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[Guide] The Ultimate Awesome Guide


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#161 Dragoon20005

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Posted 06 June 2013 - 11:51 PM

PRETTY BABY

based off your suggestions

improved abit and got a better heat management

i heard Med Pulse are heat mangnets but since i going for 2nd line of support Med Lasers will do for me

the LRMs and ER PPC must be there for direct fire and indirect fire

thanks

#162 Vimeous

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Posted 07 June 2013 - 02:52 AM

Dragoon your build looks fine for more tactical long-play matches that might occur later in MWO's life. However I'd suggest a couple of changes for the current meta.

- If you get brawling 1t of SSRM ammo will probably last longer than your CT
- To use all 3t of lrm ammo you'll sit too far away with too little impact to effective in the current 5-7min game lengths. lrm30 or more is forgivable but a single lrm15 is not enough alone to make it worth you sitting back mid-game. Sitting back also misuses the PB's primary asset of speed.
- less risk of an ammo explosion taking out your primary brawling ssrm's.

I'd drop the ammo both MLs and a DHS but add an LL. Gives you better hitting power at range with similar heat management. It also allows better stand-off damage when your lrm is empty.


In longer games with heavy sniping and lots of stand-off combat the extra ammo you allocated should work well.

Edited by Vimeous, 07 June 2013 - 02:55 AM.


#163 Aethos

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Posted 07 June 2013 - 01:22 PM

when 12v12 comes out for sure everyone will be carrying 2T extra ammo on everything.

At the moment though, especially the lifespan of an AWS in combat, 25 volleys worth seems ample to me.

#164 NRP

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Posted 07 June 2013 - 01:45 PM

I had a few good games in my PB last night. Straight up brawling/hit-and-run on Canyon seems to suit this mech. It's never very far to cover, and the verticality this map offers combined with the PB's speed makes it easier to escape.

#165 Tremendous Upside

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Posted 07 June 2013 - 03:08 PM

View PostDragoon20005, on 06 June 2013 - 11:51 PM, said:

PRETTY BABY

based off your suggestions

improved abit and got a better heat management

i heard Med Pulse are heat mangnets but since i going for 2nd line of support Med Lasers will do for me

the LRMs and ER PPC must be there for direct fire and indirect fire

thanks


After trying over and over to find a consistent build for PB, I ended up with this...

http://mwo.smurfy-ne...502181243b05d9f

I typically won't use LRMs, but it's honestly such a perfect fit on PB, it just makes sense... The LL doesn't look like much - and you could certainly squeeze 2 tons off to fit a PPC instead, but it's there to fire across both the LR and CQ weapon groups. It fits in there perfectly and the build stays heat neutral at pretty much any range. It's not a "hang back and lob rockets" kind of loadout. You've got 200 degrees of torso twist so you can run and gun at any distance as you're dashing between buildings.

#166 Vimeous

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Posted 07 June 2013 - 03:34 PM

Banky without a PPC to knockdown ECM how effective do you find the LRMs?
Like Dragoon I'm a sucker for the PPC/LRM combo if I've not got TAG to hand.

Edited by Vimeous, 07 June 2013 - 03:35 PM.


#167 NRP

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Posted 07 June 2013 - 03:36 PM

I'm still using this build as a brawler/skirmisher:

http://mwo.smurfy-ne...aecdbe961a67bee

It runs a bit hot, so you might want to add a couple of Cool Shots. Not really much of a 1v1 threat, but in a pack it's lethal.

Edited by NRP, 07 June 2013 - 03:37 PM.


#168 Tremendous Upside

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Posted 07 June 2013 - 09:16 PM

View PostVimeous, on 07 June 2013 - 03:34 PM, said:

Banky without a PPC to knockdown ECM how effective do you find the LRMs?
Like Dragoon I'm a sucker for the PPC/LRM combo if I've not got TAG to hand.


To be honest, I don't really see much of a difference. ECM is far less common in the field right now, so you'll NEVER be short of targets. While this build doesn't necessarily give me more damage per round than a straight brawler would, it's much more survivable and seems to have a bigger effect on the field. It's one thing to plow a dual PPC shot into a mech's face. Most that you'll shoot will have more to answer back with and will wait you out. When players see the "incoming missile" warning though, the instant reaction seems to be to hide and cover... so from that aspect, the mech definitely seems to hold up a lot better under fire. The LRM15 might be a little too "slow" on the refire, but I've been using similar builds on a lot of my other mechs lately, and it's been working extremely well. I wouldn't advocate "boating" LRMs at this point, but certainly theres no harm in carrying one as a supporting weapon. It fills a void on PB that you just can't do any other way. 2PPCs or LLs won't scare anyone off a ridge... 1 LL or PPC + an LRM15... and they'll hide and cover almost every time. And all you end up losing is a single SRM rack to do it.

#169 Mokou

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Posted 10 June 2013 - 08:18 AM

LASERS
Did anyone try this 4LL 8T?
How it? Good, bad, (ugly lol) need some changes etc?

#170 SnagaDance

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Posted 01 October 2013 - 03:50 AM

I'm resurrecting this thread. Got a good amount of info on how to run my 8T and I was wondering if anybody had any differing insight about the amount of ammo needed in the current 12vs12 game?

#171 Hex Pallett

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Posted 01 October 2013 - 02:54 PM

View PostSnagaDance, on 01 October 2013 - 03:50 AM, said:

I'm resurrecting this thread. Got a good amount of info on how to run my 8T and I was wondering if anybody had any differing insight about the amount of ammo needed in the current 12vs12 game?


For SRM I'd say one ton a Launcher, for LRM I'd say 1.5.

Gotta make some updates.

#172 IllCaesar

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Posted 13 October 2013 - 02:12 PM

This 8T build has been pretty rocking for me.

http://mwo.smurfy-ne...35dd9b3717d9cc3


First few times I ran it, I had more leg and head armour, but ran out of SRM ammo, so I lowered those for the much needed SRM ammo. If you still need some even after that, you could always downgrade the LPL to a LL/ERLL or take out the head ML.

Now, it doesn't have much range, but it is very heat efficient. I only have overheated once, and it was on Tourmaline trying to take out the final enemy in the game, a Spider, so you'll understand that the only time it overheated was when fire discipline was thrown out the window. Being an Awesome, though, it doesn't have as much armour as other Assaults, so it doesn't benefit much from it unless you have an ally in the same weight class as you taking up some of the attention. A fifty-five point alpha every four seconds with the heat efficiency to use it is nothing to laugh at, and its fast enough to outmaneuver most Atlas' that forewent speed for weaponry. Just stick to hills and buildings, because you cannot afford to be out in the open. It can't even reach across the middle of the volcano on Terra Therma or across a lot of the wider sidelines on maps like Caustic Valley and Tourmaline Desert, so you have to choose your vector of attack wisely. If you can keep from panicking and control your engagements to less than 600m you can show your teeth, and if you can get within 270m, you'll make just about any mech, big or small, sorry to underestimate you because you're "just an Awesome". Being underestimated is one of your biggest advantages, something that other mechs thought better suited for brawling don't get, so be sure to use it.

View PostSnagaDance, on 01 October 2013 - 03:50 AM, said:

I'm resurrecting this thread. Got a good amount of info on how to run my 8T and I was wondering if anybody had any differing insight about the amount of ammo needed in the current 12vs12 game?


I'd say it depends on how laser-oriented your build is. Helmstif said 1 per SRM and 1.5 per LRM, and that's about right if your lasers are pulling their weight for most of the damage. If not though, I'd put it more at about 1.5 tons per SRM and 2-2.5 tons per LRM. That being said, I couldn't find any success trying to fun LRMs with the 8T, the 8R might be a better choice for them. Too much ammo for little little effect in my experience.

Edited by MarsAtlas, 13 October 2013 - 02:34 PM.


#173 Hex Pallett

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Posted 13 October 2013 - 03:44 PM

PSA: Since this post hasn't been updated for AGES and SRM mechanism has been modified quite a bit, my 8R right now looks something like this. I'll put that in the OP someday. Someday.

#174 IllCaesar

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Posted 13 October 2013 - 03:58 PM

View PostHelmstif, on 13 October 2013 - 03:44 PM, said:

PSA: Since this post hasn't been updated for AGES and SRM mechanism has been modified quite a bit, my 8R right now looks something like this. I'll put that in the OP someday. Someday.


Ha! The 8R is going to be my next Awesome, and I was juggling between using this build:

http://mwo.smurfy-ne...edc99d292ae4379

and the exact same build you just posted. Even the ammo is allocated to the same slots XD

They're pretty similar, so I think I'll just have to try them both and see which I like more. They both certainly have their own merits.

Edited by MarsAtlas, 13 October 2013 - 03:59 PM.


#175 Blue Hymn

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Posted 16 October 2013 - 12:41 AM

Red Storm

The current build I have for my primary 8T. Works like a charm if you stick with the group. The extra range of the PPC helps out when you're sniping. Add that with Adv. Zoom, and voila! When you start to overheat, fall back on the regular ppc + streaks while you cool down. It helps give you that fighting chance, while the ppc can help neutralize ecm even if it does no damage within 90m - which allows your missiles to lock on quickly when need be.

Only problem I have now is that I recently bought a Pretty Baby. And the build on that variant is...very unusual, and quite difficult to come up with a decent build for it.

#176 xengk

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Posted 16 October 2013 - 01:07 AM

I still run my 8Q frequently with the following build, depending how how gunho Im feel that day.

Balance 8Q
2x PPC
2x LLaz
2x MLaz
1x AMS 1t ammo
STD 280
19 DHS
432 Armour

Sniper 8Q
3x PPC
3x MLaz
1x AMS 1t ammo
STD 280
20 DHS
464 Armour

#177 Mokou

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Posted 26 October 2013 - 08:14 AM

Good night sweet prince AWS-9M
Where is the justice?! AWS 9M - same hitzones, less armor, less speed, less DHS, less energy slots, no ballistic...
Oh wait I can mount 3xSSRM! Oh wow!


Posted Image

Posted Image

Edited by Mokou, 26 October 2013 - 08:17 AM.


#178 NRP

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Posted 26 October 2013 - 08:40 AM

View PostBlue Hymn, on 16 October 2013 - 12:41 AM, said:

Only problem I have now is that I recently bought a Pretty Baby. And the build on that variant is...very unusual, and quite difficult to come up with a decent build for it.

Dude, we told you so.

#179 Blue Hymn

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Posted 26 October 2013 - 10:34 AM

View PostNRP, on 26 October 2013 - 08:40 AM, said:

Dude, we told you so.


Dx

But Wait! I think I may have found a potential build for it!

Blitzkrieg
Doesn't overheat often, especially in hot maps like Terra Therma or Tourmaline, and has the speed to move around quickly and effectively to respond to situations. You have enough decent firepower to hold your own by yourself, but this variant really works well when you're working with other fast, light mechs.

#180 Mokou

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Posted 26 October 2013 - 11:22 AM

View PostBlue Hymn, on 26 October 2013 - 10:34 AM, said:




FIXED





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