-AWS-8R, AWS-8T, and AWS-8R builds and descriptions updated.
-Gameplay and Commentary video added for AWS-9M (Part 1 of 2)
UPDATE #2:
-AWS-8Q and AWS-9M builds and descriptions updated.
Introduction
As the title suggests, this is a guide to the basic AWS chassis and, more specifically, the build I use for each variant that I've found works best for my playstyle. As a disclaimer, the Awesome is configurable in many effective ways and your playstyle may differ from mine. I've added suggestions for alternatives for those who prefer playtesting different variants on the builds proposed here. However, I have found the following builds to perform exceptionally well (regularly 1000+ damage when in public games). These builds are optimized, so if you're a new player, this might help you set your goals for what to shoot for in the long-run when you have more cbills, but don't look to this guide for inexpensive mech building.
Basics of the Awesome Chassis
I love the AWS. It's more maneuverable than the other currently available Assault mechs and has similar hardpoints to the Stalker but with the majority of hardpoints towards the center of the mech rather than spread throughout. And let's not forget the magic of having articulated arms.
Advantages
1. Articulated arms: Missile locks are easier, sniping is easier, more options for dishing out damage without having to face the enemy.
2. Shield-like arms: The majority of your hardpoints are towards your center, and your shield-like arms work wonders for spreading out the damage from incoming fire. You get to decide where you're hit, helping you last as long as you have armor left somewhere.
3. Thin side-silhouette: You are thin from the side, which makes it easy to protect your torsos using your shield-like arms. If you're getting hit by SRMs or LRMs, turn so your side is facing the enemy. Fewer missiles will hit you and most of the damage won't be hitting your important torsos.
4. Missile hardpoints are close together: This may not be obvious, but this means when you're firing multiple SRMs together they won't be spread out as much in comparison to each other. This allows you to punch more precise holes with your SRMs and better predict where they'll land.
5. Excellent pitch and torso twist: For an Assault mech, the AWS has the best overall torso movement range. This can make a world of difference given that Assault mechs are known for being clunky and slow.
Disadvantages
1. Large hitboxes: The AWS gets a lot of flack for having large hitboxes and for being large and blocky, giving it the nickname "Spongebob." Piloting and maneuverability is key for minimizing how exposed your easy-to-hit front is.
2. No Ballistics: With only missiles and lasers, heat management is important. Weapon grouping, enough heatsinks, and a disciplined trigger finger are imperative to using the weapons on the AWS effectively.
3. Lightest of All Current Assault Mechs: You're bringing less tons to the fight, which means you must rely on your maneuverability to succeed in engagements against competent Atlas and Stalker pilots. You can do it, but you must play to the strengths of the AWS chassis and pick smart engagements.
4. Large Side Torsos: Losing a side torso in an AWS is a big deal. Most of your weapons are in your torsos. It doesn't help that your side torso hitboxes are huge, but that's what your shield-arms are there for. Keep frontal exposure to a minimum whenever possible!
Terminology
For the sake of being parcimonious, the rest of this guide will be written using shortened language. This is for those new to the terminology used.
Awesome = AWS
Stalker = STK
Heatsink = HS
Double Heatsink = DBL HS
Center Torso = CT
Left Torso = LT
Right Torso = RT
Left Arm = LA
Right Arm = RA
Left Leg = LL
Right Leg = RL
Medium Laser = ML
Medium Pulse Laser = MPL
Large Laser = LL
ER Large Laser = ERLL
Large Pulse Laser = LPL
Streak SRM = SSRM
Standard Engine = STD
XL Engine = XL
The Builds By Variant
AWS-8R (Role: Brawler and Mid-Range Support)
Head: Empty (14 Armor)
RT: SRM6 + Artemis (45 Armor Front, 23 Back)
SRM4 + Artemis
2 DBL HS
LT: SRM6 + Artemis (45 Armor Front, 23 Back)
SRM4 + Artemis
2 DBL HS
CT: STD 285 (70 Armor Front, 30 Back)
1 DBL HS
RA: 2 LL (52 Armor)
1 DBL HS
LA: 2 DBL HS (52 Armor)
LL: 2 SRM Ammo (39 Armor)
RL: 2 SRM Ammo (39 Armor)
Speed: 57.7 kph (63.5 with Speed Tweak)
Total Armor: 432
Total Heatsinks: 18 DBL HS
Firepower: 68
Heat Efficiency: 1.26
Weapon Groups:
1. 2 LL
2. 2 SRM4 + Artemis, 2 SRM6 + Artemis
Tips:
1. Your 2 LL are on your articulated arm, allowing you to aim with increased effectiveness. This is great for twitch shooting, letting you aim quickly so you can turn your body away and spread damage as needed. Use your LLs to target specific spots on enemy mechs at range so your SRMs are more effective when you close the distance.
2. Your torsos have missile racks, which means they are a large target for the enemy to shoot. Either snipe from a distance with your 2 LL from a safe area with cover, or destroy the enemy quickly with your SRMs up close. The longer you stay in the open, the longer the enemy has a shot at your large torsos.
3. You can fight at all ranges, but you are best in a support role with the group or sniping from a safe spot. . You are best at providing support fire with the group around 450 meters or brawling with your SRMs around 100-150 meters meters.
4. Use your teammates to set up ambushes. Stay hidden in the middle of your team and utilize corners of hills and buildings to conceal yourself until your team engages the enemy. Once the enemy is paying attention to your teammates, run in from cover and use your SRMs to end the fight quickly. You can kill most mechs from behind in one shot by firing all of your weapons at once, and most others in two shots.
Alternate Configurations:
1. Replace 2 LL with 2 PPC, replacing the SRM6s with SSRM2s.
2. Replace 2 LL with 2 MPL, allowing extra tonnage to replace all four missile hardpoints with SRM6s with free tons for additional SRM ammo.
3. Replace 2 LL with 2 ERLL for a stronger long-range attack.
5. Replace 2 LL with 2 LPL and replace SRMs with SSRM2s for an efficient close-range brawler.
4. If more tonnage is required, you can downgrade the engine or switch to an XL (dropping two DBL HS) to fit your desired weapon combination.
AWS-8T (Role: Long-Range LRM Support)
Head: TAG (18 Armor)
RT: LRM20 + Artemis (45 Armor Front, 23 Back)
2 DBL HS
LT: LRM20 + Artemis (45 Armor Front, 23 Back)
2 DBL HS
CT: STD 245 (70 Armor Front, 30 Back)
Beagle Active Probe
RA: 2 ML (52 Armor)
2 DBL HS
1 LRM Ammo
LA: 2 ML (52 Armor)
2 DBL HS
LL: 2 LRM Ammo (37 Armor)
RL: 2 LRM Ammo (37 Armor)
Speed: 49.6 kph (54.6 with Speed Tweak)
Total Armor: 432
Total Heatsinks: 17 DBL HS
Firepower: 92
Heat Efficiency: 1.23
Weapon Groups:
1. 4 ML
2. TAG
3. 2 LRM20 + Artemis
Tips:
1. Stay in the back and reposition as necessary to keep yourself from becoming an open target. Run to the middle of your group if you're being harassed by fast mechs and need additional defense.
2. Use your TAG and try to maintain sight of your targets when firing your missiles so that you gain the benefit of both TAG and Artemis (increased missile accuracy).
3. You have 900 LRM Ammo. Only fire when you know your LRMs will hit. Rely on your 4 ML for supporting your team otherwise.
4. Your missiles are more powerful and heat efficient than your 4 ML, but you can fire all of your weapons for enormous damage when you see a large target attempting to close distance with you. In this case, wait until you can line up the shot with their CT and fire while backing up.
5. Your 4 ML are useful for when you need to target a specific spot on an already-damaged enemy mech or soften a spot for your LRMs, but rely on staying at range when you can.
6. Use your 4 ML for defense against fast harassing mechs, but move towards your teammates when your defense doesn't cause the harasser to leave.
7. If you're one of the few left on your team and you don't have any spotters, you can count on your 4 ML doing the job when you're roaming the map cleaning up already-damaged enemy mechs. Your 4 ML are heat-neutral to fire.
8. Open up holes in enemy mech armor with your 4 ML, then fire your 2 LRM20s to exploit the opening.
Alternate Configurations:
1. If you want to move faster and have additional LRM ammo, you can upgrade the STD 245 to an XL280. You will lose 2 DBL in the process.
2. You can remove the Beagle Active Probe and remove half a ton of armor on the legs to add in two additional tons of LRM ammo in the CT.
3. You can upgrade your STD 245 to an XL 280 if you prefer to use 4 MPL instead of 4 ML on the arms.
4. Downgrade from 2 LRM20s to 2 LRM15s so you can fire your missiles in one burst instead of two. Use the extra tonnage to upgrade your 4 ML to 4 MPL and add an additional two tons of LRM ammo.
AWS-9M (Role: Brawler and Harasser)
Head: MPL (16 Armor)
RT: MPL (43 Armor Front, 25 Back)
2 DBL HS
LT: MPL (43 Armor Front, 25 Back)
2 DBL HS
Anti-Missile System
Anti-Missile System Ammo
CT: XL 380 (70 Armor Front, 30 Back)
2 SRM4
5 DBL HS
RA: 3 DBL HS (52 Armor)
LA: SRM4 (52 Armor)
2 DBL HS
LL: 2 SRM Ammo (30 Armor)
RL: 2 SRM Ammo (30 Armor)
Speed: 76.9 kph (84.7 with Speed Tweak)
Total Armor: 416
Total Heatsinks: 24 DBL HS
Firepower: 48
Heat Efficiency: 1.5
Weapon Groups:
1. 3 MPL
2. 3 SRM4
Tips:
1. You are currently the fastest Assault mech in the game. Going at 84.7 kph, you can chase down fast mechs that are lighter than you and flank Heavy or Assault mechs that are slower than you. Your speed is your advantage, pick your fights and move to where you’ll cause the most damage.
2. Use your 3 MPL to focus down fast enemies. You are fast enough to keep your torso aimed at them even if they try to strafe you.
3. Focus down important parts of a mech first with your 3 MPL to open holes in their armor, exploit those holes with your SRM4s.
4. You are a strong asset to your team in Conquest mode. You weigh 80 tons but go at 84.7 kph, meaning you can cap and defend points more efficiently than any other mech.
5. Go where your team needs you. If part of your team wins an engagement but another part needs help, sprint over and help them out.
6. Your SRM4s are particularly potent against larger, slower enemies. Keep in mind your SRM4s do not have artemis, so engage with them once you've closed the distance to use your 3 MPL.
Alternate Configurations:
1. Remove one DBL HS in the RA and the 3 MPL, replace with an LL in the LT and RT for a stronger mid-to-long-range attack with 3 SSRM for close range. Put 1 DBL HS in the RA with a ton of SSRM Ammo in each leg and you’ve got a great all-around mech with an incredible 1.67 heat efficiency. Use two ERLLs for a respectable 1.46 heat efficiency.
2. Remove the 3 MPL and 3 SRM4s to fit 3 LL in the LT, RT, and CT for a strong mid/long-range sniper.
3. Downgrade the XL 380 to an XL 360 and replace the 2 LL from Configuration 1 with an LPL in each side torso for a powerful close-range brawler.
3. Replace the SRM4s with SSRMs and use the extra tonnage to replace one DBL HS in the RA for a PPC, ERPPC, or ERLL for better long-range sniping capability.
4. Remove the AMS or one ton of SRM ammo to increase leg armor.
For gameplay and commentary of the AWS-9M
Part 1:
Part 2: TBA
AWS-8V (Role: Brawler and Sniper Hybrid)
Head: Empty (18 Armor)
RT: 3 SRM4 + Artemis (45 Armor Front, 23 Back)
2 DBL HS
LT: 2 ERLL (45 Armor Front, 23 Back)
2 DBL HS
CT: STD 250 (70 Armor Front, 30 Back)
Beagle Active Probe
RA: LPL (52 Armor)
2 DBL HS
LA: 2 DBL HS (52 Armor)
LL: 2 SRM Ammo (45 Armor)
RL: 2 SRM Ammo (45 Armor)
Speed: 50.6 kph (55.7 with Speed Tweak)
Total Armor: 448
Total Heatsinks: 18 DBL HS
Firepower: 58
Heat Efficiency: 1.05
Weapon Groups:
1. LPL
2. 2 ERLL
3. 3 SRM4 + Artemis
Tips:
1. With a STD 250 you are slower in this build than the others, but with long-range weaponry you have no need to move towards your enemy. Find a safe corner or high ground to take pot shots at the enemy. Make them move towards you, and once they close the distance, they will be damaged enough to give you the advantage when you engage with your close-range weapons.
2. You have Beagle Active Probe. This means you can see farther than your teammates and should target enemy mechs in the distance that your teammates can’t see so that they are able to better target enemies at a distance.
3. Your 3 SRM4s are all in one spot in your RT, and with artemis, they are very accurate. Even if an enemy mech doesn’t have any particularly damaged parts, your SRM4s can easily punch a neat hole through the spot you aim them at.
4. Use your LPL for pinpoint damage, such as targeting parts of an enemy mech that are already red. You can also use your LPL to aid you in hitting fast mechs that are harassing you.
5. Try not to use your 2 ERLL in close-range where your other weapons are more heat efficient. You can only alpha once or twice before overheating, but you can fire your weapons continuously as long as you don’t mix your 2 ERLL with the others.
6. While you are very effective at close range (less than 300 meters) and long range (more than 675 meters) you are not as heat efficient between 350 and 550 meters as you would be if your ERLL were just LL.
Alternate Configurations:
1. If you want a stronger SRM punch, you can replace the LPL in the RA with an LL, remove a DBL HS in the RS and replace the 3 SRM4 with 3 SRM6 instead.
2. If you want 5 free tons and a faster engine, remove a DBL HS in each side torso and replace the STD 250 with an XL 285.
3. You can replace the LPL on the RA for a PPC, replace the 3 SRM4 in the RT for 3 SSRM2s and an extra DBL HS, and replace the 2 ERLL in the LT for 2 LPL. The free tonnage allows you to upgrade the STD 250 to a STD 270, allowing for a faster brawler at the expense of some long-range firepower.
4. Replace the 3 SRM4 in the RT with 3 LRM10 + Artemis and a DBL HS. Replace the 2 ERLL in the LT with 2 ML and put an ML in the Head. Remove from the Beagle Active Probe from the CT and put four tons of LRM Ammo in the legs. This allows for long-range LRM support with energy-based weaponry for close-range combat.
5. If you would rather be more efficient at midrange rather than long-range, replace your 2 ERLL for 2 LL.
AWS-8Q (Role: Sniper)
Head: Empty (18 Armor)
RT: 2 LL(45 Armor Front, 23 Back)
2 DBL HS
Anti-Missile System
LT: 2 LL (45 Armor Front, 23 Back)
2 DBL HS
CT: STD 290 (70 Armor Front, 30 Back)
Anti-Missile System Ammo
RA: 2 MPL (52 Armor)
2 DBL HS
LA: 2 DBL HS (52 Armor)
LL: Empty (31 Armor)
RL: Empty (31 Armor)
Speed: 58.7 kph (64.6 with Speed Tweak)
Total Armor: 448
Total Heatsinks: 19 DBL HS
Firepower: 48
Heat Efficiency: 1.05
Weapon Groups:
1. 4 LL
2. 2 MPL
Tips:
1. Your 4 LL shoot for 36 pinpoint damage and you can alpha fire all of them consecutively 3-4 times before overheating..
2. Aim for important components like a Hunchback’s hunch or an Atlas’ ballistic hardpoint. Your 4 LL are precise, giving you the choice where to put the damage. If you want to take out an enemy mech quickly, focus fire repeatedly on their CT and ignore other components.
3. If you get the chance, blow out an enemy mech pilot’s cockpit. One shot with your 4 LL and they’ll go down instantly, leaving you extra salvage at the end of the match as a bonus.
4. Your arm has 2 MPL, useful for defending yourself at close-range, finishing off damaged enemies, and protecting yourself against fast and/or light mechs.
5. You can fire at 60% heat without overheating. After firing, wait until you cool off to 60% heat before firing again.
6. You are best when sticking with the group and providing long-range support fire at around 450 meters. You are fast for an assault and should have no trouble staying with teammates and repositioning.
7. Utilize corners and vantage points that give you a good view of open space to snipe from. Expose yourself only long enough to shoot before returning to cover to let your heat dissipate.
8. Don't worry if you lose a side torso. You will still have 2 LL left over so you can continue the fight!
Alternate Configurations:
1. Remove the 4 LL and 2 MPL, put two ERLL on the RA, three ML in the Head and RT, and two LPLin the LT for an energy boat effective at all ranges.
2. You can replace the 4 LL with 4 PPC by replacing the STD 290 with an STD 250, removing .5 tons of armor on each leg, and removing the Anti-Missile System.
3. Replace the 2 MPL with 2 PPC and the 4 LL with 5 MPL for a sniper/brawler hybrid.
Leave Feedback If…
You have a question or comment about something in this guide or the AWS chassis.
You would like me to make a similar guide for another mech chassis.
You would like video with commentary of me demonstrating one of these builds.
Thanks for reading.
Edited by Typatty, 07 January 2013 - 01:47 PM.