an albatross.

I mastered the Awesomes because I was hoping that the Pretty Baby would be fun. However, the Awesome just waddles around and isnt really fast enough to be a flanker. Every other assault outperforms that Awesome. Even the Cataphract does a better job at the Awesome's role. That by itself should tell PGI something.

#163 Sephlock

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Posted 02 May 2013 - 07:02 PM

View PostTherrinian, on 02 May 2013 - 02:29 AM, said:


Best idea yet!
changing the hitbox so that the arms take more damage and the CT slightly smaller might be the subtle boost the AWS requires

Just make the hitbox for the useless arm on mode models of Awesomes extend over it's entire torso, all the way to the opposite side- sort of like the Raven's torso prior to it being fixed.

#164 Tehtos

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Posted 03 May 2013 - 07:44 AM

It would be great if the Awesome he another 20 or 30 degrees of horizontal arm articulation. Good pilots could could reduce their profile by facing to the side and using free-look to target with arm-mounted weapons. The drawback would be that they would not have their torso mounted weapons on target, but it would make the enormous arms more useful.

The arms should be one advantage an awesome has over the stalker. The way those arms slant away from the torso makes it look plausible, too.

#165 Straften

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Posted 10 May 2013 - 08:37 PM

Anyone's face when they see an enemy Awesome:

Posted Image


Edited by Straften, 10 May 2013 - 08:37 PM.


#166 Shatterpoint

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Posted 11 May 2013 - 11:23 AM

It's wide if you run straight at the enemy face first, it's not so bad if you rotate the upper body to spread that damage across the arms and side torsos.

That's one of the bonuses to the huge field of view you get from the cockpit, you can angle it so the arms and side torsos absorb while using the cockpit look to set up aim via a side window.

The worst part of incoming dmg is straight to the centre as you swing, take your shots and rotate to the next side. I come out of most fights with my centre torso a few hits from vanishing in a fireball..but since I can arrange for 3-5 of the other team to not walk away at all that's not so bad.

#167 TemplarGFX

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Posted 19 May 2013 - 08:46 PM

I absolutely love the awesome!


Would I take it to Competition? Not a chance, it is simply too risky with the way the game plays at the moment.

Would I PUG in it? HELL YES and I do all the freakin time! Considering these numbers are from many many many test builds of different weapons I think my stats arent too bad.

Posted Image

I see the awesome as a support mech only, which suits my play style. I like to help my team even at the cost of my own life.

Do :
Only brawl with wounded mechs
Stay with your lance/team
Stay in your range "sweet spot" as much as humanly possible
Keep to low lands
Keep moving!
Rotate!

Dont :
Run and gun with the first wave
Go solo
Defend out in the open
Stand still for extended periods
Charge an enemy front first

*these are my personal opinions and NOT a "Your doing it wrong" list*


My most successful runs in an awesome go something like this :
Stick to the back of the group, defending their rear.
Move around the low-lying outskirts of the battle pot shotting and defending the backs of friendlies
Move into the fray once the battle is in full swing, and all enemies have been engaged
concentrate my fire on those mechs under fire by other friendlies.
Pick off lights

Any other tactic seems to fail with a CT coring more often that not

#168 General Taskeen

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Posted 19 May 2013 - 08:50 PM

And guess what the Awesome was a Vanguard, that's right, at the front of the line. Not so much in this game, especially its stock config.

Edited by General Taskeen, 19 May 2013 - 08:50 PM.


#169 Kiiyor

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Posted 20 May 2013 - 12:02 AM

View PostGeneral Taskeen, on 19 May 2013 - 08:50 PM, said:

And guess what the Awesome was a Vanguard, that's right, at the front of the line. Not so much in this game, especially its stock config.


Yeah, you certainly need to bide your time. I get my invincible complex on every now and again after good matches and charge to the fore. Exploding with less than 100 damage is a great way to bring you back to earth.

#170 Soy

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Posted 20 May 2013 - 12:30 AM

Mech' | Matches Played | Wins | Losses | Ratio | Kills | Deaths | Ratio | Damage Done | XP Earned | Time Played
AWESOME AWS-9M | 278 | 170 | 107 | 1.59 | 304 | 150 | 2.03 | 94,304 | 174,872 | 1 day 01:11:45

#171 Adridos

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Posted 20 May 2013 - 12:39 AM

View PostGeneral Taskeen, on 19 May 2013 - 08:50 PM, said:

And guess what the Awesome was a Vanguard, that's right, at the front of the line. Not so much in this game, especially its stock config.

Only an ***** would place Awesome on the front lines... it isn't outfitted with PPCs and LRMs for **** and giggles, you know.

As far as Awesome goes, it is Awesome because it has 3 ******* PPCs... which with our current mechlab is not prefferable to 3 damn machineguns. Go figure. Either you destroy/remove Awesome from the game, change the game's mechlab completely, or live along with the fact the mech will always be the hardcore mode without any incentive besides great cockpit panorama to play it...

#172 Der BruzZzler von Wiesndoof

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Posted 20 May 2013 - 04:37 AM

ATM, the AWS ins't competitive but it's PGI's own fault, cause they have admitted it, that we can build such stupid things like 6x PPC Stalkers or all those poptarting PPC Highlanders. I'm piloting an mastered AWS-8Q as a second line supporter. I know, it can nothing, what the other assaults can't do better, but i don't care. It's not easy to stand against these chesse-builds, but i see it as a challenge. I refuse to play such stupid and unbalanced configurations. Yes, i'm using PPC's too, but the AWS is made for using more than two of them. Limit the ***** mechlab. Split missile HP's between LRM and SRM HP's and Energy HP's between Laser and PPC HP's. These IS mechs can do much more than they should. Tztz...6x PPC in a rusty 85 ton IS Stalker! Even a 100 ton Clan Omni would dream of... ;)

#173 Straften

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Posted 20 May 2013 - 12:18 PM

View PostShatterpoint, on 11 May 2013 - 11:23 AM, said:

It's wide if you run straight at the enemy face first, it's not so bad if you rotate the upper body to spread that damage across the arms and side torsos.

That's one of the bonuses to the huge field of view you get from the cockpit, you can angle it so the arms and side torsos absorb while using the cockpit look to set up aim via a side window.

The worst part of incoming dmg is straight to the centre as you swing, take your shots and rotate to the next side. I come out of most fights with my centre torso a few hits from vanishing in a fireball..but since I can arrange for 3-5 of the other team to not walk away at all that's not so bad.


You obviously haven't piloted one, it just doesn't work that way. This is because, when you are a giant walking target, it doesn't matter if you torso twist. The entire enemy team has dollar signs flipping in their eyes, and even in pubs you will be focused down to dust.

The point is, even if you twist and spread the damage, you will be dead in a matter of seconds. You are a walking Cbill boost to the enemy team. This mech is not currently viable, which is obvious if you participate in, or watch any competitive play. I love the hard points, and the speed of the 9M. But don't fool yourself thinking it can do anything better than a stalker, unless you are competing to see who can be killed the fastest.

#174 Sephlock

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Posted 20 May 2013 - 03:03 PM

View PostStraften, on 20 May 2013 - 12:18 PM, said:


You obviously haven't piloted one, it just doesn't work that way. This is because, when you are a giant walking target, it doesn't matter if you torso twist. The entire enemy team has dollar signs flipping in their eyes, and even in pubs you will be focused down to dust.

The point is, even if you twist and spread the damage, you will be dead in a matter of seconds. You are a walking Cbill boost to the enemy team. This mech is not currently viable, which is obvious if you participate in, or watch any competitive play. I love the hard points, and the speed of the 9M. But don't fool yourself thinking it can do anything better than a stalker, unless you are competing to see who can be killed the fastest.


This. A thousand times this.

All that's missing is a visual aid:



#175 Roland

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Posted 20 May 2013 - 03:10 PM

Someone else pointed out at some point, if you look at the arm sections of the awesome in the mechlab, they include the shoulder pad armor sections.

If the mech was simply made such that its hit boxes reflected what is seen in the mechlab, the mech's durability would be dramatically improved.

#176 Wraith 1

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Posted 20 May 2013 - 03:15 PM

Food for thought, but what reminds you more of the Awesome as depicted in previous games?

[A - Original concept art]
Posted Image

[B - shrunk horizontally by 100 px]
Posted Image

Edited by Wraith 1, 20 May 2013 - 03:15 PM.


#177 Volts

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Posted 20 May 2013 - 03:16 PM

View PostSoy, on 20 May 2013 - 12:30 AM, said:

Mech' | Matches Played | Wins | Losses | Ratio | Kills | Deaths | Ratio | Damage Done | XP Earned | Time Played
AWESOME AWS-9M | 278 | 170 | 107 | 1.59 | 304 | 150 | 2.03 | 94,304 | 174,872 | 1 day 01:11:45


It's well known you abuse mechanics and boat small pulse lasers in that beast.

Shame on you, sir.

#178 General Taskeen

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Posted 20 May 2013 - 03:56 PM

View PostWraith 1, on 20 May 2013 - 03:15 PM, said:

Food for thought, but what reminds you more of the Awesome as depicted in previous games?

[A - Original concept art]
Posted Image

[B - shrunk horizontally by 100 px]
Posted Image


That's basically what people want. Shrink it hard core!

#179 aniviron

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Posted 20 May 2013 - 06:46 PM

View PostWraith 1, on 20 May 2013 - 03:15 PM, said:

Food for thought, but what reminds you more of the Awesome as depicted in previous games?

[A - Original concept art]
<snip>

[B - shrunk horizontally by 100 px]
<snip>


You are completely right. The mech does look much more badass with the broad shoulders, but gameplay-wise it would be better smaller.

#180 Lightfoot

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Posted 21 May 2013 - 09:08 AM

I voted yes, but I think the core issue affecting Awesome's survivability is DHS 1.4!!!!

DHS 1.4 turns MechWarrior into GunWarrior because Ballistics run very cool, mostly while doing high damage at spurious recycle times. The Awesome was balanced to compete with this with Energy weapons mostly, but is nerfed by DHS 1.4 into not being able to run 3 ERPPCs or 5 Large Lasers, etc, things which it clearly should be able to do.

I don't understand the mentality behind the notion that it's ok to absolutely core other mechs with Ballistics (2xAC20 firing every 4 seconds) on 65 tonners, but not ok to do less damage with Energy based loadouts on an 80 tonner. The way you stop players from boating energy weapons is with a hard heat cap that destroys the mech, not by nerfing DHS to a 1.4 value. And that should be blatantly obvious now.

Once Clan Mechs show up with 2 critical DHS they will absolutely run the game.

Fix the Awesome? Add DHS 2.0 and a hard heat cap and you fix Energy based mechs and boating energy weapons at the same time. They might even not get instantly crushed by Clan mechs.





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