[Guide] The Ultimate Awesome Guide
#141
Posted 24 May 2013 - 06:31 AM
http://mechromancer....0,0,1,0,0,0,0,0
#142
Posted 24 May 2013 - 09:25 AM
http://mwo.smurfy-ne...755a2d8dc832067
CQC brawler with some med to long range capability.
Edited by Master Exploder 2k, 24 May 2013 - 09:26 AM.
#143
Posted 29 May 2013 - 12:53 PM
http://mwo.smurfy-ne...f88c5daef931665
#144
Posted 30 May 2013 - 10:31 PM
AWS-8T
I've been debating dropping the one lone external heat sink and a ton of ammo to pick up artemis but so far this is producing some fairly good results.
I move a lot while playing this build. I'll snap focus on someone with the tag, get the indicator and alpha the LLs and the missles. Someone gets inside the 200 range and you cant get far enough out quick, switch to mpls. Most the time I have lights that get in this range as I do play a rear guard with this build.
Even though all your lasers are in the arms, because it does use an XL you have to twist. Absorb some in the one arm, switch to the other. Hopefully you wont loose both by the end of the match and have a light easily pick you off... but it can happen.
#145
Posted 31 May 2013 - 05:02 AM
#146
Posted 31 May 2013 - 05:08 AM
AWS-9M AWE-SAMA
And gameplay video
What u think?
Edited by Mokou, 31 May 2013 - 05:10 AM.
#147
#149
Posted 31 May 2013 - 08:42 PM
Autobot9000, on 31 May 2013 - 05:02 AM, said:
Honestly I'm still experimenting with the suppression effect in general games of the missles. How often have you decided to duck your head back even though you could get a nice alpha on something if you had just a second more to spare? I know I have a few times. And while I know the worth of artemis and I am admittedly running a boatload(sic) of ammo I think for now it is working for me. Yes, I shoot shots that I dont even think will hit. But a) it is fun watching someone scramble for cover. I'm trying to get a feel for as the previously state suppression effect. Aka when I should fire a missle when I know the person won't likely take damage.
That being said, what would you suggest for amount of ammo to carry on my build if I was using it purely for damage?
#150
Posted 31 May 2013 - 09:09 PM
Ordate, on 31 May 2013 - 08:42 PM, said:
Honestly I'm still experimenting with the suppression effect in general games of the missles. How often have you decided to duck your head back even though you could get a nice alpha on something if you had just a second more to spare? I know I have a few times. And while I know the worth of artemis and I am admittedly running a boatload(sic) of ammo I think for now it is working for me. Yes, I shoot shots that I dont even think will hit. But a) it is fun watching someone scramble for cover. I'm trying to get a feel for as the previously state suppression effect. Aka when I should fire a missle when I know the person won't likely take damage.
That being said, what would you suggest for amount of ammo to carry on my build if I was using it purely for damage?
I think anywhere around 1000 IMO. should work perfect just dropping 2 tons and then adding artemis will work. 1000 gives you 25 full volleys which is a very safe place to be while ensuring your not finishing matches with ammo.
You have to test your playstyle though, on matches where you have a good match check and see how much ammo you have left over at the end, this will tell you whether you are playing agressive enough or too passive with your loadout.
#151
Posted 01 June 2013 - 02:07 AM
#152
Posted 01 June 2013 - 06:53 AM
XL300
2 DHS in engine
ENDO
2xML
4xALRM 15
7 tons ammo (2 in the CT, 2 in each leg 1 in the left arm)
BAP(also in left arm - nowhere else to cram it)
Tag in the head.
This is the funniest mech I have ever used, and I say that as someone with a Large Laserback in the mechbay. It's not even like you have to cower behind a rock either, like other LRM boats who have to drop armour or cram LRM20s into a 6 tube launcher and have to lock targets for hours to keep the stream of missiles on target.
I've caught heavies and assualts tyring to close on me by moving out from cover, and just unloading missiles into their face from 500m. Unless they are packing dual AC20's or you are already beat up, they are taking a dirt nap in 3 volleys tops at this range, the tag+arty grouping is just horrific and the missiles don't even climb, they just shoot forwards and the enemy takes the whole wad right in the face. 3 salvos is what, about 7 seconds. The entire time you can roll your torso around to spread damage and keep your reticule over them using the awesomes huge torso twist and arm flexibility.
Then there's the convenience of the launchers themselves. All 60 missiles are coming in two 30 missile batches. There's no stupid streams of **** flying through the air like you get with some assault boats which end up with a lot of the missiles getting eaten by AMS.
IMHO this is the most efficient LRM boat in the game. It has greater durability than the cats, while still delivering missiles in an efficient manner unlike most other assault weight boats. If I had the target decay module this thing would be a freak. Although it's close defence is no better than other boats, the MLs are arm mounted and I've finished off many a mech that was chasing me down with them by playing ring around the rock I was hiding behind, or at the end of the battle if you find yourself pretty healthy, just wade in and start blasting, you're carrying an XL sure, but by that point who cares.
Caveat - LRM boats are not exactly a brave choice, I fully accept that, but they are the best at trolling. Think that atlas who was charging you down expected to be dropped like a bad habit when 60 tightly grouped missiles lit up his entire front torso? No, he did not. Also it routinely pulls in more EXP and Cbills than I normally receive in any of my other mechs, so it's also a farmer's delight.
Just to confirm, yes, I feel some shame for my actions, but seriously. this mech generates many delicious enemy tears.
Edited by Jeremy Wade, 01 June 2013 - 06:54 AM.
#153
Posted 01 June 2013 - 07:47 AM
2x LRM 20
2x LRM 10
instead of the 4x LRM15s
Often you will find yourself in very safe situations to fire (then its time to release 'em all) or some situations where you just wanna give it a shot, but dont commit. Here the LRM10s are faster and commit less of your ammo. Try it, worked for me. I would swap out the 2 medium lasers for 2 small pulse lasers. Youre never gonna use them except for defense of a circling light.
#154
Posted 01 June 2013 - 08:55 AM
I think I'm going to hang on to the MLs though, they've really saved my bacon in a pinch. I've had a few situations where an enemy has been left with red internals after a full volley at closeish range - 500-300m and the lasers have let me finish them off before they either get inside 180m or before they can fully return fire.
I think both configs of LRMs end up working out pretty much the same, you would save a few missiles with the option to fire 10 LRMs with the 20,20,10,10 configuration. If you have the LRM launchers lying around then go for it, but since the 8R already comes with 2xLRM15 stock, you only have to buy two more LRM15s instead of shelling out for the 20s and 10s.
#155
Posted 02 June 2013 - 06:04 AM
I haven't taken my LRM awesomes for a ride yet(not really my favourites), but they should do fine with a mix of ALRM's and large lasers. Hopefully these mechs will shine again when PGI nerfs the poptarts.
#156
Posted 02 June 2013 - 07:44 AM
I think the recent rebuff to LRMs has made the 8R and the 8T really useful platforms, especially the T as it's hardpoint allocation screams balanced mix of weapons.
When I think about my Awesome and how I use it on the field, I don't think like an assault, regardless of how things were in TT, you have to play more like a really, really big medium, big engine, go fast, support the mediums and other fast heavies that are skirmishing. When I play like this (unless its troll boat o'clock) I get better results than when I'm just bumbling along with the stalkers, highlanders and atlai and just slugging it out with assaults that are way better optimised for face to face brawling right now (until SRMs get re-buffed).
That said, I think the Awesome is one of the hardest mechs in the game to pilot well, because even with a big engine, the thing still handles like a bus so you have to commit just as hard to pressing the attack home as any other assault, except you have the least armour to shield you if it goes wrong. It's definitely not a mech for beginners or for people who want to play mobile death fortress on legs warrior online.
#157
Posted 03 June 2013 - 04:41 PM
Jeremy Wade, on 01 June 2013 - 06:53 AM, said:
When I'm having a bad day. When levelling sniper Trebs just ain't working and my CTFs CT lasts all of two seconds.
That's when I roll out Ol' Faithful for some lrm chucking.
It's not a cheap shot mech. Careful targeting and positioning not to mention situational awareness of your own team are key. Never let yourself be isolated, especially early-game.
This is a long-play build that needs time to make its payload work but is invaluable supporting team drives and covering retreats.
The LRM60 packs a heavy punch that even pairs of AMS will struggle to impede.
Some notes regarding damage output.
Pre lrm 'fix' good days were showing 500-600dmg.
Post 'fix' 800-900 was possible. Frankly it got embarrassing so I kept her garaged most of the time.
Right now 350+ is normal but I'm seeing the same kill rate as pre-fix.
Overall she's a great support mech that excels in a tight team environment.
#158
Posted 03 June 2013 - 07:35 PM
Tahribator, on 02 June 2013 - 06:04 AM, said:
I haven't taken my LRM awesomes for a ride yet(not really my favourites), but they should do fine with a mix of ALRM's and large lasers. Hopefully these mechs will shine again when PGI nerfs the poptarts.
i have to agree. My AWS's have been doing horribly lately. All of them, especially the ones that are engine capped at 300. You can't torso twist that well with them, and they are retardedly slow. Granted I can still bust out a great game and get 600 dmg+ on my SRM'd 8R, 8T, and LPL 9M, but they are all suffering horribly over the last month.
CT is getting blown so easily lately, it doesn't matter if it's an XL or STD. Getting frustrated that my only fun AWS is the 8R when its an LRM boat.
EDIT- *** Oh today's patch feels SOooooo good. My PB is getting 750 dmg games no problem. ASRMs are nice and tight, and they finally gave head/cross hair shake to JJ poptarts!
Edited by Aethos, 04 June 2013 - 04:29 PM.
#159
Posted 06 June 2013 - 05:12 PM
intend to buy the Pretty Baby
PRETTY BABY
above is the improved ver of the original build
need some comments on it
thanks
Edited by Dragoon20005, 06 June 2013 - 05:14 PM.
#160
Posted 06 June 2013 - 11:25 PM
Dragoon20005, on 06 June 2013 - 05:12 PM, said:
intend to buy the Pretty Baby
PRETTY BABY
above is the improved ver of the original build
need some comments on it
thanks
PRETTY BABY
this is my take on your build.
what I changed and why:
too much ammo. with only 2 streaks (4 missiles), 1 T should suffice. Thats 25 volleys. I dropped the LRM ammo down to 360 which again equals 25 volleys. This I've found to be a very effective amount of ammo to carry. If you manage to deplete it all you are either A) having a hell of a game in which case its ok or wasting LRM ammo when the lock is gonna drop easily.
stripped some armor. You will never get headshot in an AWS, and the legs are never a priority for your enemy. Took a tad off arms to maximize slot usage.
XL380. I swear by this engine in the PB and 9M (whats great is that you can swap it back and forth between both of them for easy skilling up). for its weight it has the most internal heat sinks, give you the most speed, and the fastest torso twist. This bumped up your engine DHS from 4 to 5.
Artemis. It will vastly improve the accuracy of your salvos as well as cause more to hit CT's rather than spread all over. This saves ammo, heat, as well as time and increases DPS. (secret: it also speeds up streak lock-on time)
dropped the ER Large. You already have the ER PPC for range. And its in your gun arm which is perfect. The ER Large puts out too much heat for brawling, and that is honestly what the PB is the best at. With a profile as huge as an AWS, you can't just stand on a hill and laser ppl down from range. PPC/LL boats will see that massive torso and you'll be in critical territory in no time. If you are running from cover to cover, torso twisting away between shots, the ER PPC is perfect. The PB is truly a light/medium Assassin. Therefore I put 2 MPLs to help destroy those enemy fast movers. Combined with the streaks, you will have no problems causing misery to anything fast. DId I mention that awesome torso twist now, yeah those torso lasers are gonna move side to side very easily. You could swap the 2 MPLs back for 2 Med Lasers to give more range and put the tonnage back into max armor. Totally preferential, I have a crush on pulses.
More DHS. 19 of em. Cooling efficiency is up 6%. More importantly, 1 more in the engine which the mechlab doesn't accurately portray. Engine DHS have 2.0 cooling efficiency compared to DHS outside engine at 1.6.
Alpha lost 2 firepower. Thats nothing. Sustained DPS is up from 4.01 to 4.63 which is huge.
I actually am really fond of this build I made for you and will probably test it over the next week.
Good luck with the PB. It's by far my favorite mech. Here's my brawler setup if you ever want to compare or try.
PRETTY BABY - Shelby
Edited by Aethos, 06 June 2013 - 11:44 PM.
2 user(s) are reading this topic
0 members, 2 guests, 0 anonymous users