Roland, on 03 June 2013 - 08:35 AM, said:
Here are some things you aren't considering:
1) if you aren't inside the min range of LRM's, then that means you're a good distance away from the target. So it's unlikely that you are actually going to see the AMS destroying the missiles. You certainly aren't going to HEAR the AMS activating.
2) Even if you are certain that the mech you are shooting at has no AMS, that doesn't mean AMS isn't destroying your missiles. Any OTHER mechs that are in the area who have AMS are going to shoot down those missiles.
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Like I said, dude, AMS ruins LRM5's... that's why I'm thinking that it's almost certainly the cause of the effect the OP is seeing. And sorry, but in an actual game, there's really no way for him to know that AMS wasn't involved.
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I'm not sure what you're trying to show with your video. You fired a bunch of LRM20's and did a bunch of damage, and killed two mechs. Were you expecting to somehow do MORE damage?
Now it figures why you don't think people can know if AMS is a factor.
There's a thing called perhipheral vision - you use it to keep track of this information display system - called a "Heads Up Display System" or "HUD" for short.
You see - in the bottom left-hand corner is this little indicator that shows how much armor and internal health (or, rather, damage) you have (taken). In the top right hand corner is this thing that shows how much damage a targetted mech has taken. You get this information by, in this game, pressing the "R" button.
Now that we are through covering these revelations - you'll notice that when damage is done to a targetted mech, it is represented on the "paper doll."
Notice - as swarms of missiles impact the target from myself and other players - the armor turns from a light butter-cup yellow color to a sort of pale orange color - despite the fact that he's been hit with roughly 100-120 missiles (depending upon the swarm size of the other player).
Now - perhaps the damage at the end of the game is "correct" to what I -should- have been applying. However - look at the damage that was actually applied to the mechs I shot - and tell me that was (if I remember correctly) roughly 400 points worth of damage that those mechs received in the game.
For God's sake - I fired 3 volleys of ALRM 40s at roughly 300 meters with line-of-sight into a Jeagermech with yellow internals before I "got the kill." I rained like 5 volleys onto a heavily damaged Catapult before I "got the kill" (and since I couldn't see my team mate who was providing the lock - it was difficult to tell how much damage was actually from me). The dude overheated, took a full volley standing still (with damage to his internals at that time), and powered back up.
Who cares if you can deal 800 points of damage in a match if you can't actually do anything to assist your team because it takes you 30 seconds of continuous "support" to amount to a couple of dakka-dakkas from an AC10?
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And to answer your question there, no, if there is no AMS, then there isn't much difference between 5's and 20's. And actually, even with AMS, if you actually were able to fire the same total number of missiles in a volley (so, in your case, you had 8 LRM 5's to match your 2 20's) then it should be equal in effectiveness against AMS.
Ah, so then there's no basis for: "Well, you were shooting LRM5s - there's your problem."
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One of the reasons that the commando with 2 5's is so ineffective, is just that AMS can shoot down 10 missiles without too much trouble.
AMS is very effective against missiles, these days (a battery of three of them were shredding my 40 missile salvos down to a trickle of, maybe, 10 on a river city map).
That said - I always know when AMS is in effect. Why? I can see these things called "tracers." You can, also, often here this rattling noise that indicates something is going on. Even more oddly enough - my missiles start to explode in flight (if I didn't notice the tracers because I'm scope-locked on my volley of missiles).
It's crazy what happens when you, you know, pay attention.
That's critical for any LRM player to learn how to do. Sure - it's nice when your reticule turns red to indicate that your weapons did damage - but with missiles - this will trigger if only one missile hits the enemy and the rest hit a cliff. If you don't watch that paper doll - you don't know if your strikes are actually being effective, or not.
Arguably - I pay too much attention to my instruments, allies and targets, sometimes, and not enough attention to where I'm charging at 80 kph.