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So....why Does The Awesome Have The Largest Ct Hit-Box Of Any Mech?


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#1 Lightfoot

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Posted 10 June 2013 - 07:42 PM

Since Host State Rewind was added the size of the Awesome's Center Torso (CT) has made it all but unusable.

The Awesome's CT hit-box extends through the sides of the front plate which are side torso sections on other mechs. This added weakness makes it impossible to shrink the CT by turning the mech sideways to opponents, which is a major piloting tactic to avoid incoming alpha-strikes and burst-fire. Indeed to cover the CT with the shoulders and arms you must turn the mech's torso 100-110 degrees, which is a Master ability for the Awesome.

What I would suggest is to confine the Center Torso hit-box to the front facing plate similar to other mechs. I think the Awesome would still have the largest CT hit-box, but at least you could shrink it's size by turning/twisting sideways to oncoming fire.

I really don't see why the Awesome has such a large CT except for the visual model. It carries only missiles and energy and no ballistics and generally has very few hardpoints and one is always in it's head as in Battletech. So the above solution of making the side sections side-torsos and the front plate the actual CT makes visual sense and works like most or all of other mech hit-boxes already do in MWO.

Edited by Lightfoot, 10 June 2013 - 07:44 PM.


#2 kuangmk11

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Posted 10 June 2013 - 07:53 PM

It's so it can run an XL without instant death.

#3 FupDup

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Posted 10 June 2013 - 07:54 PM

View Postkuangmk11, on 10 June 2013 - 07:53 PM, said:

It's so it can run an XL without instant death.

It still dies instantly, but now it's just from the CT instead of RT or LT.


Sort of like the Dragon...or Jenner...or Cicada...or Trebuchet...

Edited by FupDup, 10 June 2013 - 07:55 PM.


#4 apostateCourier

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Posted 10 June 2013 - 07:55 PM

It's built like a barn, and thus is just as easy to shoot as one.

#5 Carrioncrows

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Posted 10 June 2013 - 08:01 PM

It would be cool if they made the pauldrons big, like every picture in battletech history shows.

So if you turn your arms take the brunt of the damage instead of the ct.

But your right it's almost impossible to escape getting the CT hit.

Edited by Carrioncrows, 10 June 2013 - 08:04 PM.


#6 kuangmk11

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Posted 10 June 2013 - 08:02 PM

View PostFupDup, on 10 June 2013 - 07:54 PM, said:

It still dies instantly, but now it's just from the CT instead of RT or LT.


Sort of like the Dragon...or Jenner...or Cicada...or Trebuchet...


I don't know. I avoided the awesome chassis for a long time due to its "big as a barn" rep. It's become a favorite of mine for some reason. I don't think every chassis should be equally good at everything. With the awesome you can have a great speed advantage but need to keep yore range to target. You are right though. You always die to CT destruction in an AWS.

Edited by kuangmk11, 10 June 2013 - 08:03 PM.


#7 FupDup

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Posted 10 June 2013 - 08:06 PM

View Postkuangmk11, on 10 June 2013 - 08:02 PM, said:

I don't know. I avoided the awesome chassis for a long time due to its "big as a barn" rep. It's become a favorite of mine for some reason. I don't think every chassis should be equally good at everything. With the awesome you can have a great speed advantage but need to keep yore range to target. You are right though. You always die to CT destruction in an AWS.

The AWS is pretty much just a fat heavy for all intents and purposes. There are mechs better at speed, better at carrying gunz, and/or better at staying alive.

#8 ICEFANG13

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Posted 10 June 2013 - 08:09 PM

Its too bad it doesn't look cool. I'm amazed how good each mech looks when PGI redoes it, all except the Awesome by a mile. Imagine if it had that hitbox, maybe it would be usable.

Posted Image

#9 FupDup

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Posted 10 June 2013 - 08:11 PM

View PostICEFANG13, on 10 June 2013 - 08:09 PM, said:

Its too bad it doesn't look cool. I'm amazed how good each mech looks when PGI redoes it, all except the Awesome by a mile. Imagine if it had that hitbox, maybe it would be usable.

Posted Image

I think PGI's Awesome looks...well, awesome; the only issue is that they are too stubborn to shrink down the CT hitbox and slightly expand the side torsos (while keeping the model aesthetically the same).

#10 ICEFANG13

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Posted 10 June 2013 - 08:18 PM

I think the TT Awesome looks like a knight and the MWO Awesome looks like a sumo wrestler. If the center was smaller and expand sides, maybe a slightly larger engine cap for them, I think they'd be useable.

#11 Lightfoot

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Posted 10 June 2013 - 08:48 PM

View PostapostateCourier, on 10 June 2013 - 07:55 PM, said:

It's built like a barn, and thus is just as easy to shoot as one.


The Atlas is bigger than a barn, but it's center torso is confined to the front facing plate and a narrow band down the torso. Why shouldn't the Awesome be the same? It would still have a much bigger CT than the Atlas.

Edited by Lightfoot, 10 June 2013 - 08:49 PM.


#12 aniviron

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Posted 10 June 2013 - 10:52 PM

View PostCarrioncrows, on 10 June 2013 - 08:01 PM, said:

It would be cool if they made the pauldrons big, like every picture in battletech history shows.

So if you turn your arms take the brunt of the damage instead of the ct.

But your right it's almost impossible to escape getting the CT hit.


Right now, in the Mech Lab, the aws arm hitbox looks like this:

Posted Image

But in-game, it is actually this:

Posted Image

Change the side hitboxes to reflect what the mech lab shows, and then make the side of the protrusion that makes up the ct into side torso, and suddenly the mech is almost competitive. Right now people go "oh, l2p, torso twist." It doesn't matter, the center torso sticks out of the front enough that you can hit it from the direct side. This is pretty crappy, as it is the only assault mech where the sides of the ct count as ct; the atlas and highlander do not have this problem. It is further exacerbated by the fact that hsr has changed the game, so once again any opponent worth his salt will be able to hit your ct even after you have turned on your screen; an 80 ton mech simply is not agile enough to flick its ct back to where it needs to be, even the 9m.

For more information about the awesome, http://mwomercs.com/...y/page__st__120

Edited by aniviron, 10 June 2013 - 11:41 PM.


#13 Deathlike

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Posted 10 June 2013 - 10:55 PM

To answer the thread name's question, it's because PGI likes it to be UNawesome.

Edited by Deathlike, 10 June 2013 - 10:55 PM.


#14 aniviron

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Posted 10 June 2013 - 11:34 PM

View PostDeathlike, on 10 June 2013 - 10:55 PM, said:

To answer the thread name's question, it's because PGI likes it to be UNawesome.


Don't you think Flawsome just rolls off the tongue better, though?

#15 Goose

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Posted 10 June 2013 - 11:45 PM

View Postkuangmk11, on 10 June 2013 - 07:53 PM, said:

It's so it can run an XL without instant death.

The engine limits' so low, you lose heatsinks doing so.

#16 John MatriX82

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Posted 11 June 2013 - 12:35 AM

View Postaniviron, on 10 June 2013 - 10:52 PM, said:


Right now, in the Mech Lab, the aws arm hitbox looks like this:

Posted Image

But in-game, it is actually this:

Posted Image

Change the side hitboxes to reflect what the mech lab shows, and then make the side of the protrusion that makes up the ct into side torso, and suddenly the mech is almost competitive. Right now people go "oh, l2p, torso twist." It doesn't matter, the center torso sticks out of the front enough that you can hit it from the direct side. This is pretty crappy, as it is the only assault mech where the sides of the ct count as ct; the atlas and highlander do not have this problem. It is further exacerbated by the fact that hsr has changed the game, so once again any opponent worth his salt will be able to hit your ct even after you have turned on your screen; an 80 ton mech simply is not agile enough to flick its ct back to where it needs to be, even the 9m.

For more information about the awesome, http://mwomercs.com/...y/page__st__120


I've popped this suggestion here and there as well by ages (my drawings were horrible though :))

The above would allow to house XL engines with a better degree of survivability, but yet this would be a benefit virtually only for the 9M/PB, unless they won't give some love to the 8 series allowing at least to reach 325 rating as a limit.

Besides this, I think an only way to make the AWS shine, but justifying it's huge size and hitboxes: hardpoint restrictions. Think if they limit most of the other mechs to 2 PPCs or 3LLs, while make 9M and 8Q to be the only mech able to bring in 3xPPCs. Instantly it would become respected, effective and counterable as well.

#17 aniviron

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Posted 11 June 2013 - 01:22 AM

View PostJohn MatriX82, on 11 June 2013 - 12:35 AM, said:


I've popped this suggestion here and there as well by ages (my drawings were horrible though :))

The above would allow to house XL engines with a better degree of survivability, but yet this would be a benefit virtually only for the 9M/PB, unless they won't give some love to the 8 series allowing at least to reach 325 rating as a limit.


Yeah, the post I linked has quite a few reasons why the Awesome is at a disadvantage, and that is one of the reasons. Even so, my idea at least makes the CT smaller without making the side torsi any larger; yes, the arms lose out on this deal, but honestly I am thrilled when I lose an arm in combat, it means that my opponent spent his heat cap on destroying something that I can afford to lose; if he'd aimed for the side torso he'd have gotten an arm and a torso instead of just the arm.

Making Awesomes fast would give them a good niche that is currently not filled by any other assaults, but every single Victor is just as fast as the 9M, meaning the whole line of awesomes would be obsoleted when it comes out anyway.

#18 Op4blushift

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Posted 11 June 2013 - 01:47 AM

View PostFupDup, on 10 June 2013 - 08:06 PM, said:

The AWS is pretty much just a fat heavy for all intents and purposes. There are mechs better at speed, better at carrying gunz, and/or better at staying alive.


As an Awesome pilot whose mastered 3 variants, I completely agree. It might be fun to play and I might get good games in it, but it really doesn't stop the fact that it is easily the worst assault and possibly one of the most gimped mechs in the game.
I truly hope PGI can do something about the CT size and maybe increasing the engine cap to make it more viable.

#19 John MatriX82

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Posted 11 June 2013 - 02:03 AM

View Postaniviron, on 11 June 2013 - 01:22 AM, said:


Yeah, the post I linked has quite a few reasons why the Awesome is at a disadvantage, and that is one of the reasons. Even so, my idea at least makes the CT smaller without making the side torsi any larger; yes, the arms lose out on this deal, but honestly I am thrilled when I lose an arm in combat, it means that my opponent spent his heat cap on destroying something that I can afford to lose; if he'd aimed for the side torso he'd have gotten an arm and a torso instead of just the arm.

Making Awesomes fast would give them a good niche that is currently not filled by any other assaults, but every single Victor is just as fast as the 9M, meaning the whole line of awesomes would be obsoleted when it comes out anyway.


Yep, the Victor all come with a 320, so they'll reach the same 385 of an AWS 9M. Ok to employ the ballistic in the RA they won't go as fast, but the Victor looks to be able to bring XLs much better than the awesome.

Making that the upper part of the hunch is part of the arm, means that once the arm has gone, every shot in there is going to deal 50% dmg in the side torso, so it's much better for a survivability pov. At least that should be done to the chassis.

View PostOp4blushift, on 11 June 2013 - 01:47 AM, said:

As an Awesome pilot whose mastered 3 variants, I completely agree. It might be fun to play and I might get good games in it, but it really doesn't stop the fact that it is easily the worst assault and possibly one of the most gimped mechs in the game.
I truly hope PGI can do something about the CT size and maybe increasing the engine cap to make it more viable.


Yep, I've mastered them when there wasn't even the 300 engine cap for the 8 series, it was a pain, but at least elo wasn't in place. Now whenever I bring my 9M I already know it's going to be a struggle to survive, it's fun.. the only build with a degree of viability for me is this AWS-9M, but even an ilya muromets or a 1x can do something similar being more durable and with the same speed or faster.

Stalkers are much better..

#20 Lightfoot

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Posted 11 June 2013 - 08:20 AM

I think the Awesome's design is a dinosaur from the very early days of Closed Beta. It was given large hit-boxes in a very laggy game when DHS 2.0 was still the near future.

Well MWO has no lag anymore and DHS 2.0 never arrived to support the Awesome. Instead we have a game that, by using most of Battletech's weapon balancing mechanics, except DHS 2.0, makes Ballistic weapons super-powered since they never overheat even when firing alpha-strikes every 3 seconds. Into that mess, arrives the Awesome with the largest CT hit-box in MWO and no ability to carry the OP'd Ballistics, but stuck with heat limited loadouts.

There needs to be a modernization of Awesome mechanics to make it fit the current game.

Edited by Lightfoot, 11 June 2013 - 08:23 AM.






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