Awesome
#1
Posted 21 December 2015 - 03:24 PM
#2
Posted 22 December 2015 - 05:04 PM
#3
Posted 22 December 2015 - 05:42 PM
But I still wish my PB had one more energy slot SOMEWHERE.... :-)
#5
Posted 23 December 2015 - 04:07 PM
M0rdresh, on 23 December 2015 - 02:52 AM, said:
If we're gonna just focus on the Hero Mech Awesome, the changes were kinda here and there, oftentimes odd and out there, but nothing completely groundbreaking. Back then in the old days the PB had silly Deceleration nerfs (it takes a hella long time to brake), plus hardpoints which didn't make sense. When quirks came, the PB had crazy LL quirks and some mediocre missile buffs - which made it a good fast striker, if you build it with 2LL + 3srm4/6. Now PB got I think uh...some extra internal armor, generalized energy weapon quirks, and a lotta other goodies. In lore, considering that the PB was a mech that had high mobility, seems like they tried to keep that somewhat faithful.
Though Hardpoints and the general width of an Awesome could be checked...but I ain't complaining much.
I believe this site has the current up to date quirks on each mech and its variants, including the Champions and Hero mechs. If you check in the Assault/Awesome section, you can see just exactly the current state of quirks they have on each variant. :3
http://snafets.de/mwo/quirks.htm
#6
Posted 24 December 2015 - 11:49 PM
Quick stats:
5 Small Pulse Lasers
1 SRM 6 with 300 rounds (3t, 50 volleys)
1 AMS with 4000 rounds (2t)
24 Double Heatskins for 78 kph
XL Engine 385
Max Armor (10 rear CT, 8 rear ST)
All Slots are used
This yields a firepower rating of 32.90.
Max DPS is 10.50 and a sustainable DPS of 8.29
With the SPL only, it is 7.27 max, 7.20 sustainable
Cooling Efficiency is 79%, 99% with SPL only
Since this lacks any sort of range, the SRM 6 and 1 ton of missile and AMS ammo for an LRM 10. This leaves 2 tons of ammo (360 missiles, or 36 volleys). Instead of cutting into ammo, the AMS can be dropped, and with its ammo gone, .5t can be added. This brings the ammo up to 2.5t, 480 rounds, or 48 volleys.
Comments, Suggestions, and Critisms welcome. I am a new player and trying to feel out the Meta.
A more detailed description will follow.
Right Arm:
52 Armor
3 Double Heatsinks
Right Torso:
60 Front Armor
8 Rear Armor
Small Pulse Laser
2 Double Heatsinks
AMS
AMS Ammo
Right Leg:
68 Armor
AMS Ammo 1/2
SRM Ammo 1/2
Head:
18 Armor
Small Pulse Laser
Center Torso:
90 Front Armor
10 Rear Armor
2 Small Pulse Laser
Left Torso:
60 Front Armor
8 Rear Armor
Small Pulse Laser
2 SRM Ammo
Left Leg:
68 Armor
AMS Ammo 1/2
SRM Ammo 1/2
Left Arm:
52 Armor
2 Double Heatsinks
SRM 6
To replace with LRM 10, remove the leg ammo or LT and switch the leg ammo to all LRM ammo. Last option is to remove the AMS and all its ammo and add 1/2t of more ammo... somewhere (RT or legs).
#7
Posted 06 January 2016 - 09:15 AM
It consists of -- 4mpl, 3 standard srm4 (2 at center torso), and the XL 385 for speed. 3-4 tons of ammo, depending on personal preference, followed by cramming the mech with as many double heat sinks as you can possibly can for maximum heat efficiency. Works pretty well, and should give you that extra oomph for the taking.
#8
Posted 06 January 2016 - 10:52 AM
Running this AWS-9M build and getting typically 500 - 600 dmg per game with 2 - 4 kills a match. A bit hot if you spam too often but its very managable.
I chose an STD because I honestly find if I get into a bad situation because, team either screwed up somewhere or lights harasss you to no end, you'll end up dying faster by having an XL, I never ran an XL on my awesomes and never will. I find the tradeoff of speed over survivability to do damage one last time before dying a better trade off than speed. 3 LPL are typically the main arsenal i'll be firing with the torso mounted ones on group 1 with the arm on group 2, the medium lasers on 3.
#9
Posted 07 January 2016 - 01:11 PM
#10
Posted 07 January 2016 - 07:16 PM
#11
Posted 08 January 2016 - 06:58 AM
Best assault ever !!!!
PB for the win, the glass cannon of brawlers =)
Really one of my favorite hero mech.
#12
Posted 16 January 2016 - 06:05 AM
http://mwo.smurfy-ne...3384010705d77b2
(though just by linking that I realize that I've got a bit much SRM ammo there).
I have been going ok in this mech, but I've noticed that I cannot take as much punishment as other assaults and I was wondering what people's thoughts were on the Awesome in general, and if I should bother going ahead and getting 2 more variants to elite them all up.
I've also been getting into a bit of CW, and I want mechs that will allow me to pull my weight and not drag the team down, and I'm not sure that going all Awesome will allow me to do this. I've only got a few other mechs at the moment (3 Jenners and 3 Dragons) so I want to make sure that I'm not wasting C-bills and mech bays on mechs which will not see the light of day very often.
Cheers all
#13
Posted 16 January 2016 - 09:36 AM
#14
Posted 16 January 2016 - 11:01 AM
Steel Raven, on 07 January 2016 - 01:11 PM, said:
For the Awesome, it eagerly awaits its resizing that will make using XL better, just look at what some say about the Zeus.
#15
Posted 16 January 2016 - 11:11 AM
Funnytom, on 16 January 2016 - 06:05 AM, said:
Goodness gracious, no back armor? Might want to rectify that.
http://mwo.smurfy-ne...eb6f465345b733a
This is what I would suggest if you're gonna stick with an XL engine. Modified your build a bit with Artemis - works rather well in keeping the missile spread close when fired.
For my Pretty Baby,here's the build I pilot quite often, with good degrees of success:
http://mwo.smurfy-ne...b688568e3b2e2e2
A downgrade in firepower, but the Artemis upgrade plus the Standard engine replacement means that your missile spread is significantly reduced, and you won't get knocked out of the fight if your side torso gets blown out. Endo Steel helps get you that extra weight savings to fit in the Engine, Shifting down to srm4 means that you're throwing less punch, but you have a slight faster reload time compared to the srm6, and you waste less ammo in the event your shots don't hit.
Also, like NRP said, the Awesome fills a more niche role compared to most others - to me, it shines particularly well as a suppression mech, and some variants of the Awesome can act either as flankers or quick strikers. However, don't expect to be able to slug it out against fresh assaults often - 80 tons is the lightest assault class, so your armor and firepower are not as potent compared to the heavier assaults. The essential tips and tricks to becoming a good Awesome pilot is learning the art of torso twisting, positioning and suppression support. Keep a good situational awareness of the battlefield - while an Awesome usually isn't a front-line unit, its speed and mobility gives it an edge in plugging holes/breaches inside your team formation during an enemy push. I cannot recall the amount of times I had where an enemy flank was occurring, and my Pretty Baby was able to get there in time to halt the advance just long enough to buy time for the team to regroup and push them back.
Suppression is almost a lost art these days.
But anyways, if you're thinking of other variants to buy for the Awesome - under the assumption that you feel a strange affinity (psychotic attachment to pilot something Awesome) - the 8Q and the 8R are the two more common variants that are pretty good in multiroles.
#16
Posted 17 January 2016 - 02:48 AM
http://mwo.smurfy-ne...f26241ce3c98e36
In the couple of matches I've played it seems to be going well, but I need to test it a bit more to make sure I'm happy with it. How much rear armor would people normally run on an assault? When I looked before it was pretty high to begin with, so that may have been hampering my surviveability somewhat.
If I don't decide to stick with Awesomes, which other assaults would people recommend? I've been thinking about the Banshee, King Crab or Stalker but I'm not really sure what to invest in next.
#17
Posted 17 January 2016 - 10:03 AM
Funnytom, on 17 January 2016 - 02:48 AM, said:
If I don't decide to stick with Awesomes, which other assaults would people recommend? I've been thinking about the Banshee, King Crab or Stalker but I'm not really sure what to invest in next.
Stalker and Kingcrab are a must
try these builds
KGC-000 (improved)
STK-5M
#18
Posted 17 January 2016 - 10:09 AM
Wildstreak, on 16 January 2016 - 11:01 AM, said:
I so long for that day when the Awesome is NOT a walking slab of "shoot me!" I did alright in them in their current clunky state for a few years, but when the Zeus came out for cbills, I admit I eventually sold all my Awesomes. The Zeus basically did everything better, and I really hated the way the dynamic geometry looked on the Awesome. Still, the goofy things keep luring me in - I just bought the 8Q, one of the ones I didn't have, and am having fun zapping people with PPC's. Sure, it's still not a great mech - though the quirks really help - but it is fun.
If they do resize them properly, they'll at least be able to stand toe to toe with the Zeus, and if they ever introduce the 9Q - basically an 8Q with ECM - the Awesome will be granted another interesting role of fast command mech. Someday... maybe...
#19
Posted 17 January 2016 - 05:27 PM
Funnytom, on 17 January 2016 - 02:48 AM, said:
http://mwo.smurfy-ne...f26241ce3c98e36
In the couple of matches I've played it seems to be going well, but I need to test it a bit more to make sure I'm happy with it. How much rear armor would people normally run on an assault? When I looked before it was pretty high to begin with, so that may have been hampering my surviveability somewhat.
If I don't decide to stick with Awesomes, which other assaults would people recommend? I've been thinking about the Banshee, King Crab or Stalker but I'm not really sure what to invest in next.
Rear armor amount is an iffy issue, as it mainly depends on the player's preference. Some like to play danger close - ergo, 1-3 points of rear armor and put the rest on the front. The reason behind that is, if they're good at torso twist, they won't expose their rear to enemy fire, so the more armor up front the better. Or so they proclaim. I personally prefer 10 points of rear armor at the back for all torsos, mainly that I don't like to face-tank and I prefer a bit of solo flanking/positioning. If I'm re positioning and have to retreat, I rather have a bit of armor on the rear to at least withstand some modicum of damage, especially from an enemy light mech's alpha nowadays.
oldradagast, on 17 January 2016 - 10:09 AM, said:
I so long for that day when the Awesome is NOT a walking slab of "shoot me!" I did alright in them in their current clunky state for a few years, but when the Zeus came out for cbills, I admit I eventually sold all my Awesomes.
oldradagast, on 17 January 2016 - 10:09 AM, said:
TRAITOR!
#20
Posted 20 January 2016 - 07:09 PM
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