Awesome Needs Work On The Armor Or Hit Box It Still Dies To Easy.
#81
Posted 22 April 2013 - 06:25 PM
#82
Posted 22 April 2013 - 06:28 PM
wirikidor, on 22 April 2013 - 05:49 PM, said:
You spent real money on your first variant of the chassis? What were you thinking? Especially the Pretty Baby which has, by far, the worst hard points and positions of any hero mech in the game (it is a toss up as to whether it or the Wang is worse). Oof, sorry dude.
#83
Posted 22 April 2013 - 06:51 PM
#84
Posted 22 April 2013 - 07:01 PM
If you're not brawling... You probably shouldn't be out in the open unless it can't be avoided.. Which it should be entirely possible to avoid with the speed you can get out of an Awesome...
Though I do think it could still stand to gain a little armor, it's still a useful mech as-is.. I've killed plenty of Stalkers with my brawler Awesome... When they see that armored arm turning to face them as I charge, they either have no idea what I'm doing and continue to stand there and shoot as I close in.. Only to soon be greeted by my SRMs and lasers. And if they do happen to actually understand what's about to happen, it won't matter because my Awesome still outruns them.
#85
Posted 22 April 2013 - 07:04 PM
Deathlike, on 22 April 2013 - 06:51 PM, said:
Back in closed beta, there was no engine cap... and there were actually quite a lot of viable Awesome builds... They were all somewhat weaker than they would be now, due to the fact that PPC's were so much worse back then, but there were some interesting ones. A 4 PPC awesome that could tool around at a decent clip was pretty good.... the FAT-mando, running around at 80 kph with 4 SRM6's was a fun mech.
Alpha087, on 22 April 2013 - 07:01 PM, said:
And what awesome are you driving? I gotta figure it's either the 9m or the pretty baby.. because the other awesomes are really too slow to do what you describe. Any competent Stalker pilot is gonna blow through your arm, and then your torso, before you even get close to him.
#86
Posted 22 April 2013 - 07:11 PM
I agree though that it needs more armor on CT, maybe 50% more. Raise the cap on center armor and motor.
#87
Posted 22 April 2013 - 07:21 PM
Roland, on 22 April 2013 - 07:04 PM, said:
Ended up selling it because as fun as brawling can be, I just greatly prefer the idea of taking cover, as any brawler mech can expect to die a lot sooner than a sniper. In any case, the idea is to stay concealed behind cover and/or run from building to building or whatever you have for cover until you're at least reasonably close to whatever you're trying to kill. Charging directly into the open with any mech is just poor strategy... But the mech isn't useless.
#88
Posted 22 April 2013 - 07:23 PM
9M makes a spectacular PPC sniper.
8R makes an awesome LRM boat.
Those are your choices, more or less.
#89
Posted 22 April 2013 - 07:52 PM
Also to all those saying that the Awesome is worse than the Atlas - the Awesome is 20 tons lighter than the Atlas. Comparing one to the other is like comparing the Catapult to the Stalker. If you are trying to play your Awesome like you are playing your Atlas, it's not the Awesome's fault you are not getting the same results.
If there is a mech that is broken that is not the Awesome, it's the Stalker. It's not that the Awesome's hitpoints are too big, the Stalker's are too small. How often do you see one fall without losing a side torso first?
Right now Awesomes (and Stalkers) are handicapped because of the nonexistent missile damage but when that is fixed the 9M, the Pretty Baby and even the 8V (a very underrated chassis) make great brawlers.
#90
Posted 22 April 2013 - 08:08 PM
Bata, on 22 April 2013 - 07:52 PM, said:
Also to all those saying that the Awesome is worse than the Atlas - the Awesome is 20 tons lighter than the Atlas. Comparing one to the other is like comparing the Catapult to the Stalker. If you are trying to play your Awesome like you are playing your Atlas, it's not the Awesome's fault you are not getting the same results.
If there is a mech that is broken that is not the Awesome, it's the Stalker. It's not that the Awesome's hitpoints are too big, the Stalker's are too small. How often do you see one fall without losing a side torso first?
Right now Awesomes (and Stalkers) are handicapped because of the nonexistent missile damage but when that is fixed the 9M, the Pretty Baby and even the 8V (a very underrated chassis) make great brawlers.
Your post causes me physical pain. The Awesome is indeed 20 tons lighter.... yet PGI's game modes are throwing it against mechs with 15-20 tons on it and expecting them to go head to head. The failure of the Awesome is entirely rooted in design and implementation by PGI. They've handicapped it due to its design and engine cap, and they're throwing it against Stalkers.
#91
Posted 22 April 2013 - 08:17 PM
#92
Posted 22 April 2013 - 08:18 PM
Bata, on 22 April 2013 - 07:52 PM, said:
Also to all those saying that the Awesome is worse than the Atlas - the Awesome is 20 tons lighter than the Atlas. Comparing one to the other is like comparing the Catapult to the Stalker. If you are trying to play your Awesome like you are playing your Atlas, it's not the Awesome's fault you are not getting the same results.
If there is a mech that is broken that is not the Awesome, it's the Stalker. It's not that the Awesome's hitpoints are too big, the Stalker's are too small. How often do you see one fall without losing a side torso first?
Right now Awesomes (and Stalkers) are handicapped because of the nonexistent missile damage but when that is fixed the 9M, the Pretty Baby and even the 8V (a very underrated chassis) make great brawlers.
#93
Posted 22 April 2013 - 08:24 PM
#94
Posted 22 April 2013 - 08:27 PM
#95
Posted 22 April 2013 - 08:29 PM
Rhenis, on 22 April 2013 - 08:08 PM, said:
I never said that PGI's game modes are not broken. I said the Awesome isn't. And aIso specifically pointed out to the Stalker being the broken one between the two. What here is unclear? The problem is not in the Awesome guys, and therefore changing the Awesome will not solve the problem.
#96
Posted 22 April 2013 - 08:30 PM
Trauglodyte, on 22 April 2013 - 06:28 PM, said:
You spent real money on your first variant of the chassis? What were you thinking? Especially the Pretty Baby which has, by far, the worst hard points and positions of any hero mech in the game (it is a toss up as to whether it or the Wang is worse). Oof, sorry dude.
You just implied that the YLW is anything close to bad.
It's not hardcore tourney worthy, but it's a very solid mech.
#97
Posted 22 April 2013 - 08:30 PM
In an Awesome, when you've exposed yourself enough to the point where the enemy can see you waggling your Awesome junk at them, you can fire.
One plus for the Awesome is that it's torso weapons are all on the same level, which is handy. At least it's not like the Cataphract, where you seem to shoot from your feet, groin and ear.
I find the Awesome better to brawl with though (well, the 9m anyways. The rest are meat). You can present a very small side torso between shots, and really spread the damage out. It's just a shame that one of the most iconic direct fire mechs in the lore has to degrade itself by frantically trying to protect it's Oprah size CT, while the Stalker just sits on the couch with an amused expression on it's Stalker face, piling in shot after shot and enjoying the antics of the silly Awesome dancing in front of it.
#98
Posted 22 April 2013 - 08:30 PM
Awesome was simply modeled too wide. The side torsos are a notable feature of the artwork in cannon, but when it was modeled here, too much effort went into making them visable or fitting them into the basic art design here or whatever, and the mech ended up being wider then in any other media I have seen it in. However, i do not think they will simply redo the model, as that is a lot of work. thus, proposing a tweak of hitbox areas is the best solution to address this issue. Once that is done a new evaluation of the chassis can be done to see if some kind of not-so-cannon tweak has to happen. As of now, i would rather they stick to the stats, and adjust their hitbox design first.
#99
Posted 22 April 2013 - 08:32 PM
Bata, on 22 April 2013 - 08:29 PM, said:
I never said that PGI's game modes are not broken. I said the Awesome isn't. And aIso specifically pointed out to the Stalker being the broken one between the two. What here is unclear? The problem is not in the Awesome guys, and therefore changing the Awesome will not solve the problem.
The other Assaults are good, while most Awesomes are bad. I think it's certainly easiest to make Awesomes better to make them all more equal.
#100
Posted 22 April 2013 - 08:34 PM
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