[Guide] The Ultimate Awesome Guide
#161
Posted 06 June 2013 - 11:51 PM
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
Posted 07 June 2013 - 02:52 AM
- 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
Posted 07 June 2013 - 01:22 PM
At the moment though, especially the lifespan of an AWS in combat, 25 volleys worth seems ample to me.
#164
Posted 07 June 2013 - 01:45 PM
#165
Posted 07 June 2013 - 03:08 PM
Dragoon20005, on 06 June 2013 - 11:51 PM, said:
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
Posted 07 June 2013 - 03:34 PM
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
Posted 07 June 2013 - 03:36 PM
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
Posted 07 June 2013 - 09:16 PM
Vimeous, on 07 June 2013 - 03:34 PM, said:
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.
#170
Posted 01 October 2013 - 03:50 AM
#171
Posted 01 October 2013 - 02:54 PM
SnagaDance, on 01 October 2013 - 03:50 AM, said:
For SRM I'd say one ton a Launcher, for LRM I'd say 1.5.
Gotta make some updates.
#172
Posted 13 October 2013 - 02:12 PM
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.
SnagaDance, on 01 October 2013 - 03:50 AM, said:
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.
#174
Posted 13 October 2013 - 03:58 PM
Helmstif, on 13 October 2013 - 03:44 PM, said:
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
Posted 16 October 2013 - 12:41 AM
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
Posted 16 October 2013 - 01:07 AM
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
Posted 26 October 2013 - 08:14 AM
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!
Edited by Mokou, 26 October 2013 - 08:17 AM.
#179
Posted 26 October 2013 - 10:34 AM
NRP, on 26 October 2013 - 08:40 AM, said:
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.
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