Are Awesome's Closer To Actually Awesome Now?
#21
Posted 02 August 2014 - 12:23 PM
Awesome 9M
Awesome PB
Awesome 8V
Awesome 8R
#22
Posted 03 August 2014 - 01:13 PM
Now that I've picked it up again, though, I've been trying something a bit different with my newest 8Q.
AWS-8Q
Currently packing zoom and sensor range for modules. The absolute sensor range on this setup is delicious, plus it has a bit of extra short-range protection in the mediums. Zoom because I happen to like zoom, plus limited GXP access for the moment.
#23
Posted 04 August 2014 - 01:50 PM
Edited by Elyam, 04 August 2014 - 01:50 PM.
#24
Posted 05 August 2014 - 04:37 AM
#25
Posted 05 August 2014 - 05:02 AM
#26
Posted 05 August 2014 - 10:43 AM
#27
Posted 11 August 2014 - 07:49 AM
Vassago Rain, on 05 August 2014 - 05:02 AM, said:
I've seen that happen to every mech in the game. You crest a hill when already damaged and try to count the incoming AC rounds, you'll go down fast. Doesn't matter what you're in.
It's pretty funny when a Spider does it. I mean, come on dude, it's a spider, all you have to do is run fast and 80% of the damage will slip away into the ether.
#28
Posted 18 August 2014 - 04:27 PM
#29
Posted 18 August 2014 - 04:35 PM
This mech still has some challenges, but the changes they have made are for the better. You do see more on the battlefield these days though..
#30
Posted 18 August 2014 - 09:36 PM
White Bear 84, on 18 August 2014 - 04:35 PM, said:
This mech still has some challenges, but the changes they have made are for the better. You do see more on the battlefield these days though..
The energy buff has helped a lot. Of course, all of this could have been avoided, if the mech wasn't made wider than an Atlas.
#31
Posted 18 August 2014 - 09:43 PM
#32
Posted 18 August 2014 - 11:49 PM
And the CT buff? I have tanked my XL-Awesome many times under 25% health. My record is 15% health with all weapons still functional.
The change is big and I think it is now close to being awesome. New meta? No.
#33
Posted 27 August 2014 - 06:31 PM
I put a fairly silly loadout on my T for its first match, LPL and ML in each arm, ML in head, BAP, and DHS everywhere, STD 300. No missiles, though I had intended to put some LRM in the torsos initially, I wanted to try the laser stuff so I just went with it.
Had a good run, not some kind of outstanding match or anything, but did solid dmg with good assists, one kill. Mostly just hung with the team, it was a fairly odd match on tourmaline whewre both teams were in the center, basically on opposite sides of a wall, trying to out flank each other while completely blinded by ECM everywhere on both teams.
What I decided: The model is too big to "react" torso twist like you can in other mechs even of similar size. Now, I have some bad lag sometimes, so that doesnt help(I even desynched again once tonight) but in general, The awesome has to stand there and eat it, twist or not, they can pretty easily hit torso boxes instead of arms if they try even a little. Now, in ye olde days, the 9M I played had an easier time of it as it had a solid 15kph on these two, and that translated into a lot better turn rate..... which is my big point:
The Turn rate on the 300STD Awesomes is too damn slow. Now, the V and R I played as mostly missile boats, it wasnt that bg a deal. The Q though, damn son, I can twist torso al the way left, right and back to left twice before the legs can turn 90 degrees. And IMO, that plays a big part in why it gets shredded a lot of times.
Anyway, match 2 or 3 in the T, I swapped to smaller lasers(Ml) and put a pair of LRM10 on it, had a decent outting in Frozen cept for a desynch that ended my match for me(we were down by 3 mechs, but they were beat up and I had solid armor left, like yellow) and after that I went to the Q, 3 PPC and 3ML. had some really fair matches in it, but all 4 were losses(a lot due to team choice, but 2 for sure were just bad match ups) Again, Turn rate is attrocious, and I have to say the 300 limit on them feels out of place with the rest of the game anymore. I think if they raised it to 325, it could really help for those loadouts where you want to up the turn rate a bit and fight more up close with shorter lasers.
The only thing I noticed on the Q I felt held it back, was the stupid ghost heat on the third PPC. If you could alpha all three PC on it, it would turn it to rather fearsome, instead of "overgrown medium" firepower. For reference, I run on my last two dragons to master(1 and 5N) twin PPC and AC10(before it was meta, I only play them once or twice a month) and it is both easier and more effective dmg output with just one heavy ballistic like that, because no ghost heat. PLus the dragon with a 300 runs like, 35kph faster lol.
Anyway, i know it wouldnt be cannon, but upping the engine rating, or at least turn rate(and maybe run speed by like 5kph) would go a long way to brining the Awesome up to the level of say the battlemaster.
#34
Posted 27 August 2014 - 08:05 PM
The hitbox changes and quirks have helped them out a bit, but piloting them is still hard mode.
Though I know it will never happen, I do wish they would put their model on a STRICT diet plan...
#35
Posted 27 August 2014 - 08:36 PM
There was also the hitbox change where the CT was shrunk and what it lost was added to the ST. Despite what some say, this actually improved the survival of Awesomes especially those pilots who know how to shield the RIght Side with the Left.
Of all my Awesomes, the 8Q was the best before the changes and is probably better now. You can run 3PPCs but I chain fire them, you can Alpha 2PPCs.
The 8R is some people's LRM boat choice though I think it has poor weapons for self-protection. There is the Brawling version, the only one that has a chance of all the variants.
I consider the 8T the better LRM boat as you will get 4-5 MLs for protection and given what I have done with 1 LRM20 or 2 LRM10s on a Medium Mech, 2 LRM15s should be enough. I ran this with 2 LRM15s and 2 LLs for distance fighting.
The 8V is an oddball, my favorite is not so viable now with Ghost Heat.
PB I just finished with a variation of my 8V, was OK and close to 8Q play.
I am just not ready to run the 9M yet, if I am I may just try for a faster 8Q as it was built.
If anything, the negative turn rate penalty quirk is its bane, even the PB with a bonus there has a hard time tracking a Light coming to harrass an Awesome. All you can do is back up to a wall and cry for backup.
#36
Posted 29 August 2014 - 08:36 PM
They did it for HBK, so it had precedent to alter out of cannon.
#37
Posted 07 September 2014 - 02:40 PM
#38
Posted 07 September 2014 - 04:12 PM
First game broke 1000 (river city night), second game over 600 Alpine. No hot maps yet.
They were my first assaults and I love them. They could use a larger engine though.
#39
Posted 07 September 2014 - 05:22 PM
Gorgo7, on 07 September 2014 - 04:12 PM, said:
First game broke 1000 (river city night), second game over 600 Alpine. No hot maps yet.
They were my first assaults and I love them. They could use a larger engine though.
Agreed, they could use a bump to 350. Only the 9M, and the PB can mount big engines (385, and 400 respectively)
#40
Posted 07 September 2014 - 05:46 PM
Edited by MarsAtlas, 07 September 2014 - 05:46 PM.
2 user(s) are reading this topic
0 members, 2 guests, 0 anonymous users