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Something Is Wrong With Ams


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#1 Sarlic

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Posted 02 March 2015 - 01:52 AM

I can't put my finger on it. But something 'feels' wrong with it.

Like it's getting a life on it's own. It's with 2 AMS or more.

Edited by Sarlic, 02 March 2015 - 01:53 AM.


#2 Anais Opal

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Posted 02 March 2015 - 03:29 AM

I'll think you'll find that 2 or 3 AMS are no more effective than 1 AMS.

If you watch the tracers as AMS fires, 2 or more always target the same missile rather then 2 or 3 different ones.

#3 NetherlightWolf

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Posted 02 March 2015 - 12:14 PM

I can concur that 2+ ams pretty much is a waste of ams ammo. Generally it is better to do 1 ams plus ams overload module.

#4 Max Von Lakes

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Posted 02 March 2015 - 12:21 PM

Quote

Sarlic said;
Something Is Wrong With AMS


Yes, it's pointless.
No amount of AMS' can withstand the LURM bukkakke that will fall if you expose 2% of your mech for 5 milliseconds trying to reposition.

Edited by max11180, 02 March 2015 - 12:21 PM.


#5 Sarlic

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Posted 02 March 2015 - 12:26 PM

I need more testing, but somthing is odd with it. It was not always the cause.

View PostShiverwolf, on 02 March 2015 - 12:14 PM, said:

I can concur that 2+ ams pretty much is a waste of ams ammo. Generally it is better to do 1 ams plus ams overload module.

Edited by Sarlic, 02 March 2015 - 12:25 PM.


#6 xWiredx

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Posted 02 March 2015 - 12:33 PM

It does seem a little different.

Also, PGI, it wouldn't hurt to have each AMS a mech is equipped with target a difference missile. That would actually make it worthwhile to take on the mechs that can equip more than one. Well, that and some reward for covering teammates with your AMS.

#7 NetherlightWolf

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Posted 02 March 2015 - 02:59 PM

From personal experience and witnessing other ams mechs is that all ams operate on the same AI script.

Thus we see the result of multiple ams targeting the same missile. Even multiple ams from different mechs will focus the same missile. Thus the easiest fix I see is introducing dynamic targeting into ghe ams ai script so that if one ams engages a missile, other ams will know that misdile is "engaged" and seek other viable missile targets.

#8 Reno Blade

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Posted 02 March 2015 - 03:20 PM

AMS is actually a dps globe around you.
If you have one AMS shooting down x missile per second in the range of the globe, 3 AMS will just be faster.
The fact that missiles have 1 hp and AMS is just a dps and not a per-shot damage, makes it stack quite good in theory.

All animated bullets are just that, animations like MG tracer. They don't change with speed or range increase.

This just as some background info for you.

#9 Sarlic

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Posted 03 March 2015 - 03:31 AM

View PostReno Blade, on 02 March 2015 - 03:20 PM, said:

AMS is actually a dps globe around you.
If you have one AMS shooting down x missile per second in the range of the globe, 3 AMS will just be faster.
The fact that missiles have 1 hp and AMS is just a dps and not a per-shot damage, makes it stack quite good in theory.

All animated bullets are just that, animations like MG tracer. They don't change with speed or range increase.

This just as some background info for you.

Thanks i already knew this. No worries.

It's correct that two are still targetting the same missiles. But the fault rate seems to a little different. Like salvo one is xx% and salvo two is yy%.

Edited by Sarlic, 03 March 2015 - 03:32 AM.






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