I'm rebuilding my Awesome fleet. Just found this guy. Sweet ride of an LRM boat and still had good defense if you are closed in on. Not quite as survivable as a Stalker, but, hey... I like Awesomeness. "10-13" (Police code for Backup requested) seemed to fit as a lot of players think if they can close within 180m, a missle boat won't have backup weapons. In this case, they are sorely mistaken. And I love every minute of it! PPC and LL for LRM support if your target is in sight. LL and MLas too sweep the lights out the door. XL engine in an Awesome is always a difficult decision, however, I believe it to be needed to keep up some speed to fall-back. The LRMs are the main tool and I don't like having to even see the enemy to use the lasers much, but, when they do close in, I light up the night. Decent heat efficiency when firing one weapon group or the other. Again, some people prefer Stalkers, but, I just think this is fun. Updated 30July2013 for current loadout.
I just built something like this for the reason of being able to dish out damage even when they get close while still being able to run good lrm fire support. The only difference I had was a tag in the head instead of a medium laser to help the tracking of the missiles given that you cant run arty 15s on this with an xl given the slots. And I took more armor off the legs and threw it on the Left arm to use it as a shield in the firefight. Too much centurion playtime I suppose . I to prefer awesomes for lrm boats because 1) I find stalkers too clunky in the cockpit (personal preference) and 2) stalker missile volleys are way to broken up for my tastes. I like the big volley so if I only get one shot before they make it behind cover I like to make it count with the full volley at once. But good build! -Sh4m3
Hi there, i tended to give your build full stars by first glance at the impressive damage stats. But looking closer i see some flaws, so finally i gave it 4 of 5. At first i couldnt understand how you could be able to fit 3 LRM15s in this Mech because i couldnt. Then i realized, that you managed this by not using AMS and Artemis. Wait, LRM Boat without Artemis? In my view absolutely unthinkable. But hey, giving up Artemis but having another LRM15 Pod is a superb Tradeoff! Respect for this trick! The high Firepower both at Range Attacks and Close Range is impressing (at least on paper). At second glance i see following flaws: 1. Poor Heat Efficiency. You cant tell me, that you dont have Heat Problems even by firing in Weapon Groups. By the way, which Weapon Groups do you set up? I cant imagine that in the heat of the moment you can cool down fast enough to use your secondary (defense) weapons (Triple LL + ML !) in group rather than in single shots. So most times you cant even use the high Firepower in practice, except you didnt have the chance to rain missile volleys upon your enemies before. But then if you ever use the full firepower of your Lasers, you have to wait for cooldown for your Missile Pods. So its a simple Tradeoff, which i dont find effectively, though honestly i love the idea of having a LRM Boat with high Defense Power. You can fix this by adding more DHS or downgrading your Secondary Weapons, or even both. Try to get at least 30%. 2. "only" 1080 Missiles for a LRM Boat. Ok, not a real Problem, 2tons per Missile Pod = 24 Alpha Volleys is really OK. And if you go out of ammo you still have enough Firepower to finish off weakened enemies. Its really a question of playstyle whether to have more ammo or more direct Firepower. 3. No Tag!? Against a Team with ECM fellows, there will be Lockproblems. In my opinion absolute a Must for a LRM Boat. You can fix this easily by replacing the ML (which you dont need especially because of Heat Efficiency). I tried to optimize your build following the above statements and i came to this: So in fact i removed one of the LLs to add more Cooling, Ammo, Tag and Armor. So now its possible to fire more often with both your indirect and direct weapons! I think this is a good Tradeoff. What do you think? Blagg Zear
See a few posts below for current build. Balanced and chaotic! I did have SEVERE heat problems if I'm ever caught alone. However, I was able to knock down plenty of lights with a single alpha of the lasers, followed by staggered chain-fire as heat allows. The biggest problem is if I'm caught unaware. If I have been dropping a rain of fire and a light sneaks up on me, the heat from the LRMs pretty much cuts me down to one laser available. For this reason, I have changed over to one Large and three SPLs, dropped Endo and added four more heat sinks. I ran the initial build with success for a bit, but, as I said, caught alone and unexpectedly, I get NUKED! lol After changing over to SPLs, dropping Endo and upping the Sinks, I am feeling MUCH better. Not quite as effective at chasing lights off with overwhelming close support, but much more consistent and precise damage to finish off anyone who gets close. I have not had too much trouble without tag as I do not play competitively (only small groups of friends) and PUGs rarely coordinate that well. That said, I'm still not a fan of missle boats. I still get bored throwing LRMs and sitting back. But this is a lot more fun than I've had with Catapults, Stalkers, or Dual LRM Jagers.
Blagg, I totally agree on the heat. Your build cut that down nicely, but, if caught after a few volleys of missles, the large lasers will still be neigh, YES I SAY NEIGH, unusable. I'm still playing around with ammo consumption while using smaller lasers. With the larges, I could stretch out my ammo, however, with a 90m range on SPLs, they are exclusive to situations I try to avoid in the first place. I'll keep playing around with the build... For time being, I have only run out of ammo a few times and feel the heat dissipation in more beneficial. Thanks a ton for the input. Helps me think of more ways to play the variant.
NOPE! Found it! Very good on heat with separate weapon groupings, even up close. Ten matches and all were above 400 damage, two above 700 - all at least a kill, two matches with 3 kills, 4-8 assists. Much better balanced than my OP. Sheeeeee's a keeper. Heat efficiency of 72% on LRMs and 46% with Energy. As they stagger for differing ranges, I have found this to be a very effective build.
Yeah, as a Heavy Missile Boat its difficult to use large Energyweapons in defense efficiently. You must always stay close to your mates and keep an eye on the Map (you have BAP!) to not get caught. If enemies are closing you can still fire single Laserbeams in Chain while trying to reposition (+cooling down meanwhile). Took a look on your last config.. Hmm, i think its inferior to my suggestion. You dont use Tag, less Missile Ammo, more Heat Production and less Armor. The only benefit i see there is the higher Range Energy Attack (with PPC, which is redundant since you focus on Missile Attacks at Range) and the higher Energy Alpha, which you maybe can even more rarely use without going shutdown (risky). And for God's sake, use TAG!!! You will need it if your team faces ECM.enemies (especially a group of AS7-D-DDCs!). Good Luck buddy Blagg Zear.
LOL! You really love that Tag! As I said, in PUGs, I have not found enough situations where tag is warranted to take the slot. The PPC is for a focused shot, where as lasers track around the target, making a mid-range kill harder. I have been playing that last build all night and with the difference in ranges, have not had a single threat of heat shutdown. I'm really enjoying it. Even on the hotter maps, the heat is very manageable. I have a harder time with heat keeping up missle volleys from long range than I do finishing off a mech once they're close... I am running low on ammo most matches but have only run out of ammo completely 3 times. I may have to try Tag out and see how it feels for me. You obviously know your mechs pretty well and I should at least TRRRYYYY your advice. ;D PS: Can't argue on armor. That will always be the Awesome's biggest weakness; this HUGE target can never have enough armor.