Jump to content

Need advise on AWS-8Q


  • You cannot reply to this topic
15 replies to this topic

#1 Ziko

    Member

  • PipPip
  • 32 posts
  • LocationCentreville, VA

Posted 03 November 2012 - 08:05 AM

Looking for advise with my AWS-8Q

Weapons: 7 MPLs + AMS with 1 ton ammo
Armor: maxed at 494
Total weight of 39 tons
C-Bills remaining: 4,941,316

-----------------------------------------------

Engine: XL or not to XL is the question... I see pilots better then me saying that us brawlers should never use the XL. I dislike having a slow mech and I need all the tonnage I can squeeze for heat sinks.

My thought... throw in the XL280, 56.7kph without speed tweak, holds 1 heatsink and 14tons.
Should I be using a strandard engine? If so which one would you recommend? The 250?

-----------------------------------------------

Heat Sink: Should I be using single or double?
With the XL280 and single heat sinks, I can add 27 heat sinks for a total of 37 heat sinks

With the XL280 and double heat sinks, I can add 9 double heat sinks for a total of 19 double heat sinks

With the standard 250, 22 heat sinks for a total of 32 single heat sinks

With the standard 250, 10 double heat sinks for a total of 20 double heat sinks.

If I dont go XL then im slow but have 20 double heat sinks at 1.4 (20x1.4=28)

If I do go with XL then I can do 37 single heat sinks (37x1=37)

Am I missing something here?

-----------------------------------------------

My way would be XL280 using 37 single heat sinks but only 1.25 heat efficiency. I have used this build in closed beta before, use alpha strike till I'm around 75% heat, switch to chain fire till I'm around 25% heat and then go back to alpha striking.

I cant use Endo-Steel or Ferro armor because I would lose 14 Heat Sinks.

Can anyone offer some advise, help, suggestions, comments, feedback, thoughts or anything on this build?

Or am I just being foolish trying to run with 7 medium pulse lasers? :P

#2 BlackSquirrel

    Member

  • PipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • 873 posts

Posted 03 November 2012 - 08:20 AM

You probably need to stagger them...or add 4 MPL, and 3 ML's or some such. Thats what I did at least.

#3 Onyx Rain

    Member

  • PipPipPipPipPipPipPipPip
  • 1,017 posts
  • LocationOklahoma, EARTH MK II

Posted 05 November 2012 - 07:10 PM

My advice on an 8Q pulse boat is to run a 9M instead...
(I'd probably never put an XL in the slower awesome variants...you're asking to die unless you pack a massive alpha strike and fantastic heat efficiency thx to that XL. I don't think the 42 dmg justifies the risk)

8Q can't mount the larger engines that a 9m can, so it will never top out past 65ish with speed tweak, while a 9m can hit 84-86 I think with speed tweak. XL 375 still puts you at almost 82.

You can get 6 med pulse instead of 7 on it, and just put a strk2 or srm4 or srm6 in the arm, to make up the difference and you'll have a mech that is functionally equivalent to the 8Q. BUT...You can do some large lasers and strks and/or smr's and jack up the dmg and get a mech that at least IMO surpasses the old fast 8Q's. 8Q 7 medpulse was 42 alpha, can do a few large laser instead and get that well over 50...the large lasers may have a longer beam duration and slower refresh but the longer range, higher dmg and dmg to heat ratio makes them as good if not superior to med pulse in actual use. (when you have the crit slots/free weight)

I think the 8Q is basically obsolete, probably more for boating large lasers, large pulse/ppc/erppc now... Be a slow laser boat that puts out a devastating high dmg/focused dmg alpha and/or with long range capability. I think that is pretty much all that is worth doing with it now. IMO the 8t, 8v, and 8r are all better choices...with the 8v being the best mix of energy/srm6 when boating srm6...8v, may not be quite as much raw dmg as the 8r but the focused laser dmg balances out the spread dmg of the srm6's to make it the overall more effective build in my experience.

9m is the way to go though if you want to boat lasers and be fast...if you can afford it.

Edited by Onyx Rain, 05 November 2012 - 07:20 PM.


#4 Hex Pallett

    Member

  • PipPipPipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 2,009 posts
  • Twitter: Link
  • LocationHomeless, in the streets of Solaris 7

Posted 05 November 2012 - 10:44 PM

Sounds like a terrible brawler build to me. 58.7 km/h is too slow for a brawler anyway, my HBK4-P could easily creep up behind you, after 5-6 alpha strikes in your back you'd be dead.

Please, go with XL and make a Laser/PPC sniper build.

Edited by Helmstif, 05 November 2012 - 10:45 PM.


#5 Cthulhufish

    Member

  • PipPipPipPipPipPip
  • 495 posts

Posted 06 November 2012 - 06:33 AM

Play a bunch with it. If you lose torso sections, be aware that you would be dead in an XL. If it does not happen often, you can go for the XL. If it happens often, avoid the XL.

It's that simple, really.

Oh, and your repair bills will hurt a bit more.

#6 ImIooImI

    Member

  • PipPipPip
  • 55 posts
  • LocationRussia

Posted 06 November 2012 - 12:49 PM

imho modification Awesome 8Q with 6 large lasers at least interesting!
1. Good strike ... on a good distance (from 0 to max distance)
2. Max tank for this mech
3. Normal speed (STD 285) is 58

this is only possible with Ferro-Fibrous + Endo Steel + Double HS!

How to use it?
1. It's a tank! It attracts the attention of LRM and snipers! That will allow light to medium mech come within striking distance
2. any light or medium mech who fell under a DPS will get a very large loss..
3. A good tank and good speed will quickly overcome the 8Q LRM zone and to contact directly with heavy mech! Then ADVANTAGES in DPS will be the 8Q in!

it is only IMHO on the use of tactics Awesome 8Q with 6 large lasers!!!!

#7 Jay Kroc

    Member

  • PipPip
  • 39 posts

Posted 07 November 2012 - 03:39 AM

I just bought an 8Q and I really like the sound and visual impact effects of my PPCs.

Now, since I'm really short on CBs at the moment, what would you guys buy next to increase the performance of the mech and it's 3 PPCs?

Are DHSs mandatory on the 8Q?

#8 Onyx Rain

    Member

  • PipPipPipPipPipPipPipPip
  • 1,017 posts
  • LocationOklahoma, EARTH MK II

Posted 07 November 2012 - 04:46 AM

View PostJay Kroc, on 07 November 2012 - 03:39 AM, said:

I just bought an 8Q and I really like the sound and visual impact effects of my PPCs.

Now, since I'm really short on CBs at the moment, what would you guys buy next to increase the performance of the mech and it's 3 PPCs?

Are DHSs mandatory on the 8Q?


If they are ppcs and not erppc they have a min range of 90m...which means 90m or closer you do almost no dmg. Erppc has no min range, but run much hotter....Many feel ppc/erpp are both kinda crappy right now.

There are better builds, but if you wanna run ppc/erppc on an 8Q, yes you'll probably want DHS.

#9 Jay Kroc

    Member

  • PipPip
  • 39 posts

Posted 07 November 2012 - 05:12 AM

Thank you mate. :lol:
Isn't it kinda weird that the gun with the longer range also has no minimal range?
I remember using Solaris VII rules on the tabletop game. Where you could shut of some kind of field inhibitor on the PPC risking the destuction of the weapon when fired but thereby also circumventing the minimal range.
Would be cool if that was implemented in MWO.

Edited by Jay Kroc, 07 November 2012 - 05:26 AM.


#10 Brock Rockhard

    Member

  • PipPip
  • 27 posts
  • LocationTraining Yard, Hofn

Posted 07 November 2012 - 09:32 AM

View PostJay Kroc, on 07 November 2012 - 03:39 AM, said:

I just bought an 8Q and I really like the sound and visual impact effects of my PPCs.

Now, since I'm really short on CBs at the moment, what would you guys buy next to increase the performance of the mech and it's 3 PPCs?

Are DHSs mandatory on the 8Q?


Here is my 8Q build.
The only upgrade I went with was Endo-steel internals. That let me add AMS, an extra SHS & top the armor off. 1.4HS don't seem to appealing to me when they take up 3 crit slots.
Anyways, swapped the PPC in the arm for ERPPC; from 540m out and from 90m in I use the ERPPC. Otherwise, I'm using the 2 torso PPCs exclusively and when it's warranted I toss in an ERPPC shot or 2.
Now, this isn't the deadliest thing out there. This is a support 'mech and your situational awareness is key. Do not overextend yourself or sit alone on a flank for too long and you should do fine.

I hope this was helpful.


...forgot to add this: Don't discount that SL in the head, it's saved my bacon more than a few times.

Edited by Brock Rockhard, 07 November 2012 - 10:04 AM.


#11 Jay Kroc

    Member

  • PipPip
  • 39 posts

Posted 08 November 2012 - 03:42 AM

Thx Brock, after some calculations I did the same.
Cause I would only have enough slots to fit 20 DHSs (including the 9 in the standard engine).
A single DHS equals 1.4 SHS so with 20 DHS I'd also only get the equivalent to 28 SHS, 8 free tons but no more space to profit from it.
That's pretty limiting the possibilities of long range energy weapon builds and I guess the reason for the LRMs raining all day.
Anyway, I like to blast of arms or legs with one or two volleys.
By the way. If I buy a large engine, does that increase the number of heat sinks that the engine includes?
If that was the case I could at lest fit another DHS or some short range weapons.

Edited by Jay Kroc, 08 November 2012 - 03:43 AM.


#12 Mordegar

    Member

  • Pip
  • 19 posts

Posted 08 November 2012 - 07:06 PM

I've built mine around long range fire support with Endo Steel and SHS's because DHS's loose effectivness once you get past 28 Heatsinks:

2xERPPC
3xMed Laser's
AMS+1 Ton

Standart 255 Engine @ 51,6 Kph

33 Heatsinks

Group the ERPPC's as chain fire so you can manage them in close combat as well and to annoy the **** out of missile boats at range.
In close combat, fire your med lasers and an occasinal ERPPC until you are at 80 percent heat and then shoot the meds alone while you cooldown.

The effective heat with the ERPPC's alone is at 1.37 which you'll never reach with DHS's in their current state.
With everthing else fired you'll be at 1.14 effective heat.

#13 Graxus

    Member

  • PipPipPipPipPip
  • Elite Founder
  • 148 posts
  • LocationHessen

Posted 08 November 2012 - 08:15 PM

The easiest way to rebuild the 8Q is 2 ppcs in the arm and 5 ml in the torsos, remaining 2 tons on hs or ams.
For long range sniping replace ppcs with erppcs.

The big advantage i see is that you dont need any upgrades, so repair cost is low :)

#14 Mordegar

    Member

  • Pip
  • 19 posts

Posted 09 November 2012 - 06:47 AM

View PostGraxus, on 08 November 2012 - 08:15 PM, said:

The easiest way to rebuild the 8Q is 2 ppcs in the arm and 5 ml in the torsos, remaining 2 tons on hs or ams.
For long range sniping replace ppcs with erppcs.

The big advantage i see is that you dont need any upgrades, so repair cost is low :)



Endo-Steel would be kinda necessary for maximizing heatsinks with a 250 Engine for at least 31 SHS with 5
medium laser.

I have to admit that i like the Idea, but you'll have to stop shooting your PPC's once you get below 300 meters of range cause your Med's will be far more effective from there.

Edited by Mordegar, 09 November 2012 - 06:48 AM.


#15 ImIooImI

    Member

  • PipPipPip
  • 55 posts
  • LocationRussia

Posted 09 November 2012 - 01:44 PM

del

Edited by ImIooImI, 13 November 2012 - 06:26 AM.


#16 ImIooImI

    Member

  • PipPipPip
  • 55 posts
  • LocationRussia

Posted 13 November 2012 - 06:17 AM

I made ​​a choice about 8Q ))

1. NO Ferro (only standart FULL armor)
2. NO Endo-Steel (only standart structure)
3. XL Engine 290 - max speed = min hits + not bad chance against light mech
4. 7 Med Laser
5. 43-44 standart heat sink
6. AMS + 1 ammo

PRO
1. good speed for heavy mech
2. not bad alfa (2-3 and component destruction!)
3. good cooling (no shutdown)

CONTR
1.no long weapon
++++++++++++++++++++++++++++++++
Model Name: AWS-8Q
Variant Name: 7MedLas

Engine: 290 XL Engine
Internal Type: Std Internals
Armor Type: Std Armor
Heat Sinks: 43 (11) Standard Heat Sinks

Tonnage: 79,94
Speed: 58,7 kph
Armor Total: 494
Alpha Strike Damage: 35,00
Alpha Strike Heat: 28,00
Firepower: 8,75 dps
Heat Efficiency: 61,43%
Effective Range of Loadout: 270m

Head: 18/18
Right Torso: 40/68
Right Rear Torso: 28/68
Center Torso: 60/100
Center Rear Torso: 40/100
Left Torso: 40/68
Left Rear Torso: 28/68
Right Arm: 52/52
Left Arm: 52/52
Right Leg: 68/68
Left Leg: 68/68

Right Arm:
Medium Laser
Medium Laser
Heat Sink
Heat Sink
Heat Sink
Heat Sink
Heat Sink
Heat Sink

Left Arm:
Heat Sink
Heat Sink
Heat Sink
Heat Sink
Heat Sink
Heat Sink
Heat Sink
Heat Sink

Right Torso:
Medium Laser
Medium Laser
AMS
Heat Sink
Heat Sink
Heat Sink
Heat Sink
Heat Sink
Heat Sink

Left Torso:
Medium Laser
Medium Laser
AMS Ammo
Heat Sink
Heat Sink
Heat Sink
Heat Sink
Heat Sink
Heat Sink

Center Torso:
Heat Sink
Heat Sink

Head:
Medium Laser

Right Leg:
Heat Sink
Heat Sink

Left Leg:
Heat Sink
Heat Sink

Edited by ImIooImI, 13 November 2012 - 10:26 AM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users