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Fix The Awesome Mech?


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#1 Mazzyplz

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Posted 22 January 2013 - 04:24 PM

ok, maybe there was a post about this (actually i'm sure there was) and perhaps i am missing something... but

why is it that the awesome is such a bad mech, my only guess is that you guys made it be the worst mech in the roster on purpose.

what was the rationale behind it?

in the original game the awesome is, and i quote: "one of the most feared battlemech of all time"
but in the game nobody fears it. and in particular the all energy variants are regarded as really bad

why is it that 3 volleys of LRM will insta kill an awesome but only hurt a stalker somewhat.
the stalker can survive with 12% health as a zombie.
the awesome always explodes near 50%.

why does a cataphract have virtually the same armor PTS and speed but MORE firepower??? (if you consider the ballistics)

seriously, where did those extra 10 tons go? it's taken up by the frame??? that's handy! makes you a bigger target for no particular gain

the cooling system doesn't work correctly, in particular for an energy boat, you keep shutting down..

nobody uses the PPC... even if a fix were to come up for it, people would take the stalker instead.


i want to ask this sincerely, did you guys make it the worst mech because you wanted to have an underdog mech??

i will still pilot an awesome regardless because i'm interested in roleplaying as a Marik and this is the most
iconic mech (or was until MWO came along)... but i don't think awesome pilots deserve this


are you planning a fix for it??

i'll make just 2 suggestions:


option 1:
improve the cooling on it. fix heat sinks onto the chassis itself

option 2:
make the awesome more resilient, like the stalker that can take almost 90% dmg before going out (at least with std engine)


if one of these changes is not enough you could add an extra 5KPH to the speed of all models.


as it is now, mechs like the awesome are relegated to pugging.
if you ever try an 8 man with it, you're going to find an opposing team of 4 ecm atlas and 4 ecm raven, every one of them with
AC20..

you might say this is their choice but how is it their choice really when you're encouraging this sort of play?

oh and it's not even good as a sniper btw, guns are low on the torso and the PPC can be matched by autocannon in range but
autocannons have a way better rate of fire, and very little heat

Edited by Mazzyplz, 22 January 2013 - 04:29 PM.


#2 Eddrick

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Posted 22 January 2013 - 04:45 PM

The Awesome has some of the glaring weaknesses that the Atlas does. The most valnerable spots on both are very easy to see and hit. From the front, atleast. Unlike, the Stalker. Which, is most vulnerable from the sides.

One of the descriptions of an Atlas: Kerinsky asked for "A Mech that is as ugly and foreboding as possible. As fear itself will be on our side."

Don't take desriptions to literaly.

#3 Mazzyplz

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Posted 22 January 2013 - 05:21 PM

View PostEddrick, on 22 January 2013 - 04:45 PM, said:

Don't take desriptions to literaly.


this is not about the description, this is about the gameplay... piranha has stated they want to keep it as faithful as possible unless something affects gameplay negatively.

this is both unfaithful to the Btech lore, but also very detrimental to the gameplay. how would it be negative gameplay-wise to make the awesome actually a tough mech?? it wouldn't.

the awesome is supposed to be a midpoint between the cataphract and the stalker. even closer to the stalker in weight

however the awesome is weaker than a cataphract....
and it's not some targeting thing like you said, the cataphract's cockpit is right there. you can shoot it all day to no avail.
the awesome's torso? cored in 6 sec.

the awesome's head? same hitpoints as the head of the atlas, 18 armor on both mech cockpits.
you shoot an atlas in the head with everything and nothing happens.

the awesome? cockpit destroyed faster than a cicada's leg

#4 White Bear 84

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Posted 22 January 2013 - 05:26 PM

View PostMazzyplz, on 22 January 2013 - 05:21 PM, said:

the awesome is supposed to be a midpoint between the cataphract and the stalker. even closer to the stalker in weight

however the awesome is weaker than a cataphract....
- Depends what build you are running and your play style
and it's not some targeting thing like you said, the cataphract's cockpit is right there. you can shoot it all day to no avail.
the awesome's torso? cored in 6 sec.

the awesome's head? same hitpoints as the head of the atlas, 18 armor on both mech cockpits.
you shoot an atlas in the head with everything and nothing happens.
- Probably because it has a larger hardpoint on the mech than the atlas
the awesome? cockpit destroyed faster than a cicada's leg


#5 Mazzyplz

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Posted 22 January 2013 - 05:29 PM

View PostWhite Bear 84, on 22 January 2013 - 05:26 PM, said:

Depends what build you are running and your play style


no builds without srm can match up to the ballistic's rate of fire for dealing DPS. and i didn't even mean the awesome is weaker than the phract in firepower, i mean it's torso is weaker! maybe not in armor but somehow in the overall hitpoints under the armor plating, or maybe it's more prone to criticals, but it's a well known thing among players, even if you put move a lot of armor to the front. you get the emergency signal almost immediately. there is a reason you have to use the shoulders as shield in the AWS, where as the cataphract doesn't even have them cause it doesn't need to

Quote

Probably because it has a larger hardpoint on the mech than the atlas


possibly... but it would mean this is a mistake that would need to be rectified.
making it more explosive for this reason is detrimental to gameplay

Edited by Mazzyplz, 22 January 2013 - 06:44 PM.


#6 Theobald Hauser

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Posted 22 January 2013 - 08:10 PM

Ballistic Cataphracts, while lighter, need to sacrifice even more weight to ammunitions...
You underestimate Cataphract's relative strenghts, It's as wide as the Awesome and as easy to hit, but has ALL weapons under the middle line, making him unable to verticaly dodge (a job the LRM Awesome is good in, moreover given the fact that you can put the TAG in its head). The AWS is even less tall, you can hide behind nearly anything, only Jenners and Commandos (I think) are smaller. He's easy to frontaly hit (both are) when in plain sight, but is in no way more brittle than the Phract (just look at the numbers). Phract's cockpit is REALLY easy to shoot at. Cockpits have the same hitpoints on all mechs. Atlas' cockpit is very hard to hit (only the left eye) but it's totally on purpose, it's one of its strengths. Don't mix "heads" and "cockpits", they aren't always the same locations.
AWS are also really good at energy boating (8Q), make descent LRM assaulters (4 LRM15+Artemis + head TAG in 8R), has some hybrid builds and even has a variant that is playable like a medium ! (9M). They can also torso twist to 90° before upgrades. You can use your arms as shields too.
All mechs are not born equals, some need more practice and skill to play with. You can't tank like with an atlas with the other assaults or the heavies.
Stalkers, contrary on what you seem to think, are REALLY bad against precision LRMs, 'cause all the damage go in only one location due to their paperdoll, and you can often see one be cored with all the other locations nearly intact. It also has side torsos really easy to hit for lights and mediums, they're really big and easy to hit from the sides, and they turn really slowly and have a small unupgradable torso twist (except the 3F variant).
Atlases you so like are far poorer with hardpoints than AWSs ans STKs, and are slaved to std engines because of their heavy side torsos locked firepower. TAGged D-DC's are LRM fodder that will ramp your C-bills. And the K variant has no use that I'm aware of.

I DO think that Awesomes are treacherously tougher to play with than other assaults (and I don't think Phracts are easier, on the other hand), but they are not vastly underpowered, and not in all the points you're throwing.

#7 NRP

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Posted 22 January 2013 - 10:13 PM

Why does an Awesome slow to a crawl when its leg armor is yellow, when every other mech (especially lights) seem to keep going full speed even with red leg armor?  It's ridiculous.  The OP is right.  It seems like PGI wants the Awesome to be a terd.

Edited by NRP, 22 January 2013 - 10:14 PM.


#8 C4RNAGE

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Posted 23 January 2013 - 02:37 AM

I totaly agree the Awsome mech is got very weak torso armor. And hi need more armor simply is too easy kill and target on battlefield u can kill him whenever U want left him like last to kill or first almost no matter "ITS GONE BE EASY KILL" and hi not supose to be its 80 ton. And Catharact mech seams to be very hard to destroy if U compare.So i feel Awsome needs to be twice
stronger with upstanding damage.

#9 DeadlyNerd

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Posted 23 January 2013 - 03:02 AM

The only reason why you feel the awesome is fragile is the wide CT.
I already suggested they make the CT narrower while expanding RT and LT inwards but was met with trolling and douchebagness because people are content with how killable awesomes are atm.

#10 Mad Cow Jenkins

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Posted 23 January 2013 - 03:26 AM

I´ve been running the awesome for a while and it needs a bit of love i deal about the same damage with my dragon´s as my awesome because i need to hide that big bulk all the time.
To give it a bit of flavor i would suggest adding a bit more armor to the arms (+6 would seem about right), and increase the torsospeed by a small amount, this would increase its survivability on 400+ distance with doing arm blocks (most awesome builds have a "weak" arm").

#11 Theobald Hauser

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Posted 23 January 2013 - 03:48 AM

View PostNRP, on 22 January 2013 - 10:13 PM, said:

Why does an Awesome slow to a crawl when its leg armor is yellow, when every other mech (especially lights) seem to keep going full speed even with red leg armor? It's ridiculous. The OP is right. It seems like PGI wants the Awesome to be a terd.


Never saw that.

View PostMad Cow Jenkins, on 23 January 2013 - 03:26 AM, said:

I´ve been running the awesome for a while and it needs a bit of love i deal about the same damage with my dragon´s as my awesome because i need to hide that big bulk all the time.
To give it a bit of flavor i would suggest adding a bit more armor to the arms (+6 would seem about right), and increase the torsospeed by a small amount, this would increase its survivability on 400+ distance with doing arm blocks (most awesome builds have a "weak" arm").


And why exactly is that a "bad" thing ? AWS is more of a dps assault than a tank assault. Go Stalker or Atlas if you prefer a tank gameplay...

View PostDeadlyNerd, on 23 January 2013 - 03:02 AM, said:

The only reason why you feel the awesome is fragile is the wide CT.
I already suggested they make the CT narrower while expanding RT and LT inwards but was met with trolling and douchebagness because people are content with how killable awesomes are atm.

This. The two real problems.

Edited by Amarius, 23 January 2013 - 09:09 AM.


#12 Flapdrol

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Posted 23 January 2013 - 04:24 AM

Awesome is supposed to give fire support with ppc's but a stalker just does it better, 5 more tons and no silly actuators that get in the way of double heatsinks. The stalker is also a much smaller target when facing the enemy, awesome is impossible to miss.

#13 Theobald Hauser

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Posted 23 January 2013 - 05:06 AM

A chance all five models aren't full of PPCs then.

Quote

The stalker is also a much smaller target when facing the enemy, awesome is impossible to miss.


Don't let the enemies face you then. Different gameplays. Use your 90°+ arcs, use your low vertical profil. Stalkers are so bad at pointing and turning.
And variants like 8R abnd 9M are hardly PPCs fire supports.

Furthermore, PGI won't make the AWS slimer, so, this weakness will never go, we must go on.

#14 NRP

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Posted 23 January 2013 - 07:16 AM

How exactly is the Awesome a "dps assault"? It overheats immediately when loaded with anything more than a few MLs. And except for the 9M, the Awesomes are too slow for hit and run tactics (dragons are better at this anyway). Minimizing CT exposure is all well and good, but it doesn't help much when you're always on the verge of overheating. Then some stray laser fire from a light turns one leg armor yellow and you slow to a crawl so now you're big, slow, easy to hit, and can't return fire without shutting down.

#15 Mad Cow Jenkins

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Posted 23 January 2013 - 07:25 AM

View PostAmarius, on 23 January 2013 - 05:06 AM, said:

A chance all five models aren't full of PPCs then.



Don't let the enemies face you then. Different gameplays. Use your 90°+ arcs, use your low vertical profil. Stalkers are so bad at pointing and turning.
And variants like 8R abnd 9M are hardly PPCs fire supports.

Furthermore, PGI won't make the AWS slimer, so, this weakness will never go, we must go on.

Not letting your enemy face you with most of your firepower not in your arms and a slow torso is quite hard, especially when you move at ~60 kps, but before this ends up in a you can do x,v,z using model d,c to not get killed if the situation is right and the moon is aligned with saturn.

If the premise is that the AWS is a firesupport platform it does not get the tools to do so in the current gameplay, where energy weapons alone are too weak. So even if the torso hitbox get fixed i doubt it will get in sync with the rest of the mechs.
I guess if ECM gets a bit of a nerf the combination of energy and missiles will be possible but untill then it will still be the slow fat kid in the background, that you cannot avoid hitting and that cannot deal enough damage back to be considered really dangerous.

#16 xxx WreckinBallRaj xxx

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Posted 23 January 2013 - 07:27 AM

It's a bad Mech because it's just an inferior Stalker/Atlas. The Commando/Spider have this same issue when compared to Jenner/Raven. This "fix" needed here is for actual weight or BV to be taken into account for matchmaking, not just a ratio for weight class. Like most things, I've suggested this. Hopefully they do it with P3 matchmaking, then every Mech would be equally viable regardless of how better other Mechs are.

#17 Theobald Hauser

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Posted 23 January 2013 - 09:47 AM

View PostNRP, on 23 January 2013 - 07:16 AM, said:

How exactly is the Awesome a "dps assault"? It overheats immediately when loaded with anything more than a few MLs. And except for the 9M, the Awesomes are too slow for hit and run tactics (dragons are better at this anyway). Minimizing CT exposure is all well and good, but it doesn't help much when you're always on the verge of overheating. Then some stray laser fire from a light turns one leg armor yellow and you slow to a crawl so now you're big, slow, easy to hit, and can't return fire without shutting down.


It doesn't overheat quicked than anything. Try something else that boating 7 ER lasers or 7 PPCs. For example it's one of the only mechs that can have at the same time long range and short range weapons in good amount at for each range, like the Stalker, but unlike the Stalker it can do it with energy-only weapons that doesn't need ammos. So heatsinks.

I think some people here are too restrained in mmo classes, too, a "dps assault" doesn't mean it's a dps tank, it means that it is an assault that can count on its own superior firepower to dumb down the damages it gets. Atlases have fewer weapon slots, but higher armour, and will get warm slower from that, so "tank assault", because it'll get more damage by doing as much as the AWS. "Tank" doesn't mean it's actually tanking. Tanking in MWO is all about occupying enemy forces. A Jenner hoping from cover to cover do as much "tanking". It's all about threat, threat perception, and threat projection.

I said playable as a medium, not hit & run tactics. Those doesn't work either with real mediums.
You can do some sort of guerilla tactics if you're in a cover heavy zone with mediums (and with the 9M), yes, but lights can hit & run on open terrain, as can dragons with big engines and sniper weapons (the kph between 75 and 100 are a whole world of differences).
9M is dreadful in cover close combat.

Combining the two last points: All the other AWS short range builds, or AWS long range builds without ECMs, as said, are better suited as dps mechs rather than tank mechs. Don't attack frontally, place yourself on the side/rear of a target, and you can do that easily given your HUGE torso and arms twists, even without stopping, and melt it. If you shutdown from heat while only having to shoot two times at best to down a target, you're doing something wrong.

View PostMad Cow Jenkins, on 23 January 2013 - 07:25 AM, said:

Not letting your enemy face you with most of your firepower not in your arms and a slow torso is quite hard, especially when you move at ~60 kps, but before this ends up in a you can do x,v,z using model d,c to not get killed if the situation is right and the moon is aligned with saturn.

If the premise is that the AWS is a firesupport platform it does not get the tools to do so in the current gameplay, where energy weapons alone are too weak. So even if the torso hitbox get fixed i doubt it will get in sync with the rest of the mechs.
I guess if ECM gets a bit of a nerf the combination of energy and missiles will be possible but untill then it will still be the slow fat kid in the background, that you cannot avoid hitting and that cannot deal enough damage back to be considered really dangerous.


Your twists are far better than other assault ones. And you give another assault to the opposing force. Kill it, and you've done your part.
Of course it has the means, and energy weapons aren't too weak, they *don't use ammunitions*. You can go an entire game with them. The same can't be said about LRMs or ballistics, especially lighter ballistic wielders, who are extremely short on them.
It has MORE hardpoints than an Atlas, it has the same speed (except for the 9M faaar quicker), stop making somme fat unloved kid allegory !

The CT needs fixing, that's a reality. Stop creating other flaws that doesn't exist people, you're betraying the whole "help the Awesome" project by throwing false truths or simply lying, powers-that-be reading this will just totally dismiss your judgements and nothing will be done in the end.

View PostBluten, on 23 January 2013 - 07:27 AM, said:

It's a bad Mech because it's just an inferior Stalker/Atlas. The Commando/Spider have this same issue when compared to Jenner/Raven. This "fix" needed here is for actual weight or BV to be taken into account for matchmaking, not just a ratio for weight class. Like most things, I've suggested this. Hopefully they do it with P3 matchmaking, then every Mech would be equally viable regardless of how better other Mechs are.


Just about the same thing. You say inferiors when they are in fact differents. You wan't a light with heavy firepower ? Go Jenner. You wan't something with a motherload of jumpjets, go Spider. Commando is meant to be the lightest of the lightest, it's by design, they also have the smallest profil of anything, good luck hitting that even without lagshield. They're *different*. Pick your choice. The real problem with lights is in each chassis between its variants. 2 Commandos out of 3 are useless. ECM is far too powerful to be given to some and not the others.

There WON'T be a BV value or Weight balance because they're out of logic. We're not on TT. Lights have HUGE advantages they didn't have at the time, mainly their constant speed and their nimbleness. They nearly never get it ! They are systematically behind you ! They can just TRASH assaults !
If you make weight in the drop, it will just be Cravenwarrior Online by the end of the first day. More than now, I mean.

Edited by Amarius, 23 January 2013 - 09:50 AM.






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