

Advice For Aws-Pb
#1
Posted 16 October 2013 - 11:44 PM
#2
Posted 17 October 2013 - 04:18 AM
I have a PB and I've never found a build for it that I really thought made it work. Loading up a superfast XL (I use an XL385 since I had it for the 9M already) with two LLAS (or LPLAS depending on the patch) and 2xSRM4s in the arm and an SRM6 in the chest gives you a moderately okay strike mech. You basically have to wait until the battle is half over and try to bullcharge a wounded or isolated mech - a tactic that depends on your team doing well, and the enemy being idiots.
LRMs can be moderately successful. 2xLRM5s in the arm (anymore and the small tube count makes them wasteful) and an LRM15 or 20 in the chest backed up with ERLLAS or PPCs with a TAG in the head. It can work okay, but not as good as other LRM biased mechs. Plus, you generally have to sacrifice speed/mobility, it's supposed big attribute.
I've been begging for PB buffs pretty much since it's release. An extra energy slot in the arm would do WONDERS for the mech, or another missile in the chest. ECM would give it a niche (surprise heavy flanker). As it is, the awkward arragment of hardpoints, the limited tubes on the arm missile slots, and the near-superfluous head energy make the PB a dog of a mech.
I wish I could refund mine, I really do.
#3
Posted 17 October 2013 - 07:33 AM
If you wish to do the former you should learn to torso twist a lot, and part of doing that having a sense of where you are walking without actually looking in the direction you need to travel. Practice that a bunch. Show your best-armoured component to your foes when travelling and when it gets worn down, switch. You can then pack a decent missile punch plus your choice of assorted weapons. Pulse lasers work well with torso-twisting as you need to present your full front profile for an even shorter amount of time.
But personally I like mine in a mostly stock configuration. I bought a bigger engine, paid for endo-steel, dropped one heat sink from the original total and added a second SRM4 to the arm. When the enemy is far off I use the PPC and large laser and LRM 15. I do not rush to engage. I stay with my team and at first I stay in the middle or back. As we get closer in I start using the pair of SRM4s and the medium laser to supplement the large laser (and PPC when not too close). That's pretty much it. Pretty Baby is a rare sight out there because it is fairly unforgiving of an error. The hardpoints do not lend themselves well to configurations with simple to operate power.
#4
Posted 17 October 2013 - 08:07 AM
#5
Posted 17 October 2013 - 12:39 PM
XL400
2 LLs
ML
3 SRM6s
Granted, this was back when SRMs were mean. I wouldn't try this build now unless I was really drunk.
#6
Posted 18 October 2013 - 01:48 AM
which is why i remember it without looking it up lol
Might not be the exact thing but its close
- One large pulse laser - arm
- 2-3 medium lasers
- 2 srm 4
- 1 srm 6
wanted a pretty baby myself first to see if it was any good but hero mechs are pricey

but this is what i came up with in smurfy lab
Standard engine version
Edited by kesuga7, 18 October 2013 - 02:02 AM.
#7
Posted 18 October 2013 - 02:17 AM
#8
Posted 18 October 2013 - 02:58 AM
I run 2 ERPPCs, an LRM 15, 2 SSRM2s, and a small pulse laser. It does just fine and shines quite well at extreme range.
3 med/ pulse, 3 SRM6 is a fun brawler if you know how to weave in and out of a battle.
Edited by lashropa, 18 October 2013 - 02:59 AM.
#9
Posted 18 October 2013 - 03:07 AM
#10
Posted 18 October 2013 - 05:12 AM
The PB is bad. I love Awesomes, I wanted an Awesome hero so badly I put aside my doubt and bought it. But it just isn't worth the money. I do better in my 9M and 8Q than I ever do with the Buyer's Remorse.
#11
Posted 18 October 2013 - 10:47 AM
#12
Posted 18 October 2013 - 10:58 AM
XL340
2x ERPPC
ALRM10
2x SSRM2
21 DHS
448 Armor
BAP
Stay with your main group and unleash your PPCs and one ton of ammo for the A+LRM10. 21 DHS will keep it somewhat cool. SSRM2s for hitting light mechs.
i even managed to brawl an kill some Victors which came to close... so i blew off their sides with the PPCs.
@ Rushin Roulette: :-D good advice
#13
Posted 18 October 2013 - 11:14 AM
Bront, on 17 October 2013 - 08:07 AM, said:
I saw a guy called 4lex who ran a PB with LRMs in one of the tournys, however it was a terrible build for anything other than whoring damage numbers (back when the tournaments counted pure damage as the highest stat) and relied on the enemy team making some pretty huge mistakes - as all LRM heavy builds do. LRMs were also far more powerful back then.
The PB is effective depending on how min-maxy the enemy team's builds are. The closer you get to the current jump jet / fire support meta, the less relevant your PB will be. You can certainly peak around objects and snipe with your one gun arm, but why take up an assault spot if that's what you're relegated to doing?
If however you aren't consistently meeting long range / jump heavy teams, the PB performs very well in a cavalry role due to its high speed and ability to shove massive amounts of heat sinks into a large XL engine that would take up too many critical slots otherwise. I run mine with an ER-PPC, large laser, medium laser, 3 SRM 6s and an XL 380 with something like 6-7 double heat sinks (5 in the engine).
#14
Posted 18 October 2013 - 11:18 AM
Blue Hymn, on 16 October 2013 - 11:44 PM, said:
If you have experience with the 8V and the 9M, think of the PB as merging the two. Some like to use it to spam streaks and rush in, but we both should know the risks involved with that.
So here's what I can tell you. Minimum engine size: XL 385. Here's why: Pillars on tourmaline desert. Most of the in-climbable pillars there are now your territory. One of the biggest "drawbacks" to the Pretty Baby is it is very slow to stop. Fun fact: This applies to going up hill too. With a bit of zig-zagging you climb 55 and 60 degree slopes with incredible ease. Once up there, who looks up anymore? Exactly! Rain fire and brimstone down upon them!
Hope that gives you some ideas.

Good luck.
#15
Posted 19 October 2013 - 12:47 AM
Koniving, on 18 October 2013 - 11:18 AM, said:
If you have experience with the 8V and the 9M, think of the PB as merging the two. Some like to use it to spam streaks and rush in, but we both should know the risks involved with that.
Good luck.
I don't have much experience with the 8V, but I remember the 9M's issue with rushing headlong into trouble. With ghost heat, you can try and design the 9M with the normal PPCs but...
Gotta be careful when people start aiming for your XL engine.
So far, I've tried out some builds people have recommended here, and I discovered that this build works rather well for me:
Face Hugger
It's geared towards close range brawling. While you sacrifice a lot of your speed, the STD engine really helps increase your survivability, while the LPL and srm6's don't produce too much heat during intense combat, which you can quickly perform selective firing while waiting for your LPL's to cool down. If you hang back a bit to provide protection for your team - the lrm mech, or the slow-moving atlas per se - it really works great as a defender for them whenever any mech tries to get close for combat.
Edited by Blue Hymn, 19 October 2013 - 12:48 AM.
#16
Posted 19 October 2013 - 08:36 AM
Blue Hymn, on 19 October 2013 - 12:47 AM, said:
I don't have much experience with the 8V, but I remember the 9M's issue with rushing headlong into trouble. With ghost heat, you can try and design the 9M with the normal PPCs but...
Gotta be careful when people start aiming for your XL engine.
So far, I've tried out some builds people have recommended here, and I discovered that this build works rather well for me:
Face Hugger
It's geared towards close range brawling. While you sacrifice a lot of your speed, the STD engine really helps increase your survivability, while the LPL and srm6's don't produce too much heat during intense combat, which you can quickly perform selective firing while waiting for your LPL's to cool down. If you hang back a bit to provide protection for your team - the lrm mech, or the slow-moving atlas per se - it really works great as a defender for them whenever any mech tries to get close for combat.
SRM detection's been pretty bad lately so I personally won't be staking my life on them. The twin LPL is usually pretty good.
Far as the 9M goes, regardless of Ghost Heat or if this used a proper heat threshold (note 1), you'd never be able to fire those ER PPCs at the same time. The Awesome fires a chain of blasts at a maximum rate of 6 ER PPCs within 10 seconds, noteworthy with a 100% chance of shutting down. 5 ER PPCs with a 85-ish% chance of shutting down (mainly due to a poor piloting roll or it was moving). Of course, in official rules you can only fire everything once per 10 seconds. Note 2.
Note 1
Note 2.
Now, far as the 8V... It is literally an odd combination of weapons that are awkward exactly like the PB. Except the missiles are all in the RT, and there's 2 energy in the LT. Nothing arm mounted for the left arm. It's awful as a close range fighter and instead excels at long to mid range combat, with a couple of wimpy lasers to make up for it when things get too close. Its essentially like real Awesomes in TT, support mechs. Due to the arrangement of weapons they were actually awful at brawling even in tabletop where mech sizes didn't matter.
Everything said... The only thing I really don't like about your build aside from it being slower than most Awesomes, is that you cannot take advantage of the PB's greatest features. Why have a mech that can climb things that not even the JJ-mechs can climb, if you aren't going to use the weapons and speed necessary to do so?
Think about this, you've got the ONLY mech that can reach the top of 90% of the pillars in Tourmaline Desert. You know, way up there! Where most people especially brawlers can't reach. Your only worries would be LRMs (back down from the ledge, let them hit the rocks) and PPC/Gauss fire (take out the snipers).
At some point in time, slap on a 385 engine standard or XL, doesn't matter, and run on the Testing Grounds on Tourmaline. Practice climbing pillars. Try the same thing with any other mech and once you realize that only the PB or the 9M can do it... grin to yourself and think of evil things to do.
Good luck. Hope you don't face any lights -- those SRMs are worthless against them unless the code got better with this patch.
#17
Posted 19 October 2013 - 09:15 AM
Regarding your "Face Hugger" build, you might as well just use an 8V, which will fire all 18 SRMs in a single salvo (unlike the PB).
IMO, if you aren't taking advantage of the PB's one unique trait (speed), then there is absolutely no reason to use the PB at all.
Edited by NRP, 19 October 2013 - 09:16 AM.
#18
Posted 19 October 2013 - 09:27 AM
XL395 (88KPH with speed tweak), DHS, Endo-steel, 1xLPLS, 2xML, 2xSRM6, 1xSRM4 with Artemis.
It has a good balance of speed and firepower. Don't be the first thing the enemy sees (it's easy to be first big target seen in an assault going 88kph) and don't commit until you see the other brawlers commit. Use the speed and maneuverability to force other assaults into a spin. This mech will fail if you stand still in a fight. Never stand still. This is the ADHD brawler.
Edited by Voivode, 19 October 2013 - 09:27 AM.
#19
Posted 19 October 2013 - 09:05 PM
I run it almost everytime I boot the game up. I need to finally plunk down the C-Bills for a XL385 but I just can't do it lol
EDIT:
Just noticed the Boars Head actually comes with an XL400. Once it goes on sale it's the most economical way to get that big engine and a cool mech on top of it. Pretty Baby would fly with that.
Edited by JRR1285, 19 October 2013 - 09:07 PM.
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