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Save A.w.e.s.o.m.e !


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#1 MadCat02

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Posted 19 September 2013 - 05:12 PM

One of the coolest thing about this game is a different feeling you get in every mech .

Sometimes i buy mechs that i don't even want just to look inside and get a feel for it

However as experianced player i look at some mechs like AWESOME with his low/wide arms and 6-7 energy slots and i just don't see a reason to use it over a STALKER

Same goes for ORION. If i gona play a slow mech who can't shoot over cliffs and everybody can harass i might as well go for ATLAS

The fact is that playing AWESOME and ORION will cost me wins and CB

I am not exactly sure what can be done to fix it . I think there needs to be a way to compensate mechs that don't have weapons at their cockpit line .

Theres only 2 groups of mechs though . Hummanoids and Turret like mechs . So we could have different balancing for both .

Maybe even uniqe Hardpoints for mechs like awesome to deal with his heat problems .

Perhaps AWESOME should have a 3 ton hardpoint to mount some kind of equipment that allows to shoot 3 PPC without ghost heat .

He has low arms and no jump jets so at least that would make him stand out as a ENERGY brawler he was ment to be .

Edited by MadCat02, 19 September 2013 - 05:19 PM.


#2 One Medic Army

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Posted 19 September 2013 - 05:15 PM

Turn off arm-lock and learn to use fully articulated arms?

#3 MadCat02

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Posted 19 September 2013 - 05:20 PM

View PostOne Medic Army, on 19 September 2013 - 05:15 PM, said:

Turn off arm-lock and learn to use fully articulated arms?


ARM LOCK lets you shoot up and down but not over the cliffs . STALKER>AWESOME

Edited by MadCat02, 19 September 2013 - 05:21 PM.


#4 MarauderBronze

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Posted 19 September 2013 - 05:22 PM

I love my Awesomes. I've also played Stalkers and still prefer the Awesome Chassis for multiple reasons. The hardpoints are much different even if they SEEM the same. The way you can fit weaponry into the Awesome and use the arm hardpoints is a huge bonus. Awesomes also are marginally faster in general than Stalkers...and if you have consistent over-heating problems in your Awesome, you are doing it wrong. The Awesome is a fat man and the torso hitboxes are large, which is a complaint that I hear from a lot of people, but I think it comes down to the fact of play style. The Awesome as it is realized in MWO is a Direct/Indirect Fire Support mech or pack hunter, it is NOT a brawler NOR sniper whereas the Stalker and other Assaults can be built that way. I also feel personally that the Awesome is an Assault/Heavy class Hybrid more than a true Assault...and you have to take this into account to be effective. Also, along with what One Medic Army was saying, is that while the Stalker has the arm hardpoints in a higher position to fire over cliffs, the Stalkers' arms are hard attached to the torso which means that Stalkers cannot aim Left/Right with the arm hardpoints which you can do with an Awesome.

Edited by MarauderBronze, 19 September 2013 - 05:29 PM.


#5 80sGlamRockSensation David Bowie

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Posted 19 September 2013 - 05:23 PM

Ghost-Heat
Giant Torso
PPC min range
Heat scale borked



Won't happen unless the game makes some serious fundamental changes. RIP Awesome.

#6 MadCat02

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Posted 19 September 2013 - 05:27 PM

View PostMarauderBronze, on 19 September 2013 - 05:22 PM, said:

I love my Awesomes. I've also played Stalkers and still prefer the Awesome Chassis for multiple reasons. The Hardpoints are much different even if they SEEM the same. The way you can fit weaponry into the Awesome and use the Arm Hardpoints is a huge bonus. Awesomes also are marginally faster in general than Stalkers...and if you have consistent over-heating problems in your Awesome, you are doing it wrong. The Awesome is a fat man and the torso hitboxes are large, which is a complaint that I hear from a lot of people, but I think it comes down to the fact of play style. The Awesome as it is realized in MWO is a Direct/Indirect Fire Support mech or pack hunter, it is NOT a brawler whereas the Stalker and other Assaults can be built that way. I also feel personally that the Awesome is an Assault/Heavy class Hybrid more than a true Assault...and you have to take this into account to be effective.


Its a fair point that AWESOME is faster than STALKER .

However most models have energy weapons and those work much better on turret mechs since you can shoot and kite much better .

Edited by MadCat02, 19 September 2013 - 05:28 PM.


#7 Abe07

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Posted 19 September 2013 - 05:40 PM

I like my 8Q. It needs work, but I still use it.

#8 WVAnonymous

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Posted 19 September 2013 - 05:54 PM

It's a love/hate relationship. In the land of hybrid weight classes, I'd rather run an Awesome than a Dragon. I mastered all three Awesomes I have before mastering even one Dragon, and I believe I've owned the Dragons longer.

But Awesomes are finicky.

#9 Lucky Noob

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Posted 19 September 2013 - 06:22 PM

Play an Awesome, love him and then start to Master him.

His Arms are not as wide as an Atlas ones, and not as low as the Cataphfract ones.

He is highy Mobily with his Quircks. Has an great Torso Twist, and from SIde its near impossible hit his Torso.

With an wide Range of possible Weapon Loadouts hes one of the most fearsome Mechs on the Field, as long you know how to Drive him.

#10 Devils Advocate

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Posted 19 September 2013 - 06:39 PM

I must have lost my mind because I agree with MadCat here. Regardless of Awesome apologists the mech is an awful one for its weight and class. I have 3 mastered and each of them have over 100k experience even after I converted 65k of it a few weeks ago. I've also got one Stalker 5S that I've only played a dozen times and it outperforms every Awesome I have at everything except moving quickly, and that's only the 9M variant. The Awesome 9M has potential, but the rest of them are too wide and awkward for efficiency. The arms would be amazing if more than one variant actually used both arms for energy weapons but unfortunately the rest of the time you're stuck with only one arm that can shoot and more often than not it just ruins your convergence at range. They need help.

#11 Corpsecandle

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Posted 19 September 2013 - 07:55 PM

I don't run an Awesome myself, but I ran a Dragon for the majority of closed beta and I've always thought that these two mechs would suddenly become much more desirable if we simply had the ability to raise the arms of these mechs. Given the high maneuverability for their respective weight classes, if they were given the ability to adapt more readily to cover by being able to raise a large portion of their armaments over a pesky ridge line, I could see an increase in desirability.

Naturally it wouldn't solve any of the core problems with the design of the mechs, but I think it would fit nicely with their intended role of edge of combat fire support. There's also the possibility that people would just leave the arms up, but I think introducing an exaggerated reticle sway when running with arms extended would help mitigate that.

Other mechs of course could also benefit from this feature, but make these two chassis do it better than most via quirks etc.

#12 Majorfatboy

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Posted 19 September 2013 - 08:03 PM

All PGI would have to do is let us toggle our mech's arms between "Lowered" (as the are currently) and "Raised" (arms extended straight out).

There, now every mech with shoulder and lower arm actuators can have the same firing abilities as jagers, jenners, Etc.

But I get the felling we'll all be stuck with the "shoot from the hip" position.

#13 Livewyr

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Posted 20 September 2013 - 04:00 AM

In this game, where being out of cover is a death sentence, having weapons in Arms that are low (like most mechs) effectively renders them obsolete.

See: Hillhumping Jagers, Blackjacks, and Stalkers.
See: sidestepping Highlanders and Victors.

#14 Fuggles

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Posted 20 September 2013 - 07:31 AM

The awsome needs to be shrunk width wise and the engine caps need to be raised to at least 325, maybe 350 on the "8" variants.

Other than that they are completely viable, the 9m is still a blast, 3 ppcs, 3 mlas, 85kph. I used to play this as a larger hunchback laser/srm but with HSR this is no longer viable.

The 8r and 8t still make great lrm platforms with more missle tubes than a stalker high mounted tag in the head and arm mounted large lasers.

The 8q really suffers from the heat penalties and all energy loadout. 2erppcs in the arm and 5mlas is the best I can come up with and it's not exactly scary. Needs a laarger engine to mount more heatsinks.

These are all niche builds (support only) and The victor outclasses all awsome variants as a straight up killing machine. It doesn't have the tonnage to go as fast as the 9m with blistics and JJs but the victor s is just scary with 2ultra5s 3ssrms 2mlas, xl350. Going 78 and JJs to boot!

#15 BarHaid

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Posted 20 September 2013 - 08:45 AM

View PostCorpsecandle, on 19 September 2013 - 07:55 PM, said:

I don't run an Awesome myself, but I ran a Dragon for the majority of closed beta and I've always thought that these two mechs would suddenly become much more desirable if we simply had the ability to raise the arms of these mechs. Given the high maneuverability for their respective weight classes, if they were given the ability to adapt more readily to cover by being able to raise a large portion of their armaments over a pesky ridge line, I could see an increase in desirability.

Naturally it wouldn't solve any of the core problems with the design of the mechs, but I think it would fit nicely with their intended role of edge of combat fire support. There's also the possibility that people would just leave the arms up, but I think introducing an exaggerated reticle sway when running with arms extended would help mitigate that.

Other mechs of course could also benefit from this feature, but make these two chassis do it better than most via quirks etc.

Coll idea! I think that it could be tied into the zoom function: When you zoom in, your arms raise up. Tie that in with more reticle sway, and you get a good reason to pop back and forth between the two.

#16 AntiCitizenJuan

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Posted 20 September 2013 - 09:24 AM

The Stalker is superior to the Awesome in almost every way. Take it from someone who placed AWS top 15 (11th) last tourney.They do the same things, but the Stalker does it better.

That being said, the Stalker is a braindead, easymode mech that requires no skill whatsoever to excel at.
The Awesome needs a remodel. Thats it.

Edited by AntiCitizenJuan, 20 September 2013 - 09:31 AM.


#17 Hoboshank

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Posted 20 September 2013 - 09:28 AM

View PostMadCat02, on 19 September 2013 - 05:20 PM, said:


ARM LOCK lets you shoot up and down but not over the cliffs . STALKER>AWESOME


Sigh...as an awesome pilot, I hate this comparison...
The the stalker is good at somethings, the awesome is good at others. For instance, at range, a stalker is in a better position to poke up vertically over cover with its high mounted guns. The awesome's advantage comes from using its speed and maneuverability to flank and take shots. Never face off against enemies, attack from the sides. If this means you only get to take one shot before you have to bail, so be it. If you get caught out and focused you're screwed. Never risk brawling unless you have some kind of advantage, be it teammates or armor or whatever.

Does the awesome need a buff? sure. But it's weakness doesnt stem from it not being a stalker.

#18 King Arthur IV

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Posted 20 September 2013 - 09:30 AM

saveawesome#

#19 N a p e s

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Posted 20 September 2013 - 09:43 AM

Only kept my 9M after getting elite on the other 2 models. Even with the nerfs I can have some pretty good matches in this thing. Changing some of the hitboxes as in CarrionCrows topic about intelligent hitboxes would definitely make it better though.

Here's a link to that topic.
http://mwomercs.com/...xes-the-return/

#20 Lightfoot

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Posted 20 September 2013 - 10:34 AM

View Postmwhighlander, on 19 September 2013 - 05:23 PM, said:

Ghost-Heat
Giant Torso
PPC min range
Heat scale borked



Won't happen unless the game makes some serious fundamental changes. RIP Awesome.


QFT

How's this?

Since Ghost Heat fixes everrything the previous heat nerfs could not/ did not, let's get rid of the heat nerfs that are known failures. DHS 1.4 was supposed to make all mechs overheat too much to boat nonsensical loadouts. Failed completely, remove it. It might just save the Energy mechs like the Awesome at the same time Ghost Heat places a hard control on them.





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