Thoughts On The Awesome Chassis?
#1
Posted 06 November 2014 - 02:09 PM
#2
Posted 06 November 2014 - 07:23 PM
You can break down the awesomes by their quirks and engine size.
8Q 8T 8V 8R are long range support mechs that maxes at 300 engine rating and with speed tweak goes 66 kph max.
9M and Pretty Baby can run bigger engines and therefore can go much faster (if you don't plan on running a fast awesome, don't use these guys, there is just no point.)
8Q and 9M's focuses are on PPCs and ERPPCs, but since IS ERPPC is a whopping 15 heat per shot, even with the 9M's quirks I am still hesitant. Fast mech favor a more brawling/skirmishing style, this is where I am not feeling 9M's quirks fit the chasis very well. 9M's quirks also fully ignore it's missile hard point. when you are an awesome, you can't dodge shots no matter how fast you go. You are not going to win a snipe war against a Raven 3L with ER Large lasers with ERPPCs.
As for 8Q though, it's a highly dangerous sniper against larger mechs. I had the opportunity to showcase to an enemy Battlemaster who had an untimely overheat shutdown with 8 rounds of PPC to the CT while he tried to power back up. Utimately the 8Q can output more damage in a short burst than 9M due to heat limitations. At long range you will also be facing LRMs, the 9M's speed might give it the edge in this scenario.
8T 8V and 8R are all quirked toward missile boats, with 8R hailing 4 missile hard points, 8V 3, and 8T 2. It all comes down to how much of a missile boat you want to be. 8R can load 4 LRM 15s, with quirks and cool down module, anyone you lock on who can't put something between you and the LRMs are going to die while having a seizure in his cockpit. If you like to primarily use energy weapons while supplementing with some LRM action, 8T is a good chasis to run. 8V's quirks are PPC focused, but I don't think PPCs and LRM 15s complement eachother very well. 4 Medium Pulses on the 8V gives you the close range punch you need to face down lights and mediums. If you are dedicated about LRMs, you should run XL to get more tonnage for Ammo. Running anything less than a 300 on these chasis limits your mobility too much.
Pretty Baby is a brawler, with 2 large lasers that shoot much faster and generic missile cool down which is probably meant for SRMs. The speed will allow you to get in and out of trouble quickly.
So far I have run an 8Q(4 PPC), 8R(4 LRM 15 + TAG) and 8V (3 LRM 15 + 4 Med Pulse) and I really like how they perform.
Edited by Hekatonkheire, 06 November 2014 - 07:35 PM.
#3
Posted 08 November 2014 - 11:17 AM
#4
Posted 11 November 2014 - 05:43 PM
http://mwo.smurfy-ne...0414a33e7393477
and
http://mwo.smurfy-ne...60f0cbdfa485673
#5
Posted 12 November 2014 - 01:26 AM
Edited by Soulscour, 12 November 2014 - 01:27 AM.
#6
Posted 12 November 2014 - 03:38 AM
#7
Posted 12 November 2014 - 04:18 AM
RustyBolts, on 12 November 2014 - 03:38 AM, said:
I wouldn't say they are upper-tier, but they are glass cannons now, vs. glass water pistols. They are still big and relatively fragile, but they can now hit HARD and they do have decent mobility for something that size. They can now be played to their strengths vs. before where they really had no strengths.
#8
Posted 12 November 2014 - 08:18 AM
I have not had as much fun trying ERPPCs on the 9M. It's just as hot and while you get more close-range damage you only get 75% of it. I'm likely going back to pulses for the 9M.
8Q though ... now that's some hysterically funny zap.
#9
Posted 12 November 2014 - 09:16 AM
#10
Posted 12 November 2014 - 09:40 AM
8T, 2LRM15, 4MPL
8R, 3LRM15, 2ML
9M, Undecided, currently 3ERPPC,3MPL
#11
Posted 12 November 2014 - 09:44 AM
I was a little letdown with the quirks the 8V got, but that's only because my build is unusual already. When I noticed the size of the missile hardpoints in the shoulder I decided that this mech would perfectly suit brawling. 3 SRM6 with artemis, and a pair of large pulse lasers in the other shoulder. The arms are just big shields and have saved me often. The recent buffs to pulse lasers made it more powerful, and the general energy and missile quirks to the chassis allow me to rely more on the missiles at close range.
I haven't had much experience in the other variants, so I can't really comment on how the quirks have helped them. But they are definitely a step in the right direction!
#12
Posted 12 November 2014 - 10:09 AM
Is it still a barn door that melts under any serious return fire? Sure. Does it actually pack a whallop now that makes it a serious force on the battlefield? You bet your sweet patootie. I've been having a blast with it.
#13
Posted 12 November 2014 - 10:10 AM
8R - 2xLRM15+Artemis, 2xSRM6+Artemis, TAG, 2xML, STD300
8V - 2xPPC, 2xML, 3xSRM6, STD300
9M - 2xERPPC, 2xERLL, XL375
Pretty Baby - 2xLL, 2xSRM4, 1xSRM6, XL395
You can definitely build them to be more specialized (3xPPC or ERPPC/ 4xLRM15 etc) but I've found that the more balanced builds work much more consistently with Awesomes, mainly because the buffs allow weapons to output such high damage. On the Pretty Baby, the cooldown quirks combined with the level 5 LL cooldown module create large lasers that fire faster than medium lasers. That's putting the damage out fast!
#14
Posted 12 November 2014 - 11:34 AM
#15
Posted 12 November 2014 - 11:48 AM
Alekzander Smirnoff, on 12 November 2014 - 11:34 AM, said:
Endo, STD engine. You can either right-side load or center-line it; each has 19 or so DHS.
Right-side: http://mwo.smurfy-ne...567104249ea12ad
Ingore the back armor settings - put 8-10 in each torso rear, and swap the leg / left arm values to what you're comfortable with ... AWS don't often lose the stumpy legs.
Center-line - similar, only put all the PPCs in the torsos. Better for convergence, and you might want to consider putting some wee laser in the arm for hitting fast targets up close (since you're not likely to hit them with your head laser either).
#16
Posted 18 November 2014 - 09:39 AM
Best mech around for me, can't beat that wide open cockpit and sense of impending death to make you feel alive.
9M
XL 340 Engine
3x Large Laser
2x SRM4
1x SRM6
As many double heat sinks as it'll hold.
Stock armor/structure/artemis
8Q
XL 300 Engine
6x Large Laser
AMS
As many double heat sinks as it'll hold.
Stock armor/structure/artemis
Pretty Baby
XL 360 Engine
2x Large Laser
3x SRM6
As many double heat sinks as it'll hold.
Stock armor/structure/artemis
Basic loadouts, the AWS will never be an Atlas so the special ingredient is balls, monstrously gigantic brass ones. The AWS is always sat on a hillside somewhere as a sniper/Lrmboat, it's nice to shoot them point blank in the face and be "that guy".
#17
Posted 18 November 2014 - 11:47 AM
#18
Posted 19 November 2014 - 07:33 PM
#19
Posted 14 December 2014 - 09:57 PM
1x ERLL
1xLL
2xML
2xMPL
2xSRM6+A
#20
Posted 15 December 2014 - 03:34 AM
PRETTY BABY
and as was suggested the large laser cool down mod just makes this thing dish out the pain...
Edited by Mister Dubis, 15 December 2014 - 03:34 AM.
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