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Hay Guys Should I Buy The Pretty Baby?
#1
Posted 11 November 2013 - 11:36 AM
#2
Posted 11 November 2013 - 11:59 AM
Edited by Odins Fist, 11 November 2013 - 12:00 PM.
#3
Posted 11 November 2013 - 12:09 PM
#4
Posted 11 November 2013 - 12:25 PM
#5
Posted 11 November 2013 - 12:26 PM
Homeless Bill, on 11 November 2013 - 11:36 AM, said:
If you like the QQs coming from the PB, HAVE FUN!
#6
Posted 11 November 2013 - 12:55 PM
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>_>.
#7
Posted 11 November 2013 - 12:56 PM
Homeless Bill, on 11 November 2013 - 11:36 AM, said:
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I am disappoint Bill.
#8
Posted 11 November 2013 - 01:11 PM
I love the Awesome so I'd like to be more positive, but I can only recommend using C-bill variants. The Dragon Slayer is a nice fast assault though, if you don't already own it.
#9
Posted 11 November 2013 - 01:34 PM
#10
Posted 11 November 2013 - 01:41 PM
#11
Posted 11 November 2013 - 01:48 PM
#12
Posted 11 November 2013 - 01:51 PM
3 Energy hard points
- 1 Right Arm (Fantastic)
- 1 Left Torso (Clear over on the other side of the mech, hurts convergence)
- 1 Head hitbox (Limited to single slot weapons)
3 Missile hardpoints
- 2 Left Arm (Would be good if you were not capped to 4 missile tubes) So no LRM, no SRM6
- 1 Right Torso (Fantastic, but capped at 15 tubes)
So out of 6 hardpoints only 2 are good and the rest come with significant drawbacks.
Lastly the Perk. The Perk is that you get to 400XL and the other Perk is you slow down a lot slower which will end up getting you killed more times than not. The Pretty Baby is a true juggernaut. Once are going speed you can't stop, you are far better off trying to run passed the mech or turn for cover than attempting to stop and back down the hill.
So it makes this mech very hard to brawl with because you absolutely need to slow down to turn and to pop in and out of cover.
That being said I have more XP in my Pretty Baby than any other mech to date, and I own 72 of them.
I have spent a massive amount of time in my Pretty Baby and it is Rubbish. But for some reason I still love mine. I can't explain it.
Edited by Carrioncrows, 11 November 2013 - 01:52 PM.
#13
Posted 11 November 2013 - 01:52 PM
Homeless Bill, on 11 November 2013 - 01:48 PM, said:
I think those pro-PB players are scarred or in hibernation.
My suggestions for the PB are the following:
1) Remove the decel nerf.
2) Add an energy hardpoint in the CT.
3) Rescale it - that won't happen... so settle for the "hitbox revision" to occur next patch.
#14
Posted 11 November 2013 - 01:55 PM
Carrioncrows, on 11 November 2013 - 01:51 PM, said:
So it makes this mech very hard to brawl with because you absolutely need to slow down to turn and to pop in and out of cover.
Wouldn't it just make better sense to run into a hill or wall? Instant decel!
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#15
Posted 11 November 2013 - 01:58 PM
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Then yes.
(PS. I actually think that's what Spider pilots must look like to some of the QQers around here)
Edited by Mister Blastman, 11 November 2013 - 01:58 PM.
#16
Posted 11 November 2013 - 02:06 PM
Deathlike, on 11 November 2013 - 01:55 PM, said:
Wouldn't it just make better sense to run into a hill or wall? Instant decel!
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You still have to take the time to reverse throttle. You may physically stop but it still takes time to wind down the turbine and switch to reverse.
You hit a wall you are basically stuck there for a 5 seconds while you try and decel.
Edited by Carrioncrows, 11 November 2013 - 02:11 PM.
#17
Posted 11 November 2013 - 02:12 PM
Carrioncrows, on 11 November 2013 - 02:06 PM, said:
Seems like it would be easier to just turn outright. Having driven the Awesomes, I hadn't had much reason to go in reverse though.
Anyways, here's some comparable loadouts to what I've linked:
Kintaro version:
KTO-18
Same build could be done on any of the other KTOs, including the GB while adding other benefits (missile bay torso protection vs better torso twisting on the KTO-20, better convergence by putting the PPCs on the right arm)
Quickdraw JJ-capable version:
QKD-4H
The poor bucket version:
TBT-7M
Tonnage limits on extreme, so I'm not sure how I could do much better on it (besides its super large arms).
Psuedo-Streakhawk version:
SHD-2D2
You could build a better medium mech version than the PB.
Edited by Deathlike, 11 November 2013 - 02:23 PM.
#18
Posted 11 November 2013 - 02:25 PM
Deathlike, on 11 November 2013 - 02:12 PM, said:
Seems like it would be easier to just turn outright. Having driven the Awesomes, I hadn't had much reason to go in reverse though.
Anyways, here's some comparable loadouts to what I've linked:
Kintaro:
KTO-18
Same build could be done on any of the other KTOs, including the GB while adding other benefits (missile bay torso protection vs better torso twisting on the KTO-20, better convergence by putting the PPCs on the right arm)
Quickdraw JJ-capable version:
QKD-4H
For instance a match I just literally played was on forest colony.
We had the enemy forces pinned out by the ship and I was flanking via land. Sneak up and getting shot near the culvert river bridge and was in the alley way opening fire with my ppc and LRM15.
I get rocked from behind and my mech quite literally stands in one spot for 5 seconds as I am fighting the decel form pretty baby and then the accel only to come face to face with an Atlas.
Normally I laugh at Atlas's, they are a joke of assault mechs unless my only weapons are streaks or I am in a Pretty baby.
So I turn to fight and slowly accelerate back towards him and torso twist to avoid his ac20 and fall down near the river as he is slight above. (Good move initially as it takes me below his ac20 guns)
He sweeps passed me and I am forced to stand in one spot for a kid you not, a full 8 seconds. The 5 seconds it takes to decel and the 3 seconds it takes for me to accelerate. He got off a full 3 alpha's in that time which my mech just standing there waiting to go.
This is the one penalty that there are no tips or tricks to avoid and it absolutely sucks when people get up on you. Even Atlas's can out maneuver you.
#20
Posted 11 November 2013 - 02:30 PM
i avoid awesomes like teh plague
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