(YOU CAN SKIP TO THE 2ND POST FOR A SHORT SUMMARY)
First an introduction:
Introduced in 2617 by the Terran Hegemony, the anti-missile system is used to destroy missiles before they strike their target. This is accomplished by using a short ranged rapid firing weapon which shoots at the missiles. Because missiles in BattleTech are usually fired in salvos of up to forty at a time, anti-missile systems are rarely capable of destroying them all. Due to the loss of knowledge caused by the Succession Wars, anti-missile systems ceased to be produced by 2796. Only in 3040 did the Federated Commonwealth rediscover the means to produce this equipment. For the Clans, however, AMS never became LosTech, and by the time of the invasion had improved on the Star League version by replacing the solid slugs with flechettes, allowing for more ammunition per ton.[1]
Laser versions of the anti-missile system exist, and benefit from having no ammunition requirement unlike regular systems. However they produce heat as a side effect of their use.
First off, So is AMS worth mounting on your mech? YOU DECIDE!
First some stats on here (due keep in mind these stats are with stationary mech and the missile is being fired from at or out side of ams range ):
Size of AMS sytem, weighs half a ton and takes up one slot
On average will take down 4 LR missiles per SINGLE salvo (so 4 destroyed one damaged), so 2 missiles down for one ams, 8 down for 2 ams, 12 down for 3 ams, and so on, if a mech is firing a stream type salvo, as in when not enough tubes for full salvo, the number of missiles does NOT double, triple, etc, as the the missiles are close enough together to arrive shortly after the first part of the salvo.... so you will usually shoot down 4 more missiles max if it is a REALLY long slavo, or far more if its a mech that simply doesnt have more then, say 2 tube, clan mechs actually falll under this category, they don't even really fire multiple launchers at once, same goes for srms, an srm4 out of a 2 tube at most will be 2 missiles downed if you have 2 ams and use certain tricks (talked about below)
Can destroy 1-2 streak missiles per ams, so 1 ams is one streak, 2 ams is two sreaks, 3 ams is 4 streaks, etc. But you MUST let ams shoot at streaks from its max range, if you are face hugging streaker ams is useless, be at least 120meters from streaker
1 ams will destroy 1 srm, to be exact, two ams will destroy roughly 2 missiles, 3 destroys 2. 4 destroys 3, etc.
For narc, will take about 2 ams to down a narc, as one ams only manages to take down about half of its health (2 hit points and FAST)
Ammo is 1000 rounds, or enough to shoot down 111 missiles and damage 1, per ton, and 1 crit slot for those 1000 rounds, clan echs get 2000 rounds, this is the only difference do note
This ammo will explode for 24 if a full one ton of it is present and it is set off (48 if you are clan)
So, you have decided you want the machine gun midget have you?
Time to get acquainted!
First off the ams will shoot at any and all enemy missiles that go with in 120 meters of you in any direction until out of ammo or destroyed. This includes missile on other side of walls and other obstruction. IT MAY damage missiles through obstacles (including self, as it often shoots through the owner) Notice the position of ams as on some mechs, such as the fire starter, you can see the muzzle flash when in your cockpit view, and some people may not like this. It will shoot at missiles going for friendlies as well, but it will always prioritize the closest missile coming for you (via lock).
Now then, now that you know what it is, here are some tips on using it:
If you do not mind losing some ground, backing up away from missiles coming at you increases time ams has to shoot at them, although this isn't always the best thing to do in assaults and such,
so if you are facing a guy with srms, keep him further then 120 meters and just keeping backing up to let the ams pop those srms, not all will be stopped but some will be AND the srms will spread out more
This has an opposite side as well, moving forward will reduce effectiveness of ams, depending on speed of mech, an assault probably will not be missing out on anything, but something fast enough may take more missiles to the face
If you are not the guy being missiled, if you can get about 90 meters in front of the guy being missiles, do it, and if you are the one being missiles try getting back enough so team mates are 90 meters in front of you this will let a single ams take out as many as 4 missiles as the 2.3 estimate per salvo is if YOU are the one being missiled, being 100 meters in front of the actual target lets the ams shoot at the missiles as they are coming at you, pass, and then are flying away
even better is if team mates are on hill (or has jump jets...) and you are below them, then have them stand a full 120 meters away from you, this is doable on caustic, if a team mate is being missiled try and hump the hull and have them down at base of hill so your ams can put in some real work
If you are a light and your team is simply being demolished with lrms and you are really bored...RUN with the missiles! if you are fast enough you can just run with the missiles and shoot down a sizable amount as the fastest dual ams mech can go 169km/h, which is 47 meters a second, essentially making the lrms go from 160 meters a second to 113, a 31% reduction! just start running when they are about 140 meters away....so they will be moving 130 meters a second and have to travel 240 meters to leave your ams field, taking 2.2 seconds, when normally the ams only gets a quarter second to shoot (ie. standing still) So 1 ams can knock down almost 12 missiles! A kit fox with 3 ams and speed tweak can't even match a locust going full speed with tweak and dual ams if the fox it self goes full speed (22 lrms shot down vs 24)
Modules: Im sure many of you are wondering, are modules worth it? Well lets see here, ams is shooting down 4 missiles in a quarter second, and the two boosts are 10% higher dps and 7% more range sooo with range it will be 4.28 and hile over load is 4.4, and because tey boost different things they can become combined to make it in total 4.7 damage to lrms in the time they pass by (.75 second) so with dual ams thats 1 more lrm then usual with anothe rlossing about half health, and with 3 ams thats another that wouldnt normally be destroyed, and so on
Please keep in mind that the amount of missiles that an ams can destroy is highly based on its amount of amo, these boosts in some cases will just cause your ams to runout faster and in total not help out any more then it would normally.
Disclaimer:
This stuff was collected in battle with the assumption 9 ams rounds = 1 point of damage, PLEASE tell me if this is wrong, although the results have had using this formula line up with real world results. But there is room for error when trying to figure how many lrms was shot down from a salvo when EVERYYTHING is launching a salvo at you
I got bored and was running the Lorm Chaser okay! DON'T JUDGE ME!!!!!!!!!!!!
http://mwo.smurfy-ne...4ee3bcfbf00a064
As you can guess, I do not get laid often....................
Edited by Just wanna play, 12 September 2014 - 12:28 PM.