AWS-8R "Wooosh!" (4xLRM15+A, 2xML, TAG, XL300)
5/5,

3 ratings

Thread in 'AWS-8R' started by FuzzyBunny, Mar 15, 2013.

  1. Blagg Zear

    Blagg Zear Star Lord

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    Hi there, i gave this build 4 of 5 Stars.

    Its a great idea to load four (!) LRM15 Pods in this Mech, making it an extreme deadly Missile Boat.

    The downside is that you dont have real good selfdefense power at close combat. Two MLs are really really weak against anything bigger than a Light. Even the lights wouldnt be scared away. What i also miss is AMS against counter missile attacks, what i experienced too often. I wouldnt run around without that protection nowadays. The last thing what i dont find good especially in an Awesome is the XL Engine. The Torso of the Awesome is just too huge and so losing Side Torsos is almost unavoidable. With an XL a quick Death is very predictable. You r not even fast enough to compensate this disadvantage. The only chance is to stay alive long enough is to stay behind your teammates to let them defend you, while you support your teammates with destructive missile volleys. In most cases where your teammates keep an eye on you, this strategy works perfectly.


    Maybe for Optimization you strip off some Armor, get lost of some of your high Amount of Ammo and change back to Standard Engine.

    Blagg Zear
     
  2. FuzzyBunny

    FuzzyBunny MechSpecs Addict

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    You are absolutely correct on the close range defense. To make this mech shine you absolutely have to have good battle field awareness. For the most part, especially with seismic, I can keep people from sneaking up on me.

    As for AMS I personally found that being an LRM specialist I know arcs and cover well enough that I generally don't need it, even against other LRM boats. If this mech was any slower than I'd consider adding it for sure.

    The XL engine is absolutely key. You need it to keep the speed up. It's not about torso twisting, or the fragility of the XL, or the barn door that is the Awesome. It's about properly placing yourself to limit incoming fire. You need to be at least this fast to make this happen.

    I personally can't strip any ammo, and don't want to strip ammo. I've had lights try to peck through my legs, much to their sadness on how much I have. When I get to the end of the match I'm normally just running out of ammo, or am already out.

    While indeed having spotters, or a lance that will watch your back is helpful, I don't have any problems pugging with this mech. A full 60 volley is nice, as is the chain 4 volley of 15 for heat management and ammo management.
     
  3. Blagg Zear

    Blagg Zear Star Lord

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    Ok very good points. If this build fits your playstyle the best, then be it. By the way i find your build almost perfect, except of missing BAP and the weak dual MLs. Maybe I like it more to have greater Defense Power since i used to play Stalker with quad LRM15s and penta MLs at least for Defense. OK, the Awesome is 5 tons lighter. Have u tried the Triple LRM15 (1440Ammo) + 2x LL (+AMS or BAP) build already? Also very effective AWS-8R Build.


    Blagg Zear
     
  4. FuzzyBunny

    FuzzyBunny MechSpecs Addict

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    I have tried the double LL and 4 LRM15's, but as you can see the current build is not only tight on weight, but also has no crit spaces open. This is with there being no external DHS. There simply isn't any way to mount it the double LL and still keep the effective purpose of the primary weapon.

    I see what you are saying about the Stalker, I ran one as well and my build is still up in the 5M field right here:

    http://www.mechspecs.com/forum/index.php?topic=369.0

    As you can see from that build it has more defensive weapon, and even launches more missiles. They all come out in waves though, and this it is way to slow for me. Having driven them both I'd say the Awesome is hands down better.

    Thanks for all the feedback though!
     
    Last edited by a moderator: Oct 6, 2014
  5. TheStrider

    TheStrider New Member

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    What modules do you run? Being an Awesome, I'm limited to 2 of the 3 that I would normally run on a LRM boat.

    Adv. Sensor Range
    Adv. Target Decay
    Target Info Gathering
     
  6. FuzzyBunny

    FuzzyBunny MechSpecs Addict

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    I run Decay and Seismic. Decay to keep locks as long as possible, Seismic to keep people from sneaking up on me.
     
  7. TheStrider

    TheStrider New Member

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    I ran it with Sensor Range and Decay to good effect tonight. Good build. :)
     
  8. DarkLobster

    DarkLobster Well-Known Member

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    Five stars for me. This is a specialized build, and fulfills a specific role on the battlefield. With good team play, which is what this game is supposed to be about, it is amazingly effective. I don't see the point in weakening it to make it more "balanced".

    Well designed sir!
     
  9. FuzzyBunny

    FuzzyBunny MechSpecs Addict

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    Build is still viable even with the heat scaling. You will have to chain fire more often though, which is fine and still just as deadly.
     
  10. BindMind

    BindMind Advanced Member

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    Is the heat penalty really a big deal? Firing 4 LRM 15's generates the heat of 5 LRM 15's... But isn't that worth it for the gargantuan volley?

    This build still wrecks, even harder than the V2.
     
  11. FuzzyBunny

    FuzzyBunny MechSpecs Addict

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    Thanks! I still chain fire both for heat management and for ammo management.
     
  12. enileph

    enileph Star Lord

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    I prefer to get tag on the arms. Locking of LRM goes with the arm, if you have tag on the arm then you can tag and lock at the same time.
     
  13. BindMind

    BindMind Advanced Member

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    I could see doing that in a scrap, but when you're long-distance volleying you can't beat that massive payload.
     
  14. Sir Tiddles

    Sir Tiddles Active Member

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    By far my favorite LRM boat mech and build. 5 Stars.
     
  15. 80Bit

    80Bit New Member

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    This is a fantastic build. I've used it for over a year and it has been one of my best performers. When I have a run of bad games in other mechs, I pull out my trusty old 8R to dominate and make myself feel better.

    To echo Phinox, the only thing different in my load out is ammo placement. Contrary to popular opinion, there is a very low overall chance that ammo will be detonated by direct critical damage. There is a very high chance it will blow when the section it is in gets destroyed though, which is why arms are the last place I store ammo.

    Since the intro of ghost heat, I run this build with two groups of two LRM15 each, and just stagger fire them. Chain fire kind of defeats the point of this mech, which is the ability to push huge LRM vollies.

    In my opinion this build has always been, and still remains, the best LRM boat in the game.
     
  16. Strychnine

    Strychnine Active Member

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    I love this build - it's amazing at the moment.

    [​IMG]
     
  17. highwind

    highwind New Member

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    This is a truely "Awesome" built :cool:
    As I am a little short on C-Bills I run mine with XL280 (form my 'phract), BAP and ditched the MLs for even more Ammo (1800)
    Already got several 1000+ games with it with only the basic skills unlocked and without any module (again, short on C-Bills o_O ) or group Drops

    If this had JJ, it would be the perfect mech.


    It really depends
    If you know you only have a small window / opportunity then it is well worth shooting all 60 together
    If you have a constant lock than chainfire is the way to go, even if enemy AMS eats a few more missles
     
    Last edited: Jan 17, 2015
  18. enileph

    enileph Star Lord

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    Always wonder that, seems like two volleys of 30 is good.
    I also did chainfire 3xLRM15 before, and the damage seems higher relative to a single volley.
    Isn't there a limit cap saying that the max damage registered in one hit is 20? If so then 60 would be a waste, pretty sure there is no way AMS eat up 40 missiles out of 60.
     
  19. Lan

    Lan Mech Wrangler

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    Yeah, I too recall something about waisting missiles if spamming a 60 swarm. Don't know if it is from official sources or deduction here. I seem to get more damage with chainfire or two launchers in two waves then all four in one big one.
     
  20. epikt

    epikt Benefactor

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    Never heard of a damage cap. You got any source?
    Back in the good old LRM90 days I happened to one shot some mechs, two shot Atlases, I never felt my damage per volley was capped.

    edit: isn't it more of a (random) hit-registration issue?
     

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