Difference between revisions of "Awesome"
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{{Section out of date|0.8.6}} | {{Section out of date|0.8.6}} | ||
===Prime=== | ===Prime=== | ||
− | The Awesome Prime carries a trio of [[ERPPC]]s as its main array of weapons, allowing the Mech to inflict serious damage out to 900m. The large burst damage and long recharge time for the ERPPCs allow the Awesome pilot to slip in and out of cover and deal damage easily, though pilots should be aware of the Mech's sluggish acceleration and opt to circle in and out of cover rather than moving backwards and forwards with the throttle alone. When caught in the open, pilots should torso twist away from the enemy in between ERPPC barrages to make best use of this Awesome's superior armor coverage. With an array of 11 [[Double Heat Sinks]], the Prime can fire its ERPPCs nearly continuously, barely inching over the critical heat line. The Prime mounts a [[Beagle Active Probe]], extending the Mech's radar range, allowing pilots to detect targets well before reaching firing range and giving them time to find a vantage point. At short range, the Prime can bring a [[MPL|Medium Pulse Laser]] and a [[SSRM4|Streak SRM4]] to bear. While only a small deterrence to most vehicles, these weapons help protect the Awesome against [[Battle Armor]] - A blast of four SRMs at a Battle Armor's feet as it lands are certain to kill it. | + | The Awesome Prime carries a trio of [[ERPPC]]s as its main array of weapons, allowing the Mech to inflict serious damage out to 900m. The large burst damage and long recharge time for the ERPPCs allow the Awesome pilot to slip in and out of cover and deal damage easily, though pilots should be aware of the Mech's sluggish acceleration and opt to circle in and out of cover rather than moving backwards and forwards with the throttle alone. When caught in the open, pilots should torso twist away from the enemy in between ERPPC barrages to make best use of this Awesome's superior armor coverage. With an array of 11 [[Double Heat Sinks]], the Prime can fire its ERPPCs nearly continuously, barely inching over the critical heat line. The Prime mounts a [[Beagle Active Probe]], extending the Mech's radar range, allowing pilots to detect targets well before reaching firing range and giving them time to find a vantage point. Furthermore, [[EOPTICS|enhanced optics]] allows easier sniping. At short range, the Prime can bring a [[MPL|Medium Pulse Laser]] and a [[SSRM4|Streak SRM4]] to bear. While only a small deterrence to most vehicles, these weapons help protect the Awesome against [[Battle Armor]] - A blast of four SRMs at a Battle Armor's feet as it lands are certain to kill it. |
===Variant A=== | ===Variant A=== | ||
− | + | One of the cheapest Awesomes, this variant is geared towards long range combat aided by its [[EOPTICS|enhanced optics]] and is particularly effective against faster targets. Three [[ERLBL|ER Large Lasers]] forms the bulk of this Awesome's equipment, and can deliver highly accurate damage at a maximum range of 800m. This is backed up with a single [[LRM15]], which can lock on to moving targets. These weapon systems combined allows this Awesome to easily deal considerable damage to lights and mediums, though requires some additional battlefield awareness on the behalf of the pilot - LRMs require time to lock on and travel to their target, who may enter cover before they arrive, and lasers require time on target to discharge their full damage potential. Thus, pilots should deploy this Awesome in open areas to make best use of its weapons systems. The loadout is rounded out by two [[AC5|AC5s]], which have a similar range and damage profile to an extra Large Laser, without the large heat buildup. This is fortunate, as the Mech's array of 6 [[Double Heat Sinks]] do not allow for continuous firing of the lasers as they stand. | |
===Variant B=== | ===Variant B=== | ||
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===Variant C=== | ===Variant C=== | ||
− | This variant uses low-tech equipment and carries a simple but deadly loadout of four [[PPC|PPCs]] and an array of fifteen [[Heat Sink|Single Heat Sinks]], making for a powerful mid-range support vehicle. The low heat of the standard PPCs (compared to ERPPCs or Clan ERPPCs) combined with the large array of heat sinks allow this Awesome chain-fire constantly, and permits patient pilots to alpha strike somewhat regularly. This creates two distinct play styles for this Mech. When playing without support, or as the largest element on a team filled with lighter assets, pilots should opt to use chain-fire to maximise screen shake, reducing the enemy's ability to fire back and cause damage. Pilots should circle and angle their torsos while waiting for their PPCs to recharge in order to spread what damage the enemy manages to inflict. When operating as a support Mech for other Heavies or Assaults expected to soak up damage, the Awesome should make use of its Guardian ECM suite or [[Passive Radar]] and Alpha Strike stealthily from the flanks. Pilots should be careful not to reach a critical heat level by firing too readily, as the heat spike will reveal their location on Radar. To counter this, pilots should use the time in between volleys to relocate to remain hidden, cooling down on route. | + | This variant uses low-tech equipment and carries a simple but deadly loadout of four [[PPC|PPCs]] and an array of fifteen [[Heat Sink|Single Heat Sinks]], making for a powerful mid-range support vehicle. The low heat of the standard PPCs (compared to ERPPCs or Clan ERPPCs) combined with the large array of heat sinks allow this Awesome chain-fire constantly, and permits patient pilots to alpha strike somewhat regularly. This creates two distinct play styles for this Mech. When playing without support, or as the largest element on a team filled with lighter assets, pilots should opt to use chain-fire to maximise screen shake, reducing the enemy's ability to fire back and cause damage. Pilots should circle and angle their torsos while waiting for their PPCs to recharge in order to spread what damage the enemy manages to inflict. When operating as a support Mech for other Heavies or Assaults expected to soak up damage, the Awesome should make use of its [[GECM|Guardian ECM]] suite or [[Passive Radar]] and Alpha Strike stealthily from the flanks. Pilots should be careful not to reach a critical heat level by firing too readily, as the heat spike will reveal their location on Radar. To counter this, pilots should use the time in between volleys to relocate to remain hidden, cooling down on route. |
===Variant D=== | ===Variant D=== | ||
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===Variant E=== | ===Variant E=== | ||
− | + | Configured for long range battles, the Awesome E can do damage up to 1250m with its pair of [[gauss|light gauss]] cannons. The dual [[PPC|EPPCs]] are its other armament which do potent damage up to 900m. As this mech lacks any close in weaponry, pilots should try to keep their targets at long range. Its 4 [[DHS]] are sufficient for sustained long range assaults. [[Beagle Active Probe]] allows pilots to detect targets before reaching firing range and giving them time to find a vantage point while [[EOPTICS|enhanced optics]] allows the targets to be visually acquired at range more easily. | |
===Variant F=== | ===Variant F=== | ||
{{Fluff}} | {{Fluff}} | ||
− | ===Variant | + | ===Variant G=== |
− | + | 2 PPCs, 2 RAC5s = fun stuff. | |
− | |||
==Canon== | ==Canon== | ||
Originally designed during the Star League era, the Awesome is a powerful Assault Mech built around an impressive array of Energy Weapons. It can operate for extended periods of time both as a defensive Mech and offensive Mech because it doesn't rely on ammo. This allows it to win battles by bleeding it's enemies ammo stores dry. | Originally designed during the Star League era, the Awesome is a powerful Assault Mech built around an impressive array of Energy Weapons. It can operate for extended periods of time both as a defensive Mech and offensive Mech because it doesn't rely on ammo. This allows it to win battles by bleeding it's enemies ammo stores dry. |
Revision as of 07:19, 18 February 2018
Awesome | ||
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Class: | Assault Mech | |
Faction: | Inner Sphere | |
Ticket cost: | 11 upon destruction | |
Tier: | 6 | |
Speed: | 64.8 km/h | |
Torso yaw: | 160° | |
Torso pitch: | -34° to +45° while standing -34° to +55° while crouching | |
Variant Armament | ||
Variant | Weapons | Equipment |
Prime: Price: 108 650 CBills Total armor: 79 898 Engine Size: |
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A: Price: 90 000 CBills Total armor: 73 471 Engine Size: |
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B: Price: 91 000 CBills Total armor: 76 684 Engine Size: |
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C: Price: 94 000 CBills Total armor: 76 684 Engine Size: |
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D: Price: 90 000 CBills Total armor: 73 471 Engine Size: |
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E: Price: 101 750 CBills Total armor: 73 471 Engine Size: |
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F: Price: 94 500 CBills Total armor: 76 684 Engine Size: |
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G: Price: 95 200 CBills Total armor: 76 684 Engine Size: |
All stats current as of release 0.15.3
The Awesome is a fast Inner Sphere Assault Mech with a focus on medium to long range combat. The characteristics of the Awesome, with a lower price point and good speed for its weight class, may be better compared those of a Heavy Mech. However, it distinguishes itself with exceptional armor coverage, featuring a smaller than average profile for it's weight class and more armor than even some Clan Assault Mechs. The Awesome's firepower is usually based on a heavy reliance on Energy Weapons, backed up by large arrays of Heat Sinks to enable it to lay down continuous barrages with little worry for ammo depletion or heat buildup. Combined with specialized Ballistics or Missiles, and its good speed and armor, the Awesome makes for a rugged and adaptable Mech. However, this is not without some weaknesses - The Awesome has a limited torso twist and somewhat poor maneuverability, leaving the Mech open to being easily flanked by fast vehicles. The Awesome also has a large head hitbox, and pilots should twist their torsos away from the enemy when not firing to avoid damage to this component. It should be noted that the Awesome's weapons are mounted in a horizontal line on arms and side torsos making it more difficult to render an Awesome combat-ineffective, but this also means that the Awesome can be vulnerable to enemy fire before it can fire back due to the relatively low placement of its weapons.
Contents
Roles and Gameplay Hints
Prime
The Awesome Prime carries a trio of ERPPCs as its main array of weapons, allowing the Mech to inflict serious damage out to 900m. The large burst damage and long recharge time for the ERPPCs allow the Awesome pilot to slip in and out of cover and deal damage easily, though pilots should be aware of the Mech's sluggish acceleration and opt to circle in and out of cover rather than moving backwards and forwards with the throttle alone. When caught in the open, pilots should torso twist away from the enemy in between ERPPC barrages to make best use of this Awesome's superior armor coverage. With an array of 11 Double Heat Sinks, the Prime can fire its ERPPCs nearly continuously, barely inching over the critical heat line. The Prime mounts a Beagle Active Probe, extending the Mech's radar range, allowing pilots to detect targets well before reaching firing range and giving them time to find a vantage point. Furthermore, enhanced optics allows easier sniping. At short range, the Prime can bring a Medium Pulse Laser and a Streak SRM4 to bear. While only a small deterrence to most vehicles, these weapons help protect the Awesome against Battle Armor - A blast of four SRMs at a Battle Armor's feet as it lands are certain to kill it.
Variant A
One of the cheapest Awesomes, this variant is geared towards long range combat aided by its enhanced optics and is particularly effective against faster targets. Three ER Large Lasers forms the bulk of this Awesome's equipment, and can deliver highly accurate damage at a maximum range of 800m. This is backed up with a single LRM15, which can lock on to moving targets. These weapon systems combined allows this Awesome to easily deal considerable damage to lights and mediums, though requires some additional battlefield awareness on the behalf of the pilot - LRMs require time to lock on and travel to their target, who may enter cover before they arrive, and lasers require time on target to discharge their full damage potential. Thus, pilots should deploy this Awesome in open areas to make best use of its weapons systems. The loadout is rounded out by two AC5s, which have a similar range and damage profile to an extra Large Laser, without the large heat buildup. This is fortunate, as the Mech's array of 6 Double Heat Sinks do not allow for continuous firing of the lasers as they stand.
Variant B
The B variant is a capable short and medium range brawler that can take on on heavier and more expensive Assaults. The mech's primary armament is a pair of Ultra AC10s. While possessing somewhat slower rate of fire than a single Ultra AC20, a staple armament on most short range brawlers, it makes up for the lost damage output with greater range, allowing it to place the first strike before entering short range combat. However, the slow rate of fire and relatively slow bullet velocity of the Ultra AC10 make shots on fast moving targets difficult. To remedy this, the Awesome B also mounts four accurate Medium Pulse Lasers that can sear off components on lighter vehicles with ease, and will cause significant damage to heavier armor as well. A Guardian ECM suite allows this Awesome to remain hidden until just before it reaches firing range, and protects the ungainly Mech against LRM assets. Five double heat sinks are adequate under most circumstances, though desperate firefights will require pilots to use small amounts of Coolant to stay below critical levels.
Variant C
This variant uses low-tech equipment and carries a simple but deadly loadout of four PPCs and an array of fifteen Single Heat Sinks, making for a powerful mid-range support vehicle. The low heat of the standard PPCs (compared to ERPPCs or Clan ERPPCs) combined with the large array of heat sinks allow this Awesome chain-fire constantly, and permits patient pilots to alpha strike somewhat regularly. This creates two distinct play styles for this Mech. When playing without support, or as the largest element on a team filled with lighter assets, pilots should opt to use chain-fire to maximise screen shake, reducing the enemy's ability to fire back and cause damage. Pilots should circle and angle their torsos while waiting for their PPCs to recharge in order to spread what damage the enemy manages to inflict. When operating as a support Mech for other Heavies or Assaults expected to soak up damage, the Awesome should make use of its Guardian ECM suite or Passive Radar and Alpha Strike stealthily from the flanks. Pilots should be careful not to reach a critical heat level by firing too readily, as the heat spike will reveal their location on Radar. To counter this, pilots should use the time in between volleys to relocate to remain hidden, cooling down on route.
Variant D
The Awesome D is an inexpensive mid-range brawler, capable against light and heavy targets. The primary damage dealer of the Awesome D is an MRM30, which while somewhat difficult to aim, can be very effective against large and slow targets such as other Assault Mechs. A pair of Large Pulse Lasers can whittle down armor at a decent range with accuracy and are more than sufficient to deter light assets from coming closer. Rounding out this Mechs loadout is a single LB-10X Autocannon, providing a decent amount of burst damage while generating little heat. While this array of equipment seems good on paper, in practice the varying projectile velocities of the different weapon groups can be difficult to manage, and pilots should have an engagement strategy based on range to their target to use the Mech effectively. For instance, at short range pilots should fire their MRMs and the LB-10X first before using lasers to ensure the most damage is dealt. Similarly, at maximum range pilots should avoid using the difficult to aim MRM launcher, reserving it for stationary targets, and instead focus on landing as many laser shots as possible.
Variant E
Configured for long range battles, the Awesome E can do damage up to 1250m with its pair of light gauss cannons. The dual EPPCs are its other armament which do potent damage up to 900m. As this mech lacks any close in weaponry, pilots should try to keep their targets at long range. Its 4 DHS are sufficient for sustained long range assaults. Beagle Active Probe allows pilots to detect targets before reaching firing range and giving them time to find a vantage point while enhanced optics allows the targets to be visually acquired at range more easily.
Variant F
This Variant's "fluff" text is missing or out of date. Please help us fix it by logging in. |
Variant G
2 PPCs, 2 RAC5s = fun stuff.
Canon
Originally designed during the Star League era, the Awesome is a powerful Assault Mech built around an impressive array of Energy Weapons. It can operate for extended periods of time both as a defensive Mech and offensive Mech because it doesn't rely on ammo. This allows it to win battles by bleeding it's enemies ammo stores dry.
The Awesome as represented in MWLL is based off of the AWS-9M model introduced in 3049, just prior to the Clan Invasion. Featuring an upgraded XL engine and double heat sinks, the 9M was faster than the original 8Q model and replaced the original armament with three ERPPCs, two Streak SRM2s, a Medium Pulse Laser and a Small Pulse Laser.
BattleTech Reference