Edited by TercieI, 15 June 2016 - 08:09 PM.
Best Awesome Builds And Why You Love Them
#1
Posted 15 June 2016 - 08:05 PM
#2
Posted 15 June 2016 - 08:27 PM
#3
Posted 16 June 2016 - 01:33 AM
the best builds IMO are
2erppc + 1medlas + 4xsrm6 on the 8r with std300,
2LL + 2LRM10+ 2LRM15 on 8r with bap and command console XL300.
3 LPL + 1erll + 1 medlas + 2 srm2 on 8t with std300,
and one i got a soft spot for
2erppc + 1 ppc + 2 medpulse + 1 medlas + 1 srm4 on 9m. + std305.
(when shooting down range obviously use 3ppcs, when the enemy is close switch to MPL+medlas+srm4 and if there's an emergency finish the enemy off with erppcs even up close)
this is the first mech i bought... and i got this build in early 2013. i am still driving it and it still kicks ***.
but like i said no in depth post cause i am mad that i can't play.
Edited by Mazzyplz, 21 July 2016 - 09:20 PM.
#4
Posted 16 June 2016 - 04:07 AM
#5
Posted 16 June 2016 - 09:12 AM
Raso, on 16 June 2016 - 04:07 AM, said:
I think it's going to happen. Yay!
#6
Posted 16 June 2016 - 08:20 PM
The 8Q, 9M, PB are what I pilot often.
8Q energy brawler
5x Medium Pulse Laser in the torso
2x PPC in the arm
a big 300 STD engine with 20 DHS
9M
2x erPPC in each torso
1x Large Pulse Laser in the arm
2x SRM4 for upclose engagement
XL 350 and 19 DHS for constant re-positioning and firing.
This build is mostly for range poking in faction play.
PB support brawler
3x SRM6 + Artemis
2x Large Laser
XL 375 for the speed to get in to use the SRMs and get out of trouble.
17 DHS to keep her relatively cool
#7
Posted 27 June 2016 - 08:52 AM
Does anyone have any post re-scale reports on how the Awesome is performing? It didn't look like a massive change, but that doesn't mean anything.
-paws
#8
Posted 27 June 2016 - 09:40 AM
I differently had a harder time coring a Awesome charging at my Marauder last game, usually punch them straight through the chest Temple of Doom style.
#9
Posted 27 June 2016 - 09:41 AM
Some Videos of the last build, POST rescale:
#10
Posted 27 June 2016 - 03:07 PM
As for favorite builds, the 8V can pack an interesting mix of 3 SRM6's and heavy energy weapons to taste. Right now, I'm enjoying my "super stock" 8Q, with 3 PPC's and a medium laser in the head. Standard 300 and DHS, though no endo - needed room for more heatsinks. Laser builds are probably better, as is the 4 PPC variant, but I like the PPC's and the 4 PPC variant runs hot and can't do anything under 90m; it also is a tight fit on tonnage.
Edited by oldradagast, 27 June 2016 - 03:08 PM.
#11
Posted 28 June 2016 - 06:30 AM
#12
Posted 28 June 2016 - 06:58 AM
Reasons why:
1) crazy fun stoop1d
2 ) I feel it like a fat medium
3 ) high insta convergence 46dmg
4) cool
#13
Posted 29 June 2016 - 10:53 PM
The 8T: AWS-8T
The 8Q: AWS-8Q
The 8R: AWS-8R
The 8R has realy good quiks for Lrm 15 so it became a LRM boat, thats my preference.
8T wasn´t sure but running with 4 ER large lasers2 lrm5´s had good results (note the artemis was for 2Srm 4s but was to lazy to remove Artemis after fitting lrm 5s).
The 8Q is one i´m not sure it has pretty good PPC quirks but running it with 2Large Pulse lasers and 5 med pulse makes it a good brawler too.
8Q alternative loadout: AWS-8Q
Edited by Stalker275, 29 June 2016 - 10:55 PM.
#14
Posted 21 July 2016 - 04:45 PM
http://mwo.smurfy-ne...bd0b4a037875651
#15
Posted 23 July 2016 - 01:35 PM
AWS-9M
Armour distribution isn't spot on, but total amount is - i front load a lot more than that. Heat isn't great, so i run 2 cool shots, plus LPL range and cooldown, Radar Derp and target info gathering (last is personal preference tbh, i like to know where the weak spots are asap). Prefer the SPLs to mediums as they're almost as much damage for a lot less heat, although their range sucks. The SRM is there as a tertiary for when one needs a snap shot while the lasers are on cooldown.
As Stefka said above, it feels more like a fat medium than an assault mech, and imo is the best way to approach it. With the big XL engine and tweak you're cruising at nearly 84kph, but are a little squishy so need to keep good situational awareness and make use of your mobility. With good care and attention (and a lot of torso twisting) you can survive longer than you might expect, and tactically re-position when things get a little rough.
If you try and play the Awesome (or at least the 9M) like a regular assault you're just going to end up cored and dead against almost anything - you're only 5 tonnes heavier than a Timberwolf and a a bigger target.
Run and gun, you'll live longer and have more fun in the process.
#16
Posted 01 August 2016 - 04:56 PM
xengk, on 16 June 2016 - 08:20 PM, said:
The 8Q, 9M, PB are what I pilot often.
8Q energy brawler
5x Medium Pulse Laser in the torso
2x PPC in the arm
a big 300 STD engine with 20 DHS
9M
2x erPPC in each torso
1x Large Pulse Laser in the arm
2x SRM4 for upclose engagement
XL 350 and 19 DHS for constant re-positioning and firing.
This build is mostly for range poking in faction play.
PB support brawler
3x SRM6 + Artemis
2x Large Laser
XL 375 for the speed to get in to use the SRMs and get out of trouble.
17 DHS to keep her relatively cool
these are all good builds. i'm running very similar builds on mine
#17
Posted 06 September 2016 - 10:20 PM
4 PPCs
1 SL
ECM
19 DHS
240 rated engine
Edited by Black Lanner, 06 September 2016 - 10:20 PM.
#18
Posted 07 September 2016 - 01:57 AM
I'm trying to avaoid the still rampant running laser vomit affliction as much as I can since, together with LRMs, the only thing it does is alowing bad marksmans and pilots to mask their inability to a certain degree and makes them reluctant to learn.
The Question is...who wants to fire AC20 at 600m with little less than Gauss projectile veloccity (1800m/s) and without the need for ammo?
SHSTech AWS-8Q:
27 SHS, 4PPCs, 432armorHP, 300XLReactor and endosteel. Heatcappacity is the main theme of this guy. The downside is its XL Reactor and the arguably slower heat dissipation.
But heatsinks in your leggs can come in handy. --> full doubble cappacity when standing in water.
DHSTech AWS-8Q:
18 DHS, 4PPC, 480armorHP, 300standart Reactor and endosteel. Your heatcappacity is lower than with the lowtech version but you got an equivalent of 31,2 heatsinks with its DHS.
Both versions have their ups and downs. PPCs seem to be quite intimidating to lots of people, at least I've experienced that pinning down enemys with continued PPC barrages is quite possible.
Backhugging lights can be a problem when you tend to stray away from your team so...don't.
And last but not least...Its pretty much like wielding quad AC10 or dual AC20 with 600m range while runnig cooler than you would using them.
#19
Posted 07 September 2016 - 04:01 AM
3LPL 4MPL, STD290, 19 heatsinks. Tremendous component destruction. 3LPL 4ML, 20 heatsinks, STD 300 for a bit more range.
Classic 4PPC, 19 heatsinks, STD300 - Do I need to say more?
There's a weird 3LL 2PPC LR build, STD290. Actually works pretty good, but a bit hotter than 4PPCs. (Thank BlackhawkSC)
AWS-9M - It's fast and has laser duration quirkage instead of range
STD320, 3LPL 3ML, very tanky, hits decently, moves at 69 kph.
What you REALLY should try:
XL375, 3LPL 3ML - handles like a medium mech.
XL385, 3ERPPC - I don't play this much, but it's not bad
Did I mention these builds go north of 80 kph easily?
AWS-8R
I hate LRMs, so
4xSRM6+A, 1LPL, 2SPL, STD300.
ONE point short of the AS7-S alpha strike, with 3 more heatsinks and more SRM ammo, but it's still a good bit hotter, no pp AC20, and of course, the biggest failing is that it's on an AWS.
Yes, my builds are unusual. But I don't play them if they aren't fun/don't work.
********
the 8Q and the 9M are the best variants along with the 8R.
TercieI, on 15 June 2016 - 08:05 PM, said:
Great that you don't LRM with the 8R as well. I keep mine for CW, it's just too unreliable in QP.
PPC 8Q is VERY strong. Please try it!
Edited by Keshav Murali, 07 September 2016 - 04:00 AM.
#20
Posted 07 September 2016 - 08:37 AM
8V (4.5 stars aws build i reckon - easy to drive, noob friendly)
http://mwo.smurfy-ne...69b6b7787d64151
this build is great for a couple of reasons.
it's a true jack of all trades. you can shoot the 4 lasers at 500-600m and their component will fall off.
it is also easy to use. it's just a lot of firepower, point at the enemy and shoot. no crazy twisting needed, you play this with armlock
the way to play it is to soften up the enemy first with lasers and then get closer and shoot the srms on their face. since the other mech will probably only be comfortable trading as brawler or trading vomit then there's always a chance to catch em as fish out of water. however if you turn a corner and run into a pure brawler you will die, gotta make sure you hit em once or twice from afar.
shooting locusts with this is also not the easiest.
9M: (4 star mech. ppc shooting, can zombie like the best of em)
http://mwo.smurfy-ne...6fbe39dafff9404
i can bring the hurt over long ranges and sustain ppc fire for a surprising ammount of time.
when caught up close it still has all the other weapons. fully capable of dealing with a medium mech just with the backup gear.
losing torsos doesn't put you out of the fight.
when ppcs flew faster this was a 4.5 star mech but in the current game it can be tricky, even with the velocity quirk.
still it's good for picking off things at a distance, light mechs think their size will save them but you can get em easy with adv. zoom.
8T: (4.5 star mech - initially this seems like a 4 star mech at best, but maximizing the usage of the arms will make you see how nifty this is)
http://mwo.smurfy-ne...937ef212b788af3
possibly the trickiest mech i run. 6 weapon groups mandatory - main gun is 3 LPL. the rest are secondary weapons.
erll is there to deter snipers and shoot fleeing enemies. the laser vomit trade on this mech is quite good. but staring enemies down isn't always the best option.
playing this mech carefully at first and then becoming more aggressive is the way to go.
this mech pokes really well left or right since the medium laser on the head can most of the time hit the target.
if losing one arm then the mech just becomes heat efficient. if losing both arms mech then becomes very underwhelming.
most efficient use of arms necessary. good things can be done such as shooting sideways on the move with a lot of precision.
can almost shoot backwards (i think 140 degrees is how far the reticle goes) so you can actually core components while fleeing.
you can also put your arm into the opening of a room such as the hangar in river city and burn everything inside with minimal exposure. i like to think this is similar to how ww2 flamethrowers were just pointed at the window in the bunker and indiscriminately burn everything inside.
strongest suit is to focus down weakened components. 3 LPL will do it. just use the radar to identify yellow or orange components and just take em out like a vulture. chain fire mode is also extremely powerful on this one. the damage just keeps con piling up.
if running hot the emergency hot weapon management is medlas+1lpl+srms. should be able to keep shooting even when heat is near max.
8R (4 star aws build, lurmboat)
http://mwo.smurfy-ne...9512b3b90705f54
maybe should be 4.5 star but it doesn't have ammo to waste. this build won't let the quirks go to waste. large lasers shoot super fast (add LL cooldown module). lrm15 quirks make them sync up with lrm10 perfectly.
shoot 10+15 from one sidetorso, and follow up with 10+15 from other torso. chain fire the LL. this will make any mech seek cover.
primary target is mechs with a huge center torso such as dire wolf and king crab. poor fellas just get obliterated.
'like i said you gotta save some ammo for when the enemy assault is out in the open. shoot your LL first to lure em into false sense of security. once they stepped one or two meters too far from cover let it rip.
once the ammo is done however the 2 LL still can shoot an unarmored ct and core the enemy.
8R (5 star aws. honey badger)
http://mwo.smurfy-ne...652400494eceb7a
yes im going to give this one five stars. for the fun factor and the amaeezin fyapowah.
at first it seems like this is too hot. but there's a certain rythm that makes it function like clockwork. of course shutting down is still common but the enemy should be exploding by that point.
twisting is essential so it's not easy to get the hang of. usually i don't even drive this mech because it's tricky to be honest, twisting and weapon managing should be really precise.
2x erppc is good at range but the mech really doesn't do well standing out in the open. it's best to use them as you move in or to deal with pesky lights at a distance. of course luckily they also work up close. when stuff is getting desperate and you just shot a srm salvo you can emergency shoot 2xerppc and finish coring the enemy up close. most likely you won't explode.
the meat and potatos of it is 4xsrm6 with the best grouping in the game IMO. should be able to take anything down.
NOTE: builds are for PUG matches. although the 8T has allowed me to kill 5 enemy thunderbolts in faction play by shooting all of the lasers into their ct chainfire.
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