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Ams Is Way Too Strong


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#121 Vodrin Thales

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Posted 20 June 2013 - 11:36 AM

View PostSybreed, on 19 June 2013 - 11:57 AM, said:

so, when I said that 2 AMS knocked out half of my LRM 30 volley, I wasn't so far off.


If you said that 2AMS ate up 12-15 missiles of your volley I'd say you are pretty much spot on.

#122 arghmace

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Posted 20 June 2013 - 01:02 PM

View PostOne Medic Army, on 20 June 2013 - 10:23 AM, said:

Known values from game files:


You mean known values like MG firing 10 bullets per seconds when actually it only fires 7? I fear the code is so spaghettious and buggy you cannot trust anything but your eyes.

#123 Royce Mathers

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Posted 20 June 2013 - 07:46 PM

View PostHavok1978, on 20 June 2013 - 11:28 AM, said:

ROFL,, my boat is failboat... pls counter the counter so I can continue to boat!.. get a balanced build momo...

LRM's are overpowered and so far from tabletop its not even funny... we cant hide behind cover anymore so we bring AMS... sorry but 30lrms shouldnt get thru 2 AMS if I cant hide behind a building 3 times my height....
nerf the trajectory of LRM's BACK to what it was if you are gonna nerf AMS... or quit being a coward and get off the back edge of the map and ******** LRM's from behind cover to get dmg and kills based off of what your lancemates see.

or take out the heatseeking effect they have when a lock is lost then regained... they arent supposed to turn at a right angle and go around a rock... or slow them back down so we can dodge them... 1 of those things must be done so balance is achieved... in lore the LRM is a semi-guided projectile... SEMI-GUIDED... not a fly-by-wire system...


and in lore the lrm could cover a mapsheet in one round--effectively the same speed as lasers and ballistic---so an LRM user did not have to stand out in the open an extra 5 seconds to guide them in getting shot at while the other side spend 1 second out shooting and then ducking. I don't mind the AMS being effective against the LRMS---it just should not be so ammo efficient against them. If I have 9 tons dedicated to 2lrm 20s and an LRM 15 to let me fire 20 some times----you should not be able to counter those 20 shots with one ton of AMS ammo. The amount of AMS ammo per ton should be quartered. I have 30 plus tons dedicated to the launchers and ammo---you should have to have more than 2.5 tons dedicated to counter it continually. Your AMS should cover you for about 10 shots per ton----then if you did not have more tons of ammo----you get hit

in lore--ams works--but they always run out of ammo for it

#124 Havok1978

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Posted 21 June 2013 - 08:02 AM

View PostRoyce Mathers, on 20 June 2013 - 07:46 PM, said:


and in lore the lrm could cover a mapsheet in one round--effectively the same speed as lasers and ballistic---so an LRM user did not have to stand out in the open an extra 5 seconds to guide them in getting shot at while the other side spend 1 second out shooting and then ducking. I don't mind the AMS being effective against the LRMS---it just should not be so ammo efficient against them. If I have 9 tons dedicated to 2lrm 20s and an LRM 15 to let me fire 20 some times----you should not be able to counter those 20 shots with one ton of AMS ammo. The amount of AMS ammo per ton should be quartered. I have 30 plus tons dedicated to the launchers and ammo---you should have to have more than 2.5 tons dedicated to counter it continually. Your AMS should cover you for about 10 shots per ton----then if you did not have more tons of ammo----you get hit

in lore--ams works--but they always run out of ammo for it


last time i checked LRM boats didnt have to stand out in the open to maintain a lock.. they just had to have a lock.. which could mean: they have a spotter with TAG, or they have a teammate with visual, or they have UAV, or advanced target decay etc etc... an LRM boat pilot does not by any means have to expose themselves by any means to maintain a lock to guide in missles...
also, friendly LRM boat pilots engaging in this behaviour are just as dangerous to thier teammates.. a person can be brawling and a LRM boat see the lock and decide to fling a volley that direction without first knowing if the friendly is clear or not will often hit the friendly mech as well.. most of the time they dont care cuz its just one pug hitting another pug and they get the kill so oh well... I'm not saying this is behaviour you are engaging in specifically but it happens the vast majority of the time.

#125 Skyfaller

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Posted 21 June 2013 - 08:38 AM

View PostOne Medic Army, on 20 June 2013 - 10:23 AM, said:

When laser AMS is in-game I will shove an LRM15 in a NARC tube and use it to cause my target massive overheating, plus making it super-easy to figure out where people are.

Known values from game files:
LRM HP: 1 (2 for SSRM)
LRM Speed: 120m/s
AMS DPS: 3.5
AMS Range: 200m (yes, the tooptip in loading screen says 90, but it's 200)

Thus we get (200m)/(120m/s)*(3.5dmg/sec)=5.8333 Damage dealt to volley=5.8333 missiles destroyed for single AMS, single volley, stationary mech.


Thank you. I was going to point out that a single LRM10 fired at a single AMS user will have the LRM10 still hit with some missiles thus proving it cannot possibly bring down an LRM15 or 20 or multiple LRM10+ launcher volleys fired at once.

I run a Stalker 5s with dual AMS and the AMS still does not protect me completely from a highlander or atlas with a single LRM20 tossing volleys at me.

I do however, giggle when I see LRM10 and LRM5's being single launched or chain fire launched at me. Last night a Catapult A1 was whining on chat about my 'hack' AMS that kept shooting down his six LRM5 volleys being chain fired.





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