[Guide] The Ultimate Awesome Guide
#21
Posted 05 February 2013 - 02:26 PM
#22
Posted 05 February 2013 - 08:59 PM
Since the engine cap raise, this mech has a new lease on life, and I've been enjoying this build:
LL X4
SRM6+Artemis X2
Std 300
18 dbl heat sinks
Endosteel
The extra bit of engine power is noticable in my speed, but more importantly my torso twist. That, combined with the upgrades to AWS twisting in general really gives it a smooth bead. The extra room for engine heat sinks finally let me squeeze in enough to keep the LL heat under reasonable control. I had to shave some leg and arm armor, as well as only drop in 2 tons of SRM ammo to make it all fit, but I'm happy with the trade-off thus far.
60.7 kph with no elite is nothing to sneeze at for such a twisty assault.
#23
Posted 05 February 2013 - 09:39 PM
#24
Posted 06 February 2013 - 01:25 AM
Op4blushift, on 05 February 2013 - 09:39 PM, said:
Both are very good variants, but keep in mind that 9M has never disappointed anyone AFAIK.
8V is probably my least favorite variant, and I ended up selling it for PB.
#25
Posted 06 February 2013 - 01:50 PM
I think I'm gonna make my 8Q a dedicated PPC boat. Chain fired PPCs really makes enemy mechs angry. It's amazing how quickly you can take apart an Atlas with PPC fire.
#26
Posted 06 February 2013 - 02:02 PM
NRP, on 06 February 2013 - 01:50 PM, said:
The sweet thing about triple PPC, the loadout 8Q is designed around, is that PPC has a precisely three-second cooldown.
Which means when chainfiring, you can burst ten damage EVERY SECOND until you overheat, which would take a long while after the PPC buff.
Dayum son!
#27
Posted 06 February 2013 - 03:19 PM
#28
Posted 19 February 2013 - 11:05 PM
#29
Posted 20 February 2013 - 01:55 AM
Pkunk, on 19 February 2013 - 11:05 PM, said:
Fact: whatever 8Q PPCboat does, 9M does it better.
#30
Posted 20 February 2013 - 02:45 AM
I had a hard time coming up with a solid build for the strange girl. I eventually came up with two different ways of playing her that I've found work for me.
Brawler Build
This uses a big block XL385 and mounts 2xLLAS and 3xSRM6s to get the job done. It moves fast, hits hard, and has plenty of sinks to keep it going. All in all, not a terrible workhorse. Like a very fast 8R with less punch.
A few problems though. The mixed hard points do make close in brawling and sudden adjustments to your aim difficult. The 4-tube launcher on the arm staggers the SRM6s slightly. Not a huge prob, but you can go down to SRM4s to keep it clean and roll the tonnage back into your legs or more ammo/sinks.
The biggest challenge it faces is the same as all brawler Awesomes, it's so big. I'm not a huge fan of getting in close with the Awesome, you just get hit with everything. The 8R can make it worth your while with 4xSRM6s with Art, but the weird staggered fire and XL liability of the PB makes brawling a little more dicey. Again, not terrible, but you do need to watch it.
Artillery Build
This is what I'm currently using. A mix of PPCs and LRMs+TAG to provide heavy support to the more durable mechs leading the charge. The engine drops down to an XL350 which is still plenty quick for Assault standards, but doesn't take advantage of everything the PB can offer.
This build was made as a concession to the fact that the PB just was a little too fragile to brawl with, moving it back behind the lines but still capable of heavy damage. Using the PPCs and LRMs together you get a good mix of direct focus damage, and the general chaos of missiles. You get to snipe poptarters, put the pressure on campers, and absolutely decimate anyone in the open.
The LRMs are arranged in a specific manner. A pair of LRM5s in the arm make more sense than a single 10 or 15 due to the tubes. with two LRM5s you get one burst of 8 LRMs followed by 2 chasers. With a LRM10 you get two bursts of 4 and a 2 follow up - all of which gets eaten alive by AMS.
This build has been pretty successful for me and might be a good way of running your PB if you find its brawling lackluster. I've been toying with the idea of dropping a heatsink and a little armour to fit in a BAP.
#31
Posted 25 February 2013 - 11:15 AM
Banky, on 11 January 2013 - 12:00 PM, said:
Sounds like my 9M build of choice. After spending probably close to 80M CBills in total on builds for my 3 Awesomes, it's still my favorite. I run a 3LL 3ML build and love every minute of it.
Runs stupid fast? [X]
High pinpoint alpha? [X]
Excellent heat efficiency? [X]
Assault-class armor? [X]
I'd say I run this build about 8 out of 10 times I get the urge to run an Awesome. I also run my 8R when I'm in the mood to be the bane of ECM scouts everywhere. 8Q is just on troll build duty. Ever since the Stalker came out I haven't run my 6PPC build that I ground master out on. Only occasionally I'll run a 6LPL 1ML build and go hugging defenseless LRM or PPC boats just for kicks.
#32
Posted 26 February 2013 - 04:41 AM
9M: XL340, 3xERPPC, 3xSSRM2. As many DHS as you can stuff in.
8R: 2ML, TAG, 4xALRM15, STD 240, 1440 rounds LRM.
The 9M is fast enough to run down heavies and most med builds, although I'm finding my PPCs aren't hitting stationary targets right now, so this one's on the backburner until state rewind is in (305ms ping, Australia). The 8R, on the other hand... works at about 250-400m (Adv. Sensor module to deal with ECM), raining down hell on anything that wants to munch on you. For some reason, people are ignoring my 8R, and teammates seem to be useful enough to keep the enemy off me. You'd think it's shockingly slow and would never survive, but I'm topping out most matches.
I'm honestly tempted now to pick up an 8V or 8T, the two variants I'd dismissed earlier.
#33
Posted 22 March 2013 - 08:32 PM
http://mwo.smurfy-ne...344c59611fd37f4
Been working on designing others to see what I would like to try next, might get at least 1 more 8 model then try a 9M or PB though those two I have had a tough time making. All my designs were redone a few times, all made trying to get good Cooling after my 8R experience, I hardly overheat in the 8R and that is how I like it, I don't know why some players run builds that overheat a lot, I see it in battles and it just makes you a target.
I also max armor everywhere but the legs, most players don't shoot there.
I do NOT put ammo in the legs because if you do get legged, ammo explosions only help that to happen. I would rather have the CASE.
And a lot of space on the 8 models tend to nearly PACK all the slots.
Some of the builds I did today inspired by running the Trial STK-4N with its mixed range weapons that I believe would be good especially for the larger Alpine and Desert maps. In comparison, there are no LLs but the LRM is bigger to use for softening targets while closing, close range weapons similar, might have Artemis, better Cooling, faster, better torso twisting than a Stalker and while the Awesome is wide, the Stalker is long so that is a similar weakness. I figure if you can run a stock STK-4N either new or for grinding, these should be OK.
Here is an 8Q I worked out, the TAG could be switched for a ML if I didn't want to spot, very simple layout either way.
http://mwo.smurfy-ne...2917559a09f5a08
I worked out 2 8Rs never tried inspired by the Stalker, first there is this one using a LRM15 to soften up targets while closing for the other weapons.
http://mwo.smurfy-ne...10a1cc5f31e90b1
Also made this but using 2 LRM10s instead, equal to a LRM20 but for less tonnage.
http://mwo.smurfy-ne...a772040ff31a6f3
The 8T was a somewhat tough build, first I came up with this using the Streaks as light Mech deterents. Similar cooling as the 8R I ran but the lowest of my builds.
http://mwo.smurfy-ne...0f496ab5b4c3c94
Another but with fewer LLs, it is like the 8T version of the popular 8R with a bit better Cooling.
http://mwo.smurfy-ne...22e4c4efdb46573
This was at first the best 8V I could make, obviously a LRM boat. Other versions did not get Cooling and Damage numbers I liked compared to this and no room for Artemis.
http://mwo.smurfy-ne...f75818f46ed1b3c
Inspired by the STK-4N, I now have this design.
http://mwo.smurfy-ne...e8516298f83d89e
9Ms are tough for me to make probably due to hardpoints especially the CT, currently have this design.
http://mwo.smurfy-ne...4d350a52449e39c
Or this.
http://mwo.smurfy-ne...0c3c551137d2eff
This is the only PB I can come up with right now.
http://mwo.smurfy-ne...0c3c551137d2eff
Given how tough it is for me to make a 9M/PB, I am holding off, if I cannot find one that suits me, I will just run a third 8.
#34
Posted 23 March 2013 - 06:15 AM
I like it better than the 3ll, 3srm4, 1 mpl it replaced and now that missle damage is down I like it even better.
#35
Posted 23 March 2013 - 07:09 AM
Helmstif, on 20 February 2013 - 01:55 AM, said:
Fact: whatever 8Q PPCboat does, 9M does it better.
My 5 PPC 8Q begs to differ. It can alpha twice before going critical, and if you chain fire you've basically got a lightning bolt machine gun. But you really need a good team to be effective because you're crap at close range. This build will teach you heat management, but it is great fun in the right situations. One alpha can kill most lights if you can hit them.
Anyway, I haven't driven my Awesomes lately because I'm working on the Jagers, but here are my current prefered builds if anyone cares:
PB
XL370
2 LPLs
1 ML
3 SRM6s
It's a damn brawler, so you just have to play it accordingly. It's ok on Alpine if you've got good situational awareness, but it works really well on Tourmaline because although it's a huge map, there are lots of opportunities for close range brawling.
9M
XL320
3 LPLs
3 SRM4s
Again, it's a damn brawler. I tried the long range game with both the PB and 9M, but I have the most fun getting in close and mixing it up.
The only real problem comes when the matchmaker puts you as the only Assault when everyone else is mediums and lights. The Awesomes are most effective imo when the both teams are composed mainly of heavies and assaults.
Edited by NRP, 23 March 2013 - 03:53 PM.
#36
Posted 23 March 2013 - 02:26 PM
instead i put 2 SRM4 ( i have Artemis..sometime i take some LRMs' ^_ö )
2 LPL
1 MPL
work nice as a backstabber 2 alpha before the warning.
It's pretty (oh oh) agile, but for so few weapons..you have to make so much weapon group to make for the convergence issue:
1 for the SRMs
1 for the ARM LPL
1 for the torso LPG
1 for both torso
and finally one for the MPL
that way you can save heat and dont waste your shots... not the actual alpha trend... but if you play it well, and torso tweast a lot, you can pull more alpha and more deadly accurate shots
#37
Posted 30 March 2013 - 01:30 PM
http://mwo.smurfy-ne...13084acb8adc760
Edited by TheNoobLord, 30 March 2013 - 01:30 PM.
#38
Posted 30 March 2013 - 02:19 PM
Also, just bought 9M, current running 3xPPC. Not exactly happy with the result for the time being.
#39
Posted 30 March 2013 - 03:33 PM
Helmstif, on 30 March 2013 - 02:19 PM, said:
Also, just bought 9M, current running 3xPPC. Not exactly happy with the result for the time being.
Try running it as a laserboat instead. I've been running my 9M with a STD335 (yeah blasphemy), 2LLs, 4MPLs and 21 DHS and its a lot of fun. Group fire the LLs as you walk in. Chain-fire spam your MPLs at close range - and laugh at the guys that keep shooting your shoulders. You'll still run around at 75kph so it's still fairly fast and agile.
#40
Posted 30 March 2013 - 04:44 PM
Banky, on 30 March 2013 - 03:33 PM, said:
I'd rather go with XL380, 3XLL plus 3xSRM4. I honestly don't trust MPL for brawling. But 21DHS is indeed very heat efficient....
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