Finnaly Found A Assault Mech I Love (Aws-9M)
#21
Posted 21 May 2013 - 12:56 AM
- XL 380 Engine
- 2x ER LL (RA, RT)
- 2x ML (Head, LT)
- 2x SRM4 (CT)
- 1x SRM6 (LA)
- 5x SRM Ammo
Rest DHS
Speed: 76.6 without speed tweak (84.6 with ST)
H/E: 1.21
Alpha Damage: 49
If you run a XL, speed is the thing which saves you from engine death.
The ER LL's are a good compensation for the short range. And because there are many large maps its really paying off.
I have 500+ Damage and sometimes hit 1000. Its a steady and challenging build which requires all your aim skills (especially for those SRM's).
#22
Posted 21 May 2013 - 01:23 AM
Brawler1986, on 21 May 2013 - 12:56 AM, said:
- XL 380 Engine
- 2x ER LL (RA, RT)
- 2x ML (Head, LT)
- 2x SRM4 (CT)
- 1x SRM6 (LA)
- 5x SRM Ammo
Rest DHS
Speed: 76.6 without speed tweak (84.6 with ST)
H/E: 1.21
Alpha Damage: 49
If you run a XL, speed is the thing which saves you from engine death.
The ER LL's are a good compensation for the short range. And because there are many large maps its really paying off.
I have 500+ Damage and sometimes hit 1000. Its a steady and challenging build which requires all your aim skills (especially for those SRM's).
sounds good, i would try it if i liked lasers
#23
Posted 21 May 2013 - 02:06 AM
Brawler1986, on 21 May 2013 - 12:56 AM, said:
- XL 380 Engine
- 2x ER LL (RA, RT)
- 2x ML (Head, LT)
- 2x SRM4 (CT)
- 1x SRM6 (LA)
- 5x SRM Ammo
That seems like a lot of SRM ammo / tube - do you really need that much?
#24
Posted 21 May 2013 - 02:26 AM
Flanker/Striker
Pros:
XL380 - faster than you. Run, I dare you. Lights think I'm slow and vulnerable, gets legged in one alpha.
ZOMBIE LOADOUT - 3 LPL 1 MPL all in torso's. LOL @ you wasted all your shots taking my arms off.
22 DHS = most heatsinks i've ever successfully ran in an AWS.
52% HE = very very hard to overheat, even though I alpha every time.
PULSES = I swear by pulses. The duration just works for me considering im often running full speed perpendicular to target. Allows shortest CT exposure between shots. If range is your beef with pulses, then you play your AWS different than I do.
36 ALPHA - Now this may not scare some of you. But being all torso mounted, all lasers, the convergence on these weapons is phenomenal. Since I'm rarely spreading the damage, I saw off components in 2 alphas which takes me a whole 4.75sec in duration. I disarm splatcats like butter. Feasts on lights.
NO AMMO - I run srms on my PB and LRMs on my 8R, and i'm particularly fond of the 9M's effectiveness without missiles.
Cons:
Range. Don't ever engage until its a real brawl.
Fighting on slopes of hills. avoid it at all costs.
Just had best game to date in this build. 972 dmg, 6 assists. I smell that 1K game coming soon with this build.
Edited by Aethos, 21 May 2013 - 02:52 AM.
#25
Posted 21 May 2013 - 07:08 AM
Mazzyplz, on 21 May 2013 - 01:23 AM, said:
sounds good, i would try it if i liked lasers
The good part is, you can change the 2x SRM4's for lasers if you like. But lasers generate lots of heat when you go alpha, so therefore i chose SRM's instead.
sarkun, on 21 May 2013 - 02:06 AM, said:
That seems like a lot of SRM ammo / tube - do you really need that much?
500 Ammo is allot but i can't change it for another DHS cause there is no space left.
I mostly aim for 25-30 ammo per missile (so 25*4 = 100 ammo for a SRM4).
In this case you got 14 missiles, so you got 500 / 14 = 35,71 ammo per missile.
So you got 1 ton and 1 crit slot to spend to something else if you like.
Aethos, on 21 May 2013 - 02:26 AM, said:
Flanker/Striker
Pros:
XL380 - faster than you. Run, I dare you. Lights think I'm slow and vulnerable, gets legged in one alpha.
ZOMBIE LOADOUT - 3 LPL 1 MPL all in torso's. LOL @ you wasted all your shots taking my arms off.
22 DHS = most heatsinks i've ever successfully ran in an AWS.
52% HE = very very hard to overheat, even though I alpha every time.
PULSES = I swear by pulses. The duration just works for me considering im often running full speed perpendicular to target. Allows shortest CT exposure between shots. If range is your beef with pulses, then you play your AWS different than I do.
36 ALPHA - Now this may not scare some of you. But being all torso mounted, all lasers, the convergence on these weapons is phenomenal. Since I'm rarely spreading the damage, I saw off components in 2 alphas which takes me a whole 4.75sec in duration. I disarm splatcats like butter. Feasts on lights.
NO AMMO - I run srms on my PB and LRMs on my 8R, and i'm particularly fond of the 9M's effectiveness without missiles.
Cons:
Range. Don't ever engage until its a real brawl.
Fighting on slopes of hills. avoid it at all costs.
Just had best game to date in this build. 972 dmg, 6 assists. I smell that 1K game coming soon with this build.
Funny build. Perhaps add more armor to the front side of the CT LT and RT to increase brawling survivability.
---------------------
Heads-up, i reworked my current build and saw that there was room for an AMS
New build:
- XL 380 Engine
- 2x ER LL (RA, RT)
- 2x ML (Head, LT)
- 2x SRM4 (CT)
- 1x SRM6 (LA)
- 4x SRM ammo (Legs), (1 ton less then previous build).
- 1x AMS (RT)
- 1x AMS ammo (LT)
19 DHS + EndoSteel
Drop some armor in legs to save .5 ton.
Edited by Brawler1986, 21 May 2013 - 07:44 AM.
#27
Posted 23 May 2013 - 01:00 PM
http://mwo.smurfy-ne...a1cebccfd92b22d
Only 2 weapon groups needed. The 3xLLs strip the component sections off starting at max range. The ML/SRM4 hit the stripped areas to finish targets off at under 270m. As systematic as it gets - and the heat works out better than it would appear to in the mechlab. While SRMs in general took a nasty hit with the last patch, the SRM4's seem to fire pretty tightly with the 2x2 launchers on this particular mech. No idea why that is (it's certainly NOT the case on a lot of my others) - but so long as it works...
#28
Posted 23 May 2013 - 07:41 PM
46 matches in now. Used in a few stream drops with NGNG with and against as well as a bunch more solo conquest.
27 Wins, 19 losses
50 Kills 29 Assists
Still being consistent with it
Now to just save up money for the engine upgrade
#29
Posted 29 May 2013 - 08:15 PM
Aethos, on 21 May 2013 - 02:26 AM, said:
Flanker/Striker
Pros:
XL380 - faster than you. Run, I dare you. Lights think I'm slow and vulnerable, gets legged in one alpha.
ZOMBIE LOADOUT - 3 LPL 1 MPL all in torso's. LOL @ you wasted all your shots taking my arms off.
22 DHS = most heatsinks i've ever successfully ran in an AWS.
52% HE = very very hard to overheat, even though I alpha every time.
PULSES = I swear by pulses. The duration just works for me considering im often running full speed perpendicular to target. Allows shortest CT exposure between shots. If range is your beef with pulses, then you play your AWS different than I do.
36 ALPHA - Now this may not scare some of you. But being all torso mounted, all lasers, the convergence on these weapons is phenomenal. Since I'm rarely spreading the damage, I saw off components in 2 alphas which takes me a whole 4.75sec in duration. I disarm splatcats like butter. Feasts on lights.
NO AMMO - I run srms on my PB and LRMs on my 8R, and i'm particularly fond of the 9M's effectiveness without missiles.
Cons:
Range. Don't ever engage until its a real brawl.
Fighting on slopes of hills. avoid it at all costs.
Just had best game to date in this build. 972 dmg, 6 assists. I smell that 1K game coming soon with this build.
I prefer a 3LL 3ML build. It trims leg armor but has one more DHS and only slightly worse heat efficiency. Haven't had as much luck being a sneaky ninja lately with the new seismic sensors. Once elited it became the only mech over 40 tons I can consistently spread damage on so I don't have a single point of armor left after a match is over due to the raw speed and insanely fast torso twist.
#30
Posted 30 May 2013 - 01:05 PM
300std engine
endo steel
almost max armor (few points less on legs)
17 DHS
2 ER LL
2 LPL
2 SRM-4
chained are
1 = 2x ER LL
2 = 2x LPL
3 = 2x SRM-4
The idea is to fire the ER lasers on long distance and the pulse lasers+SRMs on short distance. This way overheating is less of a problem. Works like a charm for me.
How do you get engines larger than 300? 300 is the largest engine offered to me (using my AWS-8T)
Edited by Autobot9000, 30 May 2013 - 01:07 PM.
#31
Posted 30 May 2013 - 04:32 PM
SniperCzar, on 29 May 2013 - 08:15 PM, said:
I like the build except for that hella-stripped armor. That is dangerously low on the legs and especially the left arm. But if you can manage it, then by all means.
Autobot9000, on 30 May 2013 - 01:05 PM, said:
How do you get engines larger than 300? 300 is the largest engine offered to me (using my AWS-8T)
The 9M and Pretty Baby are the only 2 AWS variants that can carry larger than a 300 spec engine. The 9M can fit as high as 385, and the Pretty Baby can fit a 400.
It sucks because honestly I think the 8R,8T,8Q variants could be much more competitive if you could fit say an xl340 in them.
#32
Posted 30 May 2013 - 09:25 PM
380XL
2 lpl (side torsos)
1 erppc (arm)
2 mpl (head, chest)
Max armor
When I first started playing the 3M I had wondered if I made a horrible mistake. Changed up the default to what you see now and changed my style, and I am having a blast. I might have to try the 3 ml instead of the 2 mpl and see how that works, but I really like the hit and turn ability the pulses bring.
I do not get why people take armor out of that off arm. That sucker has taken so much damage after Ive just been ambushed and I'm running away at full speed that it isn't funny. Not to mention sucking down ac40 blasts to make a kill on those boats.
As for the erppc keeping that was a twofold reason. Sure it makes the heat a little less manageable, but one, it gives you a gap closer. Something to sprinkle and enemy with at range while you dodge in and out of cover. Second, there is a psychological aspect of getting hit with a erppc that the lasers dont bring. And sometimes I want that though admittedly there are times when I have snuck up on the back of an opponent and I dont use it at first to see if they wont respond. Some reason the ppc always gets someones attention, the pulses, not 100%.
#33
Posted 31 May 2013 - 02:18 AM
#34
Posted 31 May 2013 - 02:46 AM
And then, at the same time I got all elite skills unlocked and saved up for 380Xl - and it turned this pretty average mech into true beast.
http://mwo.smurfy-ne...2649c364e2bf4a9
With 20DHS on colder maps I can fire 3PPC almost consantly, engine that big makes it easy to torso twist from almost anything short of poptart-surprise PPC/Gauss Alpha, and the whole thing drives like fast heavy.
I love it.
Always remember to have arms locked to torso.
#35
Posted 31 May 2013 - 03:11 AM
the biggest problem of the awesome is that they have a hard time proving theyre worth the tonnage over a heavy, the missile variants arent much better then catapults and a lot of the mechs posted here arent much of an upgrade over what can be done on a phract, maybe faster and with a bit more armor but thats about it
ssm, on 31 May 2013 - 02:46 AM, said:
And then, at the same time I got all elite skills unlocked and saved up for 380Xl - and it turned this pretty average mech into true beast.
http://mwo.smurfy-ne...2649c364e2bf4a9
With 20DHS on colder maps I can fire 3PPC almost consantly, engine that big makes it easy to torso twist from almost anything short of poptart-surprise PPC/Gauss Alpha, and the whole thing drives like fast heavy.
I love it.
Always remember to have arms locked to torso.
like this one, its only a bit faster then what can be doine on a 1x and also has 1 more dhs (maybe) but is worse because it has all of the ppcs on the arms
and why the hell would you lock your arms to your torso???
Edited by Just wanna play, 31 May 2013 - 03:14 AM.
#36
Posted 31 May 2013 - 03:40 AM
Just wanna play, on 31 May 2013 - 03:11 AM, said:
the biggest problem of the awesome is that they have a hard time proving theyre worth the tonnage over a heavy, the missile variants arent much better then catapults and a lot of the mechs posted here arent much of an upgrade over what can be done on a phract, maybe faster and with a bit more armor but thats about it
like this one, its only a bit faster then what can be doine on a 1x and also has 1 more dhs (maybe) but is worse because it has all of the ppcs on the arms
I own Phract 1X, it's a great mech, but Awesome 9M just goes better with PPCs - it's faster, it's cooler, it's better armored, PPCs are nicely lined up (and hang higher than Phract's arms).
I agree that most variants- except 9M and 8R (hands down the best assault missile boat) are nearly useless.
Just wanna play, on 31 May 2013 - 03:11 AM, said:
Why not? All weapons except PPC in the arm are on the CT/STs. It's easier to line up good shot, and with engine that big you don't even feel that slight loss of agility that comes with arm-lock.
Edited by ssm, 31 May 2013 - 03:54 AM.
#37
Posted 31 May 2013 - 03:48 AM
apostateCourier, on 20 May 2013 - 09:56 AM, said:
>XL engine
I hope you like dying.
XL's don't mean diddly in an awesome. Your CT goes before anything else. Your CT will be gone before your arms. Your CT goes before the game loads.
WELCOME TO THE CLUB OP! The prestigious, ponderous, overweight, over-shot-at yet totally Awesome club.
#38
Posted 31 May 2013 - 04:09 AM
Autobot9000, on 30 May 2013 - 01:05 PM, said:
You're limited by the rule that assault mechs can use an engine up to 1.2x larger than they came with.
This link shows the rules for engine limits: http://mwo.gamepedia.com/Engine
This link has tables for the minimum and maximum engines for various mechs: http://mwo.gamepedia.../Awesome_AWS-8T
Scroll down to where it says "Chassis Attributes Table"
Find where it says "Assault BattleMechs", go to the right and click "show".
You can see that all Awesomes have the same range of motion for arms and torso twist, but because they start with bigger engines the 9M and the Pretty Baby can use much bigger engines than the rest.
In fact, the 9M starts with a bigger engine than my 8T can ever use. I look forward to trying the 9M as my 3rd AWS variant... 4 million C-Bills in the future.
P.S.: Autobot, I think I saw you in a game at Canyon Network this morning. Because my frame rate stinks, and I can't make my 8T go any faster (until I have Speed Tweak), that's one of the reasons I'm using it as a "f***ing missile boat".
Edited by Liquid Leopard, 31 May 2013 - 04:13 AM.
#39
Posted 31 May 2013 - 04:18 AM
#40
Posted 31 May 2013 - 10:05 AM
Just wanna play, on 31 May 2013 - 03:11 AM, said:
I've been playing regular ELO mostly now with other people as group lead. Has been fine with it. Still doing the same performance
My CT goes before my side torsos 80% of the time nayways
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