Is this broken or intended? (If intended, still broken IMO).
Just had a match where I 2v1'd streak commando's in my 5D. ECM+AMS and still got shredded by streaks. AMS was at 970/1000 before I died....
1
Ams Not Working For Streaks?
Started by The Justicar, Oct 14 2013 09:37 PM
9 replies to this topic
#1
Posted 14 October 2013 - 09:37 PM
#2
Posted 14 October 2013 - 09:45 PM
It helps more the further away you are. If streaks are close up (same with SRMs) AMS won't have time to shoot them down. If anything it might shoot one down but the second one will still hit you.
This is intended behavior. AMS in this game is primarily intended as a counter for LRMs not short range missiles of any kind.
This is intended behavior. AMS in this game is primarily intended as a counter for LRMs not short range missiles of any kind.
#3
Posted 14 October 2013 - 09:55 PM
With the current situations commandos seem to find themselves in, streaking Spiders to death seems to be their primary job. I really cant see them doing much else better than other mechs until they get some tweaks.
#4
Posted 14 October 2013 - 10:03 PM
I understand the range/time to fire argument, but we're talking about an engagement that lasted near or over 2 minues, and my AMS got off 30 rounds? Doesn't seem right. I specifically equipped it to handle this situation and it turned out to be a waste of tonnage.
#5
Posted 14 October 2013 - 10:41 PM
the AMS is there to deal with the LRMs now if you and 6 other ppl next to you all have AMS then its going to be stoping the SSrm2
and a little note Anti missile systems shoot down missile buy filling 1 small part of the sky with lead to try to hit 1 fast moving missile before it trys to fill another part of the sky with lead for the next missile and so on
http://<iframe src="http://www.metacafe.com/embed/333517/" width="440" height="248" allowFullScreen frameborder=0></iframe>
just think of that being on your battlemech
and a little note Anti missile systems shoot down missile buy filling 1 small part of the sky with lead to try to hit 1 fast moving missile before it trys to fill another part of the sky with lead for the next missile and so on
http://<iframe src="http://www.metacafe.com/embed/333517/" width="440" height="248" allowFullScreen frameborder=0></iframe>
just think of that being on your battlemech
Edited by kf envy, 14 October 2013 - 10:43 PM.
#6
Posted 14 October 2013 - 11:30 PM
AMS weakness is missiles fired within less than 120m, seems a very balanced deal to me.
#7
Posted 14 October 2013 - 11:46 PM
Multiple AMS can shut down streaks pretty hard.
#8
Posted 15 October 2013 - 01:36 AM
The Justicar, on 14 October 2013 - 10:03 PM, said:
I understand the range/time to fire argument, but we're talking about an engagement that lasted near or over 2 minues, and my AMS got off 30 rounds? Doesn't seem right. I specifically equipped it to handle this situation and it turned out to be a waste of tonnage.
AMS is firing 10+ rounds per second if i remember correctly. 30 rounds spent = ~3 seconds of AMS shooting down streaks. If we'd imagine that that commando was firing his SSRMs at VERY close range on average - say, 40 meters, - with SSRM missiles travelling at 200 m/s, each and every time commando shoots SSRMs would in theory give 40/200 = 0.2 seconds for AMS to shoot. 3 / 0.2 = 15 "shots" of SSRMs. 120 / 15 = 8 seconds between each SSRM volley, on average. This is much higher than SSRM cooldown of 3.5 seconds, but, considering the fact that OP had an ECM, it might actually be the case because of possibly long delays for commando to establish a missile lock whenever he lost it.
Besides, if that commando would be able to shoot his SSRMs close to thier 3.5s cooldown, then, assuming he had only 2x SSRM2 launchers, he'd do up to 2.86 DPS with SSRMs alone - which would translate to 171.6 damage per minute. Max armor on your 5D is what, 210? I doubt you'd be able to survive for 2 minutes, man.
I don't remember, but may be i also have been reading about a small delay AMS needs to start shootin'. If it's the case, and that commando was very close most of the time, then it's all totally understandable.
#9
Posted 15 October 2013 - 02:48 AM
ams is efective against streaks if they're fired some distance from the target, getting up close mean the flight time is to short for ams to work
#10
Posted 15 October 2013 - 03:48 AM
There was a Dev comment in a thread once about AMS and streaks but I'm dammed if i can find it.
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