These Awesomes Are.
#21
Posted 26 January 2014 - 02:28 PM
When I was playing Mechcommander, having an Awesome was really nice because in prolonged missions, ammo independence was a huge advantage. Not so much in MWO. Therefore I learned that to truly make your 8Q dangerous, you need to survive for as long as possible. Be mobile, stay back among a group of friendlies and range the enemy. If you see your group of friendlies get whittled down to 1 or 2 mechs vs 3 or 4 of theirs, run away fast because you're not going to survive. You're not even going to take down 1 more medium mech. Just run.
Here's the build I run: http://mwo.smurfy-ne...041a762f66082f5
The modules I use are Advanced Zoom and Target Info Gathering so I can hit specific parts. Be aware of your ranges, i.e. use the MLs when you absolutely need to fight up close or if you're alpha'ing with cover around 250m, but use them sparingly for most engagements. Also being aware of your weapon placement is critical, for example, poke around a corner with your right side exposed rather than poking left.
A memorable match I had was a ~750 dmg victory on Terra Therma of all maps. I was one of the last two friendlies on my team.
#22
Posted 26 January 2014 - 02:55 PM
BlackhawkSC, on 26 January 2014 - 02:28 PM, said:
I like the symmetry of this build, and I already own those components. I have avoided Awesome's at the request of anyone who ever wanted to see me not smash my mouse, but I loved them in TT, and the camos always appealed to me lol!
Would the un-elited 60kph disallow me of escaping those seeing me as a free kill, or easy back shot?
I think I'd dump a ton of ammo for more armor though.
http://mwo.smurfy-ne...4d9cb6cf852fda0
Edited by Die Primate Die, 26 January 2014 - 02:57 PM.
#23
Posted 26 January 2014 - 03:07 PM
A match that I had just now. Dmg is not super high since you really can't just point and shoot as you please, even on a cold map like this.
#24
Posted 26 January 2014 - 07:27 PM
BlackhawkSC, on 26 January 2014 - 02:28 PM, said:
I run something similar, but with a STD 280, an extra DHS and no ES upgrade.
AWS-8Q
Grouping the PPC and LL to each side of the mech allow me to peek-shot better with either side.
This was from September, haven't been piloting my 8Q recently as I work on my Phoenix and Saber mechs.
#25
Posted 30 January 2014 - 08:10 PM
xengk, on 26 January 2014 - 07:27 PM, said:
I run something similar, but with a STD 280, an extra DHS and no ES upgrade.
AWS-8Q
Grouping the PPC and LL to each side of the mech allow me to peek-shot better with either side.
Nice loadout! If you don't mind a suggestion, why not move one of the medium lasers from the right torso to the head? You should still be able to keep them in the same group, and it'll give you a cooler backup weapon when your right torso is blown off.
#26
Posted 03 February 2014 - 08:35 AM
#28
Posted 04 February 2014 - 04:00 AM
OP I use a variation of your close range build that mirrors the PB using the 9M. I also picked up a PB this past weekend, but I slapped a 400XL in there.
I hear the barn door comparison often, but while a barn door is very wide turn it around and the side profile is tiny. If there is no other way, a shoulder charge using free lock is very effective to close the distance.
#29
Posted 04 February 2014 - 05:36 AM
Evogenesis, on 04 February 2014 - 04:00 AM, said:
so did i... but i couldn't do anything good with it =/
i was thinking that for every single mech currently in the game, there has to be at least one setup that is really good... maybe i will have to admit that i was wrong.. the PB sucks so horrible =(
the first thing that has to be removed is that stupid deceleration-quirk of -33,33%... that barndoor moves like an effing freight train...
#30
Posted 04 February 2014 - 05:56 AM
http://mwomercs.com/...orld-aws-class/
The trick with the PB is to never stop moving and torso twist to always show your strongest arm to incoming fire. Keep that barn door sideways. The arms are good for soaking up damage, but it simply can't stand up to focused fire. You really have to skulk around the flanks, hit em hard and keep running.
#31
Posted 04 February 2014 - 06:09 AM
Evogenesis, on 04 February 2014 - 05:56 AM, said:
i tried something similar, but i found myself down in the mud too often with a XL in a brawler-build.
so i tried with a std... now i'm too slow.
this thing has too many drawbacks at the moment.
XL = die damn fast
STD = too slow to survive
deceleration-quirk = moves like a train
hardpoints = they are all over the place, you can't build a good enery-boat, nor can you build a really good missile-boat (not enough tubes for LRMs, SRMs got issues with hit detection (at least for me), SSRMs lack the punch)
get me right, i'm very familiar with the awesomes, as most guys here should already know... but the baby? couldn't do anything real good with it yet =(
Edited by VIPER2207, 04 February 2014 - 06:09 AM.
#32
Posted 04 February 2014 - 07:03 AM
-Needs 300 engine ALWAYS
-2 medium lasers will leg shot lights (so you can escape) and kill mechs you've shot to pieces with LRMs after they close
-Do not put the BAP in the arms / side torsos. Your mech should die before you lose BAP.
-Rear armor is required... as soon as people see those LRMs go off, the fast movers will be flanking you. You will also spend alot of time evading enemies near the end of the match. You are going to get shot in the rear.
-You're an assault. Your mech will usually survive 1 ammo explosion in any area. However, If you put 2 tons in one spot (except legs) and have an ammo explosion, you will almost always die. Note how the weapons / heat sink will help absorb any one ammo explosion to keep your engines safe.
-Artemis is mostly useless. You should not be seen. You'll do more damage firing off all your LRMs. If you are seen or have an opportunity, TAG will do just fine mangling a medium or bigger mech. Infact, the spread without artemis is what allows you to hit lights. (all you need is a leg shot and you win)
-You should fire all 60 LRMs at once. When you catch someone unaware the 1st salvo will usually land before they find cover for a heavy hit.
Playing an 8R is ALOT of fun. You need to be constantly moving into the best position to hit mechs, at the same time you need to be in the head of your enemies thinking how they will attempt to get you.
#33
Posted 04 February 2014 - 02:18 PM
-Needs 300 engine ALWAYS
Gotta disagree here, trading 9 KPH (And leg armor) for 540 more LRM's to toss at the enemy is a good trade in my book.
-2 medium lasers will leg shot lights (so you can escape) and kill mechs you've shot to pieces with LRMs after they close
Most light pilots will agree that if you find an LRM boat alone on a map, you won't be scared away by 2 medium lasers. That's another 360 LRM's (6 Alphas worth!) of tonnage better spent doing your sole job of forcing enemy mechs to choose between cover or destruction. Killing mechs after they've got into 180 range is for the rest of the team because you've stayed close with them.
-Do not put the BAP in the arms / side torsos. Your mech should die before you lose BAP.
I agree with this. Good call!
-Rear armor is required... as soon as people see those LRMs go off, the fast movers will be flanking you. You will also spend alot of time evading enemies near the end of the match. You are going to get shot in the rear.
This is more a playstyle preference. I usually stay close enough to the heavies to not worry about lights singling me out. If you're being flanked and backstabbed by lights, then you should've stayed closer to your team. If you're doing your job of lobbing LRM's, you're going to be taking damage from the PPC's and LRM's from the front.
-You're an assault. Your mech will usually survive 1 ammo explosion in any area. However, If you put 2 tons in one spot (except legs) and have an ammo explosion, you will almost always die. Note how the weapons / heat sink will help absorb any one ammo explosion to keep your engines safe.
There are only 4 non-leg places to store ammo. (While keeping TAG in the head for safe keeping) If you prefer to never have 2 tons of it in any one spot, then you prefer 360 fewer LRM's than survivability. Personally I'm more of a high-risk/reward kind of pilot and would chose the possibility of an ammo explosion to becoming completely useless from running dry on ammo. But again, personal preference.
-Artemis is mostly useless. You should not be seen. You'll do more damage firing off all your LRMs. If you are seen or have an opportunity, TAG will do just fine mangling a medium or bigger mech. Infact, the spread without artemis is what allows you to hit lights. (all you need is a leg shot and you win)
Haven't tried using the 8R without Artemis. The faster lock-times, tighter missile spread and better tracking to hit medium-speed mechs always made it an easy choice for me in a mech entirely devoted to LRM's. I'll give it a try to see if it's worth the extra tonnage, but would love another opinion on this.
-You should fire all 60 LRMs at once. When you catch someone unaware the 1st salvo will usually land before they find cover for a heavy hit.
If your target is close enough to cover to make the split-second-later volley miss, then I probably wouldn't want to risk a full 60 LRM's on it anyway. There are times for an alpha, but most of the time I prefer to save the unnecessary 7 heat points by firing the second volley a split-second later.
Playing an 8R is ALOT of fun. You need to be constantly moving into the best position to hit mechs, at the same time you need to be in the head of your enemies thinking how they will attempt to get you.
Very true, this is a huge risk/reward mech that is devastating if you read the map and adjust according to how the fight is shaping.
Thanks for the insight, Orion!
Edited by Dry Spill, 04 February 2014 - 02:20 PM.
#34
Posted 06 February 2014 - 12:21 AM
That's the advantage. Of course the disadvantage is that if you get your right arm shot off, you lose your TAG. Another disadvantage is in line-of-sight. The TAG in the head can be beamed onto anything you can see from your cockpit. The TAG in the right arm can end up clipping the side of a building or a hill.
But you might wanna try it to see if you like it better.
Edited by YueFei, 06 February 2014 - 12:21 AM.
#35
Posted 06 February 2014 - 12:56 AM
Scop, on 30 January 2014 - 08:10 PM, said:
Nice loadout! If you don't mind a suggestion, why not move one of the medium lasers from the right torso to the head? You should still be able to keep them in the same group, and it'll give you a cooler backup weapon when your right torso is blown off.
I don't know.
I just feel the head laser is quite distracting, plus beanpole Awesome generally won't survive long enough to fire that head laser.
#36
Posted 06 February 2014 - 01:13 AM
IMO this makes it an excellent learning platform, you cannot afford to make positioning mistakes and have to spread damage perfectly.
Edited by Tahribator, 12 March 2014 - 06:47 AM.
#37
Posted 06 February 2014 - 01:18 AM
Plain and simple to use: two weapon groups with 2 lasers to a group, wait until the enemy is within 500M, and fire the weapon pairs every 1.85 seconds or so.
I've found that for urban combat, like River City, full alphas work best because you just need to fire as much as possible while moving between buildings. Just cool off while ducking behind a building and waiting for hostile LRM's to explode on the building.
#38
Posted 06 February 2014 - 01:39 AM
#40
Posted 08 February 2014 - 12:41 PM
riTk0MA, on 06 February 2014 - 01:18 AM, said:
Plain and simple to use: two weapon groups with 2 lasers to a group, wait until the enemy is within 500M, and fire the weapon pairs every 1.85 seconds or so.
I've found that for urban combat, like River City, full alphas work best because you just need to fire as much as possible while moving between buildings. Just cool off while ducking behind a building and waiting for hostile LRM's to explode on the building.
Why do you have a BAP in the arm when you are not using any LRM/SSRM?
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