Ams
#1
Posted 26 June 2013 - 10:52 AM
#2
Posted 26 June 2013 - 11:01 AM
#3
Posted 26 June 2013 - 11:14 AM
#4
Posted 26 June 2013 - 11:49 AM
#5
Posted 26 June 2013 - 12:32 PM
#6
Posted 26 June 2013 - 12:39 PM
#7
Posted 26 June 2013 - 12:48 PM
DEMAX51, on 26 June 2013 - 12:32 PM, said:
Since I almost always pilot a Catapult A1 enemy missile boats have an affinity for firing on me. Demax brings up a wonderful point. There are times I don't even bother breaking lock. I just move toward friendlies who also have AMS. This is far better than breaking lock... I've now made that stupid Stalker LRM1000000000 boat useless. He can shoot me all day long for zero effect. When I get around to dealing with him... whelp he is dead. But for now I have better things to do
#8
Posted 26 June 2013 - 01:34 PM
#9
Posted 26 June 2013 - 01:42 PM
scJazz, on 26 June 2013 - 11:49 AM, said:
False. It does not shoot at SRMs. It cannot detect them as SRMs do not have a locking mechanism.
I think you forgot an S.
It does, however, shoot at streaks.
Old AMS at a range of 270 down to 220 it can take out 3 to 4 Streaks. At a range of 220 or down to 170 meters it can take out 2 streaks and damages the others. At 170 meters it takes out 1 streak missile.
A team of 3 mechs with 5 AMS is practically invincible against a single LRM boat. With me in an Atlas K, Lordred in a Stalker 5S, and another player with a single AMS, we barely saw any missiles get close enough to touch us.
Last report AMS deals:
patchnotes said:
Source.
No knowledge is available (searchable) on missile health.
Edited by Koniving, 26 June 2013 - 03:02 PM.
#10
Posted 26 June 2013 - 02:16 PM
NARC has 2 hit points, every other missile has 1.
#12
Posted 26 June 2013 - 05:09 PM
scJazz, on 26 June 2013 - 11:49 AM, said:
Watch out for STK-3H missile boats. With two LRM20's and two LRM5's, the -3H launches salvoes of fifty missiles in a single group. There are a couple of other mechs that can fire groups of forty.
#13
Posted 26 June 2013 - 05:49 PM
Thomas Dziegielewski, on 26 June 2013 - 02:16 PM, said:
NARC has 2 hit points, every other missile has 1.
So we have:
AMS - 200m range, 3.5 DPS
LRM - 120 m/s speed, 1 HP
So that means that it takes the missiles ~1.67 seconds to hit a mech from when they enter the AMS field. That means you lose ~5.83 missles per salvo, correct? Does this mean that an LRM5 is completely useless? This also seems to indicate that AMS is a good anti SSRM weapon since at 100m it will destroy ~2.9 SSRMs (assuming they have the same speed).
Edited by NamesAreStupid, 26 June 2013 - 05:50 PM.
#14
Posted 26 June 2013 - 05:53 PM
NamesAreStupid, on 26 June 2013 - 05:49 PM, said:
AMS - 200m range, 3.5 DPS
LRM - 120 m/s speed, 1 HP
So that means that it takes the missiles ~1.67 seconds to hit a mech from when they enter the AMS field. That means you lose ~5.83 missles per salvo, correct? Does this mean that an LRM5 is completely useless? This also seems to indicate that AMS is a good anti SSRM weapon since at 100m it will destroy ~2.9 SSRMs (assuming they have the same speed).
Indeed. There's a reason I always keep an AMS even on my ECM mechs before bap.
Anyway, LRM-5 by itself might be useless but it fires faster than other LRMs. Furthermore if you pack in any kind of LRM into a narc you fire one missile at a time, but regardless of whether it's one missile or 90 missiles, AMS fires at the same speed. 6 to 8 volleys of LRM-5s fired from the left arm of a Raven 3-L (single tube narc launcher) would completely drain an enemy AMS after spending only 40 LRMs tops.
#15
Posted 26 June 2013 - 05:53 PM
RLBell, on 26 June 2013 - 05:09 PM, said:
Watch out for STK-3H missile boats. With two LRM20's and two LRM5's, the -3H launches salvoes of fifty missiles in a single group. There are a couple of other mechs that can fire groups of forty.
The A1 has a group of 90... hehehe... HAHAHAHAHAHAHAHA... cough, cough...
Edited by NamesAreStupid, 26 June 2013 - 05:54 PM.
#16
Posted 26 June 2013 - 05:59 PM
Koniving, on 26 June 2013 - 05:53 PM, said:
Indeed. There's a reason I always keep an AMS even on my ECM mechs before bap.
Anyway, LRM-5 by itself might be useless but it fires faster than other LRMs. Furthermore if you pack in any kind of LRM into a narc you fire one missile at a time, but regardless of whether it's one missile or 90 missiles, AMS fires at the same speed. 6 to 8 volleys of LRM-5s fired from the left arm of a Raven 3-L (single tube narc launcher) would completely drain an enemy AMS after spending only 40 LRMs tops.
I also wonder how is the ammo consumption for AMS calculated. Is 1 second of fire equal to 1 ammo, that is 3.5 dmg? That doesn't seem right because that would be mean it would take you 3500 LRMs to drain 1 ton of AMS, give or take.
Or does the damage not carry over (if so I'm going to have to revise my calculations)? Even if, it still that means you need 1000 LRMs to drain 1 ton of AMS.
EDIT: My bad it's 3.5 DPS, not 3.5 damage per AMS shot.
Edited by NamesAreStupid, 26 June 2013 - 06:01 PM.
#17
Posted 27 June 2013 - 08:13 AM
NamesAreStupid, on 26 June 2013 - 05:49 PM, said:
AMS - 200m range, 3.5 DPS
LRM - 120 m/s speed, 1 HP
So that means that it takes the missiles ~1.67 seconds to hit a mech from when they enter the AMS field. That means you lose ~5.83 missles per salvo, correct? Does this mean that an LRM5 is completely useless? This also seems to indicate that AMS is a good anti SSRM weapon since at 100m it will destroy ~2.9 SSRMs (assuming they have the same speed).
SRMs have a speed of 300m/s
And yes I did forget the extra S thanks for catching that Kon
#18
Posted 27 June 2013 - 09:06 AM
NamesAreStupid, on 26 June 2013 - 05:53 PM, said:
"My missiles will blot out the sun."
Current stats with this build.
47 kills. 31 matches. 9 deaths.
I've found this to be an incredible skill building mech -- in the sense that two alphas are an instant shutdown (and death of virtually anything it hits). There's no more than 12 alphas available. It has less armor than the stock Commando. It has less armor than the stock Locust. It has less speed than most assault mechs. It has NO rear armor. Less than 6 leg armor. XL engine. And strangely enough does superbly well in pug matches (I only died 3 times in pugs, 6 times in 4-mans. Twice by friendly fire of a stray laser here or there.)
Honestly it's a really fun build, and its title is the ROFLpult!
#19
Posted 27 June 2013 - 11:06 AM
Koniving, on 27 June 2013 - 09:06 AM, said:
"My missiles will blot out the sun."
Current stats with this build.
47 kills. 31 matches. 9 deaths.
I've found this to be an incredible skill building mech -- in the sense that two alphas are an instant shutdown (and death of virtually anything it hits). There's no more than 12 alphas available. It has less armor than the stock Commando. It has less armor than the stock Locust. It has less speed than most assault mechs. It has NO rear armor. Less than 6 leg armor. XL engine. And strangely enough does superbly well in pug matches (I only died 3 times in pugs, 6 times in 4-mans. Twice by friendly fire of a stray laser here or there.)
Honestly it's a really fun build, and its title is the ROFLpult!
It was your post that gave me the idea, but I really do not like overheating every third alpha.
scJazz, on 27 June 2013 - 08:13 AM, said:
And yes I did forget the extra S thanks for catching that Kon
Did you forget it again? If not then you lose ~1.2 SSRMs at 100m and ~2.3 at 200m.
Edited by NamesAreStupid, 27 June 2013 - 11:09 AM.
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