That LRM80 Stalker is not as tough as its more balance relatives either against enemies who return fire
4
Lrm Balance And Catapult Carnage
Started by Unbound Inferno, Jul 04 2013 08:02 AM
67 replies to this topic
#61
Posted 17 July 2013 - 12:16 PM
#62
Posted 17 July 2013 - 02:27 PM
Sheraf, on 17 July 2013 - 12:16 PM, said:
That LRM80 Stalker is not as tough as its more balance relatives either against enemies who return fire
True, depending on who is firing at it. However it doesn't diminish how much more effective it is than either the Catapult or Awesome due to the spread sizes.
#63
Posted 17 July 2013 - 02:39 PM
Sheraf, on 17 July 2013 - 05:56 AM, said:
AMS works well now, if the other team pack together their AMS. AMS + the cover will give LRM only mech a problem
This is true, but by grouping together you just gave every other brawling mech a nice target to fire on. If artie strike or air strike were more effective. I'd find it a devastating way to counter the AMS grouping problem.
Where the OP's suggestion hits a wall is that if these missiles are shot out of a tube even .25 seconds after one another then you've just given AMS a much easier target group. As a group of 20 missiles is shot against 1 AMS then it's likely to kill somewhere between 5-8. If they get fired off one at a time then they're likely to take out twice that number because it's not being overloaded with targets. It's really that plain and simple....
#64
Posted 17 July 2013 - 03:02 PM
KuruptU4Fun, on 17 July 2013 - 02:39 PM, said:
This is true, but by grouping together you just gave every other brawling mech a nice target to fire on. If artie strike or air strike were more effective. I'd find it a devastating way to counter the AMS grouping problem.
Where the OP's suggestion hits a wall is that if these missiles are shot out of a tube even .25 seconds after one another then you've just given AMS a much easier target group. As a group of 20 missiles is shot against 1 AMS then it's likely to kill somewhere between 5-8. If they get fired off one at a time then they're likely to take out twice that number because it's not being overloaded with targets. It's really that plain and simple....
Sort of, if AMS worked that way.
A single LRM10 can breach a single AMS at reduced damage.
Dual LRM10s breach a single AMS with some damage loss. Less actually as you boat more.
The AMS can only shoot down so many missiles at a time.
In groups, yeah AMS is something else - but think a moment. Hoe many AMS shots are wasted? If two, three or more with AMS are all shooting at the same missile spread, its overkill and the AMS looses ammo fast.
That is half of the silver lining of this idea. AMS does gain a slight buff (which is why I mention perhaps dropping its damage back down slightly to balance it) however it burns more AMS ammo to deal with the same number of missiles. It burs up its supply faster this way than normally.
Although it works fine as a result for the duration - its duration of viable use is cut drastically. Requiring either more AMS ammo, or the realization you can only cut out the first few salvos. Make them count or get blasted to pieces as a result.
That is the balancing act I want to see. It makes dodging for cover an option, but not the reliance on it for a sustained fight.
Edited by Unbound Inferno, 17 July 2013 - 03:03 PM.
#65
Posted 17 July 2013 - 04:17 PM
We need the Laser AMS for this
#67
Posted 17 July 2013 - 05:13 PM
An on/off button will help alot
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