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Awesome, Awesome 9M - Advanced Brawler


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#61 Wrenchfarm

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Posted 13 January 2013 - 04:41 PM

View PostNRP, on 13 January 2013 - 04:33 PM, said:

I'm considering getting an 8Q. 4 LLs and 3 MLs would totally wreak things. Can you post s smurfy build of your 8Q, Wrenchfarm?

NP man!

It's nice. Very simple weapons mean you can concentrate on positioning and what is going on around you. The MLAS are rarely used, so the heat isn't quite as bad as it looks.

You can do a similar build with a 9M and 4xLLAS. You get an extra heatsink or two in the big XL engine and more speed, but lose the MLAS and gain the XL side vulnerabilities. Both work, but I prefer PPCs on the 9M for more of a shot-and-pop style of play.

#62 War Council

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Posted 13 January 2013 - 05:11 PM

Browsing through this thread I think it is possible that I was the one piloting the 9M that did a really good job on the Night City map a little while back that a couple of people mentioned. If I am right, it was a round in which I got six kills and over 1000 damage. That particular round was a personal best. However typical results with my 9M design are running around 2-4 kills and 800 damage on a fairly regular basis. That is provided I don't make a really stupid move or run into any unexpected ECM Atlas around a corner or what not. Whether I was the pilot in that round or not, I have a fantastic 9M design and would like to share it in this discussion. Here is the link:

http://mwo.smurfy-ne...b8606f34e95e71c

I call it the Sovereign. It is the fastest an assault class can currently achieve in the game, topping out at a whopping 85.8 kph with the elite speed tweak. I designed it to be a Fast Assault who's primary mission is heavy cavalry charges behind enemy lines to take out any LRM boats. Its secondary mission is to hunt down light/medium spotter mechs. However with enough open space or quick cover options, a good pilot should be able to take down just about any mech.

The guiding principle behind this design is revealed in a maxium from another table top game called Starfleet Battles. That maxium is "Speed is Life." This mech is wicked fast and can get behind an enemy and stay there. It is also make is easy to duck between buildings or over hilltops only to pop up without warning and alpha strike an opponent. Then it breaks off so quickly that the enemy barely has time to fire much less aim.

This design has worked out wonderfully for me. Try it out yourself and see. Good luck!

Edited by War Council, 13 January 2013 - 05:33 PM.


#63 BabooTheBeast

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Posted 14 January 2013 - 10:54 AM

View PostWar Council, on 13 January 2013 - 05:11 PM, said:

Browsing through this thread I think it is possible that I was the one piloting the 9M that did a really good job on the Night City map a little while back that a couple of people mentioned. If I am right, it was a round in which I got six kills and over 1000 damage. That particular round was a personal best. However typical results with my 9M design are running around 2-4 kills and 800 damage on a fairly regular basis. That is provided I don't make a really stupid move or run into any unexpected ECM Atlas around a corner or what not. Whether I was the pilot in that round or not, I have a fantastic 9M design and would like to share it in this discussion. Here is the link:

http://mwo.smurfy-ne...b8606f34e95e71c

I call it the Sovereign. It is the fastest an assault class can currently achieve in the game, topping out at a whopping 85.8 kph with the elite speed tweak. I designed it to be a Fast Assault who's primary mission is heavy cavalry charges behind enemy lines to take out any LRM boats. Its secondary mission is to hunt down light/medium spotter mechs. However with enough open space or quick cover options, a good pilot should be able to take down just about any mech.

The guiding principle behind this design is revealed in a maxium from another table top game called Starfleet Battles. That maxium is "Speed is Life." This mech is wicked fast and can get behind an enemy and stay there. It is also make is easy to duck between buildings or over hilltops only to pop up without warning and alpha strike an opponent. Then it breaks off so quickly that the enemy barely has time to fire much less aim.

This design has worked out wonderfully for me. Try it out yourself and see. Good luck!


I like it but I would drop one tonne of ammo and replace the center torso srm6 with 2 srm4

#64 Quickmcj

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Posted 09 February 2013 - 06:55 AM

With the recent heat reduction for PPC the 3xPPC 9M is quite potent:

380XL
3xPPC
Dual heatsinks
1.48 heat efficiency

The PPC fire never stops and you are running very fast with good armor and turning speed. Also you do not need to engage in close range where you will be the main target for the opposing team, which I was bitching about in a previous post.

#65 NRP

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Posted 09 February 2013 - 08:29 AM

I should try boating PPCs on my 9M, but it's been working so well with a 3 LL + 3 SRM4 brawler setup. Then again, my PB is a better close range brawler, so it wouldn't hurt to try repurposing the 9M. I just don't understand the appropriate play style for PPCs though. I tried PPC boating on my 8Q, but found it underwhelming. I felt like all I could do was get the enemy's attention, but not many kills. The 9M is about 20 kph faster though, so that might change things.

Oh well, lots of things to try I guess.

#66 Hex Pallett

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Posted 09 February 2013 - 09:22 AM

I don't own a 9M, but this is what I assume how it works: you find yourself an area with clear sight of enemies, you stand there chainfire your three PPCs taking advantage of PPC's 3-second recycling, like a massive turrent spitting 10 damage every second, and re-deploy when you're heating up or under fire. With the speed of 9M it should be super easy to keep enemies at range...unlike my 8Q.

Edited by Helmstif, 09 February 2013 - 09:23 AM.


#67 Quickmcj

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Posted 09 February 2013 - 11:55 AM

I think it works pretty good and with the speed you can disengage close combat and get range between you and the target. 400-800 dmg and 2-4 kills is not impossible to achieve.

The 9M as brawler attracts too much attention imo.

#68 Kiiyor

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Posted 09 February 2013 - 02:44 PM

View PostQuickmcj, on 09 February 2013 - 11:55 AM, said:

I think it works pretty good and with the speed you can disengage close combat and get range between you and the target. 400-800 dmg and 2-4 kills is not impossible to achieve.

The 9M as brawler attracts too much attention imo.


I've noticed the extra attention, but if you use terrain properly, it isn't as big an issue.

With the 9m, (and the pretty baby) you have to play as a striker. Don't be the first to engage, and hang out near cover.

When battle has been joined, you need to use your speed to flit through buildings and dead ground, getting alphas off whenever you can. I find whenever any of the slower heavy hitters lose LOS to me, they get distracted by the nearest shiny object and move on, which presents me the opportunity to kick them in the back.

If you play like a flat out brawler, you will find the awesome is simply too big a target. Play like a light and profit.

Edit; post coffee grammar editing.

Edited by Kiiyor, 09 February 2013 - 02:45 PM.


#69 Quickmcj

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Posted 10 February 2013 - 07:09 AM

View PostKiiyor, on 09 February 2013 - 02:44 PM, said:

I've noticed the extra attention, but if you use terrain properly, it isn't as big an issue.

With the 9m, (and the pretty baby) you have to play as a striker. Don't be the first to engage, and hang out near cover.
...


I agree with that but I guess that I just dont like the attention :)

btw here is a game I just played with the 3xPPC 9M:

Posted Image

#70 NRP

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Posted 10 February 2013 - 08:56 AM

Wow! That looks like a great build. I think I'll take a break from grinding my Centurions and give your build a try.

#71 Kiiyor

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Posted 10 February 2013 - 01:29 PM

View PostQuickmcj, on 10 February 2013 - 07:09 AM, said:


I agree with that but I guess that I just dont like the attention ;)

btw here is a game I just played with the 3xPPC 9M:

Posted Image

Niiiice!

I've tried PPC's, but being in Australia means that i'm throwing bolts of screaming man-made lightning at enemies a full bloody second into the past. It sucks only being able to target an Atlas or any other slow or stationary fatties with them.

#72 NRP

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Posted 10 February 2013 - 01:54 PM

3 PPCs can be really effective, but how effective depends on your team. It's just hard for me to keep enemies at distance, especially when I'm the last man standing. I either do really well, or I do very little.

I've had better luck with an ERPPC on the RA and two LPLs in the torso. Same overall damage, less range, and I don't feel so naked up close. Heat is good too so long as you chain fire the LPLs.

#73 Wrenchfarm

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Posted 10 February 2013 - 03:16 PM

View PostQuickmcj, on 09 February 2013 - 06:55 AM, said:

With the recent heat reduction for PPC the 3xPPC 9M is quite potent:

380XL
3xPPC
Dual heatsinks
1.48 heat efficiency

The PPC fire never stops and you are running very fast with good armor and turning speed. Also you do not need to engage in close range where you will be the main target for the opposing team, which I was bitching about in a previous post.

The 3xPPC 9M has ALWAYS been great. Glad/sad people are finally paying attention to it. Glad other get to play a really fun mech, sad I'm not the unique precious snowflake of the battlefield I once was :P

View PostHelmstif, on 09 February 2013 - 09:22 AM, said:

I don't own a 9M, but this is what I assume how it works: you find yourself an area with clear sight of enemies, you stand there chainfire your three PPCs taking advantage of PPC's 3-second recycling, like a massive turrent spitting 10 damage every second, and re-deploy when you're heating up or under fire. With the speed of 9M it should be super easy to keep enemies at range...unlike my 8Q.

I actually like to fire all 3 at once. 30 damage located in a single place is devastating, you're basically a GaussCat that never runs out of ammo or explodes when sneezed upon.

Downside is of course the occasional time a light catches you on your own and stays glued to your feet. Oh well.

Edited by Wrenchfarm, 10 February 2013 - 03:50 PM.


#74 DrBlue62

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Posted 10 February 2013 - 03:29 PM

I'm quite fond of the 9M it being my favorite assault to use due to it's speed.
I run two different versions, the only major difference being the engine.
Standard
http://mwo.smurfy-ne...24cf7d723a87eb4

XL
http://mwo.smurfy-ne...fa0f068a4e146fc

I've been using the standard, dropping a heat sink for another ton of SRM ammo. I've been more critical of the XL version as for me to excel in it requires a very fluid battlefield where I simply cannot stop moving due to the massive side torso's that seem to get targeted more and more often. The standard version runs quite fast, though about 15KM/h slower. I feel that the increase of survivability is well worth the speed reduction.

I've been using this loadout for quite a while, though I haven't played very many matches in my 9M, only 90k XP in it after master and the AWS was my second mastered mech variant.

#75 NRP

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Posted 10 February 2013 - 09:49 PM

Although I haven't yet won a game with (US primetime premade hell), I have been having fun with this 9M build:

XL385
ERPPC
2 LL
3 ML
21 DHS
max armor

Runs a little hot, but it's a threat at all ranges. Can't really finish like my PB can, but it's a solid support build. Not many kills, but usually 7 assists per game.

#76 SiR DreW

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Posted 11 February 2013 - 09:52 AM

Most recent mod:

I finally dropped the XL. Survivability.

With no speed tweak(only basics as i only own the 9m) running at 65kph, standard engine.

load out:

1x srm6
2x srm4
3x LL
2x ton srm ammo
advanced sensor range.
1.34 ish dissipation.

maneuverability, survivability, 62ish point alpha.

It took some tweaking to find the right standard engine, if I could remember what rating it was i would have posted.

I urge you all to stay with the maximum amount of srms. this config leave an open energy hardpoint in the head. Being able to dish at 500 meters+ and then poop srms and 3x LL close range is effective. LL are right arm, LT RT.

Weapon grouping:

group1 - LL(right arm)
group 2 - LL CT & RT
group 3 - all srms on cyclefire

Give it a try.

SiR-DreW

If brute force isn't solving your problem, you’re not using enough.

#77 SniperCzar

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Posted 11 February 2013 - 10:49 AM

Out of all the dozens of 9M builds I've tried, this is the one I always come back to - http://www.mechspecs...64-Laser-Grazer

I've never been a fan of laser boats, but this is essentially a bigger, badder laserhunch with better firepower, armor, very low heat generation, and your fat shoulder doesn't have SHOOT ME painted all over it. Loads of fun to play.

#78 NRP

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Posted 11 February 2013 - 12:25 PM

I've gone back to an SRM build on my 9M. Nothing beats SRMs for finishing enemies.

XL385
LPL
3 MPL
3 SRM4 (2T)

Suits my play style better than anything else I've tried.

#79 Artifex 28

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Posted 27 June 2013 - 02:08 AM

While 3x PPC works fine on 9M, but it's not a long range sniper. It's more like 300-500m annoyance that keeps running behind cover and bursting that damage hit & run -style.

Awesome has great durability via those big hands, but that means you need to keep those turned sideways. You cannot effectively snipe (keep aiming) if you don't have any time to actually aim, as you are supposed to keep the arms pointed to the enemy. If you do watch - you will take plenty of hits on that kitchen door. The faster you are, the faster you can turn that torso.

Without XL380 engine, I don't see a reason to play Awesome. There are better assaults around, if you are going to be a slowpoke. You cannot turn your hands fast enough, which means you cannot cover powerly, overpower lights nor fast mediums - and you cannot dish nor take the damage the heavier assaults do.

#80 Mazzyplz

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Posted 27 June 2013 - 02:32 AM

5 ton srm? with 3 srm4?





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