well okay then, any way
kaizobi, on 13 December 2013 - 10:12 AM, said:
Firepower: Firepower is dependent on two things for LRM boats: Missile Hardpoints and Missile Tubes. The hardpoints decide how many missile weapons you can carry, but the tubes decide how many missiles you can fire in one volley. The fewer missiles you have in a single volley, the more you will lose to AMS fire. The Awesome has the others beat here as they only have 50-52 missile tubes and the Awesome has 60. This is why most people recommend the Awesome. But a lot of people don't realize that right now, LRM hit detection is bugged. Only about 20 or so missiles can hit a target at once and still be detected. Any more than 20 and it's wasted ammo. So you can shoot 60 missiles at once but only 20 will actually hit the target. The way around this is to chainfire your shots so you launch 15-20 at a time, but when you do this, the number of missile tubes makes less difference and the Awesome loses its advantage.
Secondary Weapons: Ignore secondary weapons at your own risk! Many a mech pilot has loaded up his mech with the biggest heaviest missile weapons he can carry and all the ammo he can shoot and he is ripped apart by the first light mech to come within 180 meters of him. The battlemaster has enough tonnage left over (thanks to that XL engine) to equip 3-4 medium lasers which gives you a way to defend yourself from mechs that make it inside the minimum range of your missiles.
The Awesome is a great LRM boat but it won't come into its own until hit detection is fixed. Until then, the Battlemaster is the way to go.
im curious though, about side weapons, why didnt you mention the mechs ability to actually use the back up weapons? mainly ability to torso/arm twist and keep up with fast mover, none of the other assaults can match the awesome in this aspect, also, i wouldn't say the battle master has a hard to hit side
i mean 1s has torso only lasers, and the torso only moves 80 degrees, awesome have 100 degree torso movement (which may also come in handy when looking for locks), and the 8t for example has 4 energy weapons on the arms (8r has two), which can move an additional 40 degrees
you also didn't mention the advantage in having all the launchers on either the arms or the torso, which allows you to better clear obstacle by aiming torso around obstacle then free looking and using arm aiming cursor to get the lock (for torso only launcher mechs) for catapults, just get lock, quickly free look and aim over an obstacle (cant aim around them, only over) fire then release free look button, quickly bringing aiming cursor back down to lock