Your Pretty Baby Loadout...
#101
Posted 08 March 2013 - 08:00 AM
#102
Posted 08 March 2013 - 08:37 AM
3 Medium Laser
3 SRM 6
21 DHS
STD Engine 300
Its save my butt quit few time not having XL engine...
Edited by Dredhawk, 08 March 2013 - 08:38 AM.
#103
Posted 08 March 2013 - 08:54 AM
http://mwo.smurfy-ne...88364d6ba84c4c4
The hard part of using the awesome is torso twisting to spread out the damage. The mech has incredibly fast torso twist speed and range so an XL engine is a really good choice. Moving at 90 kph and packing a nasty alpha that could make a splatcat cringe is an amazing experience.
edit: I also recommend using 360 target module it helps you not lose your target while twisitng.
Edited by Hedonism Robot, 08 March 2013 - 08:55 AM.
#104
Posted 09 March 2013 - 06:22 PM
I also realized that you really need range, given the direction the game seems to be going with large, LRM-friendly maps. It is imperative to be able to strike your opponent from long range. However, brawling is in my blood. Therefore, in choosing a loadout appropriate for the new reality, I decided I must have the following things:
PPCs
SRM6s
As many DHS as possible
As much speed as possible after the above requirements are satisfied
So given all that philosophizing, here is what I'm going to try:
XL350 (78 kph)
2 ERPPCs
3 SRM6s (3T)
21 DHS
432 standard armor (no Endo - need the slots for DHS)
65 pt alpha with 20 pt burst pinpoint damage. No longer terribly fast or maneuverable, but it's a trade off I'm going to have to make it seems. I really wish ERPPCs had 10 heat instead of 11. I could go with regular PPCs, but I like to brawl so they don't seem like a good fit. Now I just need to learn to aim.
#105
Posted 09 May 2013 - 11:19 PM
XL340+speedtweak= 75kph
Artemis
BAP
TAG
LRM20
LRM15x2
2MLs
AMS
Adv. target decay
Target info gathering
Its not a build I would recommend to amateurs, it is limited but fun and a challenge. It is really vulnerable if you let anyone close so positioning is vital as well as having backup from teammates so lights wont eat you alive LOL. I tend to target slower mechs and get as close to them as possible while behind cover or with cover close by. Being able to outrun most mechs is great, especially when they think they can chase you when you lure them out into open ground and fade while unloading a nonstop stream of missiles on them. Most mechs go down rather quick. Mastering torso twisting and evasive maneuvers to spread damage is a must.
Edited by JohnnyRico85, 09 May 2013 - 11:24 PM.
#106
Posted 10 May 2013 - 06:30 AM
XL400
LL
LPL
ML
SRM6
2 SRM4s
DHS, Endo, FF
Three weapon groups: LL on mouse 2, LPL+ML on mouse 1, SRMs on mouse 3. The LL gives it a bit of range (use ERLL if you need more), and the LPL, ML, and SRM ranges overlap nicely for close encounters <300m. The SRM nerf made it somewhat less effective, but if you're careful and choose your fights wisely, you can still wreak some havok. Getting behind Stalkers and ripping them apart is something this particular mech excels at.
Edited by NRP, 10 May 2013 - 06:39 AM.
#107
Posted 15 May 2013 - 09:59 AM
Dredhawk, on 08 March 2013 - 08:37 AM, said:
3 Medium Laser
3 SRM 6
21 DHS
STD Engine 300
Its save my butt quit few time not having XL engine...
I developed "XL phobia" the first day I had my PB. I got the side torsos blown off pretty regularly, so when I was going to replace the engine, there was no question it had to be a std engine. 325 std, at the moment.
I really want to like my Pretty Baby (especially since I paid real-world money for it). My Catapults have all their elite unlocks, so right now I'm fixated on getting my PB to suck less.
I tried this combination for a while:
325 std
2 x ER-PPC
2 x SRM-4 (2 tons of ammo)
ML
AMS
19 DHS
It ran hot, but with this many heat sinks I'd hear the heat warning and have a second to take my finger off the fire button.
(With 18 DHS, and one SRM6 instead of an SRM4, I'd hear the warning after it shut down.)
I was happy with it, and most matches I'd do over 200 pts of damage before I'd die (that's a lot for me). Then, this past weekend I started failing with it. (Matches with 70 pts of damage, or less )
I'm doing better with most of my other mechs, so I thought that surely my technique didn't suddenly suck for no reason. Maybe it has something to do with the latest patch. Regardless, I decided I had to change it around.
I reduced the armor in the legs, and everything else is maxed out, with 14 tons of armor. Sure enough, it hasn't been legged. So, I started storing ammo in the legs and removed the CASE I'd been using.
Current build:
325 std (still)
2 x LL
ML
2 x SRM-4 on the Left Arm.
SRM-6
4 tons of SRM ammo, in the legs
AMS
AMS ammo in the Right Torso
18 DHS
I miss the range of the PPCs. Still, with this many SRMs, it seems like I should be doing more damage when (not "if") the enemy gets up close and personal. I'm still having matches with 70 or so points of damage.
I took an interest in Koniving's YouTube videos, and he has some where he kicks a$$ with a PB in the default configuration. I can tell that's from a patch before I started playing, so missiles hadn't been nerfed yet.
I know most of the players on this thread are "uber", whereas I suffer from chronic noobetism. I'm looking for ways to un-f*** myself and my PB, knowing that I have to compensate for a lack of skilz.
#108
Posted 15 May 2013 - 11:01 AM
Beyond that, you need to somehow avoid being hit. There are several ways to go about it: torso twist, always flank, use teammates (i.e. other Assaults/Heavies) as meat shields, don't engage other mechs head on, stick with a group, use terrain for approach/retreat, always have escape routes, know when to run away, etc.
#109
Posted 25 May 2013 - 12:56 PM
#110
Posted 11 June 2013 - 08:49 AM
Edited by Voivode, 11 June 2013 - 09:00 AM.
#111
Posted 12 June 2013 - 10:31 PM
for assault i like 2LPL or LL with 1 ML/MPL and 3X SRM6 or LRM 15 in the R torso (tag instead of ML in the head) with 2x srm 4 or streaks in the left arm.
i do wish there were more weapons as you are mostly choosing between 2x ER/PPC ER/LL or LPL and your choice of missles, whether you like to engange closer or farther. generally i find my longer range builds fair better. baby is pretty fast and a very nice lrm boat becuse it can reposition faster then most any lrm boat and it doesnt need to fear lrms if it has good cover bc of its speed.
i find a good balance overall for just fun play and good balance at all ranges. an erppc in the right arm, a large laser in the left torso, a tag in the head, an lrm15 and 2 srm 4's or streak 2's
Edited by Mellifluer, 12 June 2013 - 10:58 PM.
#112
Posted 15 June 2013 - 10:07 AM
http://mwo.smurfy-ne...99594887339665b
25 LRMs at once seems to work for me. (Compared to my stats a month ago, my PBs kill ratio is up slightly.)
I mounted the heat sinks externally to the engine on purpose, and it seemed like a good idea at the time. I think I wanted to try having them as crit buffers. I haven't come to any conclusions one way or the other about whether I like that. I tend to lose the whole CT before I notice the loss of heat sinks.
I realize this is a pretty conservative build, and these things get cored out more often than they get the sides blown off (most days...My 9M had "death by XL" 4 matches in a row, one day.) I'm saving up for a 350XL, but I can also buy my next Cataphract for that many C-Bills...
#113
Posted 16 October 2014 - 02:02 AM
This is a build that I'm gonna try tonight. Seeing as Awesome's don't get on that well with XL's and can actually take decent punishment. I actually prove to be quite successful brawling in my 8Q and 8V so why not give this a try:
http://mwo.smurfy-ne...803d39db3239457
Yes you can upgrade the 345 engine to the 350 gaining more internal heat sinks by dropping some srm ammo or you can ditch the Artemis and a bit of ammo in favour of alarge laser in the LT but i like my SRM's.
(Slightly more heat efficient at the expense of accuracy).
http://mwo.smurfy-ne...e9e5aca01630340
*Edit* needs some more tweaking thinking that if the engine is bigger the faster the mech is and therefore the more time it will take to slow down. It didn't work too well in confined spaces.
Think this may be the next attempt:
http://mwo.smurfy-ne...9362df5bde2b1b9
Edited by mad kat, 17 October 2014 - 12:40 AM.
#114
Posted 17 October 2014 - 12:35 AM
http://mwo.smurfy-ne...3302e53dfc6e8c7
It's pretty much heat efficient with the recent quirks. But this is going to change after the new IS quirks!
So wait and see for further builds after the nerf
#115
Posted 17 October 2014 - 07:19 AM
XL340
(2) ER Large Lasers
LRM20 +Artemis
LRM10 +Artemis
TAG
DHS
5 Tons LRM ammo
Anyone think the Awesome will see a geometry pass any time soon?
#116
Posted 17 October 2014 - 11:27 AM
Pendraco, on 17 October 2014 - 07:19 AM, said:
XL340
(2) ER Large Lasers
LRM20 +Artemis
LRM10 +Artemis
TAG
DHS
5 Tons LRM ammo
Anyone think the Awesome will see a geometry pass any time soon?
Don't think it'll get a geometry pass. Russ has stated that hes slightly boosting internal structure hit points. The PB could really do with having that deceleration handicap seriously lessened though.
#117
Posted 29 October 2014 - 04:11 AM
Awesome Pretty Baby - Tier 5 Skirmisher
Additional Structure CT +20
Additional Structure LT +10
Structure Strength RT +10
Large Laser Cooldown +25%
Energy Weapon Cooldown +25%
Large Laser Range +12.5%
Energy Weapon Range +12.5%
Large Laser Heat Gen -12.5%
Energy Weapon Heat Gen -12.5%
Missile Weapon Cooldown +15%
Movement:
- Torso yaw speed +10%
- Torso pitch speed +10%
- Turn rate +5%
PRETTY BABY
What about you guys?
#118
Posted 29 October 2014 - 11:19 AM
#119
Posted 29 October 2014 - 11:22 AM
#120
Posted 30 October 2014 - 12:43 AM
http://mwo.smurfy-ne...88b048fb3690d44
with SRM 4 artemis
http://mwo.smurfy-ne...646fa52b5eaf42f
With a LRM15 as support weapons
http://mwo.smurfy-ne...4db22db3f030473
With the XL400 and SRM4...
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