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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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#21 Trauglodyte

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Posted 22 April 2013 - 10:08 AM

View PostKeifomofutu, on 22 April 2013 - 10:03 AM, said:


Whoops haven't run them since beta thanks. Oh and to above you don't tend to need a wild amount of torso twist at long range. Adjusting your aim is a matter of a couple degrees against a target at 600 meters. Its close range while you're shooting at someone speedy you want good twist.


No problem. The 8T is bad, anyway. I had hopes that I could turn it into a Thug but the Thug played better on TT. With the Awesome, you've gotta play with a shield arm or you're hosed. Especially when you're running the slow 8 series.

#22 Odins Fist

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Posted 22 April 2013 - 10:10 AM

View PostKeifomofutu, on 22 April 2013 - 09:23 AM, said:

PGI's new wonder child the Stalker killed it.


CORRECTION: It was a free kill "WAY" before the Stalker showed up....

#23 General Taskeen

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Posted 22 April 2013 - 10:19 AM

I still prefer the skinnier CT and higher side-torso shields of the 3050's "redo" artwork.

http://www.sarna.net...50U_Awesome.jpg

CCG Art decent too, and mean looking

http://www.sarna.net...d_Awesome_M.jpg

It can't be that hard for them to redraw the hitboxes on the Awesome, if they aren't going to do any major upgrade to the 3D model.

#24 BlightFang

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Posted 22 April 2013 - 10:22 AM

Jenner and dragon would like some help too.

#25 XSerjo

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Posted 22 April 2013 - 10:30 AM

View PostGeneral Taskeen, on 22 April 2013 - 10:19 AM, said:

I still prefer the skinnier CT and higher side-torso shields of the 3050's "redo" artwork.

http://www.sarna.net...50U_Awesome.jpg

CCG Art decent too, and mean looking

http://www.sarna.net...d_Awesome_M.jpg

It can't be that hard for them to redraw the hitboxes on the Awesome, if they aren't going to do any major upgrade to the 3D model.



PGI can upgrade HIT-model (as they did with Raven's legs - they are larger!). Visible 3D model will be the same

#26 Homeless Bill

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Posted 22 April 2013 - 10:31 AM

As a dedicated Awesome pilot, I don't see the need for this.

But as a greedy, self-interested son of a *****, I do.

My vote is yes.

#27 ThunderHart

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Posted 22 April 2013 - 10:32 AM

View PostTrauglodyte, on 22 April 2013 - 09:55 AM, said:

I'll be a jerk and say, "lrn2drive" and then I'll say, "lrn2optimizeyourbuild".

But then I'll hate myself for writing like an internet tool and I"ll just say that it is a damned hard mech to learn and an even harder mech to master. The Awesome was built and designed as a long range fire support mech. Unlike the Stalker, which was built for the same purpose, it lacks the weapon hard points and the sleaker front end design to switch up to a brawler. So, you need to learn to drive the Awesome like you're Light Weight Boxer. You set up, fire, and move. You don't sit in one spot for long and you need to constantly hug the terrain to minimize your succeptability to taking fire. If you fail to do any of that, you will lose.


But in its description it was used to guard important area's by itself, that does go toward it being a brawler as well guarding a important area by itself? Think about it.
After the clan invasion the company that build the Mech asked pilots what could they do to improve the current model it was said " nothing ". Which also means it was a well rounded Battle Mech.

#28 Zyllos

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Posted 22 April 2013 - 10:52 AM

I am going to have to vote no.

The problem is in weapon convergence, not because how large the mech is. Sure, having a large armor section makes it easy to hit a specific location, but weapon convergence almost guarantees that you can place all that damage onto a specific point.

#29 Trauglodyte

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Posted 22 April 2013 - 10:53 AM

View PostThunderHart, on 22 April 2013 - 10:32 AM, said:


But in its description it was used to guard important area's by itself, that does go toward it being a brawler as well guarding a important area by itself? Think about it.
After the clan invasion the company that build the Mech asked pilots what could they do to improve the current model it was said " nothing ". Which also means it was a well rounded Battle Mech.


Well, I would take that as to say that it is a Brawler from the stand point of the very last part of the battle. It is intended to dominate the long range encounter. Even the stock Stalker designed couldn't do as well. Could it brawl? Sure, but after you whittle down your target as it closes range, there isn't anything left to really pose much of a threat. Its like me going toe to toe with a stock Atlas D-DC in the valley of Alpine Peaks. I'm short on the tonnage but I'll eat him up at range to the point where even the power of the AC20 isn't of use.

But nobody plays stock builds and this game isn't about 1v1. So, you've got to maximize your weapon usage and positioning. Think of it like this: you've got to play your Awesome like a poptard. Set up, blast away, and move to the next setup point. If you don't, that broad torso will be the end of you. And, at no point, should you ever build and/or try to close with and rumble with anything heavier than a 65 tonner cause you don't have the staying power.



ps> I'd def take a torso adjustment like the Raven

#30 Barghest Whelp

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Posted 22 April 2013 - 11:00 AM

Well, since I'm not Awesome enough to pilot one, I guess I'm not really entitled to an opinion.

But, I'm gonna give my 2 cents anyways. I may not pilot one, but I've stood up against plenty of them, facing pilots of varying degree of skill. I have to say, considering it has 10 tons on the phract, it sure does seem to fall short of it's name. I certainly don't think it's Awesome when I see one.

I actually think: "Free bacon. AWESOME!"

#31 Carrioncrows

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Posted 22 April 2013 - 11:03 AM

I would be fine if they narrowed the CT hitbox a little, and made the Side torso and Arm hitbox appear as they do in the mechlab.

The awesome has always had those massive armored pauldrons it would be nice if we could use them.

#32 Zynk

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Posted 22 April 2013 - 11:15 AM

My biggest problem the the Awesome is the fact when you hit X it takes 3-4 times longer to stop then any other mech. It suck to walk further into the open then you wanted too. :D

#33 OpCentar

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Posted 22 April 2013 - 11:17 AM

They should buff other AWS variants with speed so they match the 9M with 80+kph.


The Awesome should be the assault Dragon - superior speed in weight class, average armor and below average firepower.

#34 Banditman

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Posted 22 April 2013 - 11:25 AM

This thread is bringing to light what the closed beta testers were saying back in June of last year: MWO has a problem with scale.

The mechs, all of the mechs, are completely inconsistent in scale. The Stalker is the poster child for this. Based on weight, it should be very nearly the size of an Atlas.

I think Alex does a fantastic job in creating the MWO concepts for these mechs, but somewhere along the lines, the translation of size gets completely screwed up. In other words, each mech taken individually looks great, but compared to each other, things are a mess.

Dear PGI, here's how to fix this problem in 5 easy steps:

1. To me, I think the Hunchback is probably the closest to "right" as far as scale goes. It really doesn't matter which mech is chosen, but you need to figure out which mech has it's scale "right" and use that as a base. One you have chosen the "base" . . .

2. Compute the in game volume of that mech. It cannot be that hard.

3. Take the weight of the mech, divide by volume. Presto! Density.

4. Now you have the density of a well proportioned mech. You know the weight of all the mechs. Shrink or expand the volume of each model in game until they all have identical density.

5. Thank Banditman, perhaps in the form of MC.

Edited by Banditman, 22 April 2013 - 11:28 AM.


#35 MegaZordTrololo

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Posted 22 April 2013 - 11:29 AM

I voted disagree; not because the Awesome is fine as it is, but because mechs need to be diversified more.

PGI really need to get cracking with giving different chassis more distinctiveness than just their armour profile and weapon placement. With the Awesome a plausible characteristic could be enhanced cooling rate. The Awesome chassis is bloody huge, it makes sense (I suppose, I don't know what the Battletech imaginary science says on this) that the Awesome could cool more effectively with all the extra room for ventilation.

So the Awesome has a huge slab like chassis, this is a terrible armour profile which is offset by extra cooling allowed by its generous bulk.

EDIT, for slightly better flow.

Edited by MegaZordTrololo, 22 April 2013 - 11:32 AM.


#36 Twisted Power

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Posted 22 April 2013 - 11:30 AM

I think that the awesome should have the same HP for its internals that the stalker has.

#37 ryoma

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Posted 22 April 2013 - 11:34 AM

The problem with the awesome is that it's the size (or larger in some respects) of an Atlas, but 20 tons lighter.

#38 Keifomofutu

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Posted 22 April 2013 - 11:36 AM

View PostBanditman, on 22 April 2013 - 11:25 AM, said:

This thread is bringing to light what the closed beta testers were saying back in June of last year: MWO has a problem with scale.

The mechs, all of the mechs, are completely inconsistent in scale. The Stalker is the poster child for this. Based on weight, it should be very nearly the size of an Atlas.

I think Alex does a fantastic job in creating the MWO concepts for these mechs, but somewhere along the lines, the translation of size gets completely screwed up. In other words, each mech taken individually looks great, but compared to each other, things are a mess.

Dear PGI, here's how to fix this problem in 5 easy steps:

1. To me, I think the Hunchback is probably the closest to "right" as far as scale goes. It really doesn't matter which mech is chosen, but you need to figure out which mech has it's scale "right" and use that as a base. One you have chosen the "base" . . .

2. Compute the in game volume of that mech. It cannot be that hard.

3. Take the weight of the mech, divide by volume. Presto! Density.

4. Now you have the density of a well proportioned mech. You know the weight of all the mechs. Shrink or expand the volume of each model in game until they all have identical density.

5. Thank Banditman, perhaps in the form of MC.


This is all true about scale. But they need to account for one more factor and that is frontal profile. For example the trebuchet has nearly the frontal profile of an awesome. So it may seem like the scale is way off until the treb turns sideways and you realize its built like a gingerbread man. But regardless of its actual volume its bad frontal profile immediately screws it over. Essentially PGI needs to remember to balance not just hardpoints, and speed, but also profile. Profile is hugely important for balancing. It's the stalkers profile that leads to it often not dying until under 39% health on occasion while many awesomes are dead at 70%. You have to face forward to fire which makes the frontal aspect of a mech the most important.

#39 Steelgrave

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Posted 22 April 2013 - 11:37 AM

I usually drive other mechs. Cataphract and Stalker being my most used, though my Highlander is seeing a lot of time now.

I recently bought an Awesome, becuase, well, it's pretty.

In combat I've been surprised how easily it gets cored compared to my other mechs (even the Cataphract).

Convinced me that something is not quite right about how the mech plays.

#40 NRP

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Posted 22 April 2013 - 11:41 AM

I pulled out my PB for a few matches this weekend. It was tough going with the SRM nerf.





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