

About Ams
#1
Posted 17 October 2013 - 08:00 PM
This lead me to think about how AMS could be given some kind of active management, and i dont mean an on/off switch(why dont we have this yet?) I was thinking more like ECM, with a dual mode.
SRM targeting
LRM targeting.
Gives the AMS a significant boost to one type while hindering the other. Consider it like maybe calibrating the targeting range for the AMS. This would make the AMS actually useful against SSRM and SRM volleys( while making it pretty bad at LRM) in one mode while basically leaving it as it is now for the other. honestly, not sure I have ever seen an AMS do anything against an SRM volley, and only on great rarity a SSRM.
This would benefit lights for defense, and also give everyone a way to counter streak boats in general, or at least take the edge off. Heavy SRM volley mechs really have no counter(besides terribad hit detection LOL) and this would allow a defense besides more firepower or evasion. IMO, anything that can be added to the game mechanics that is "not guns" (like info warfare, tech stuff etc) makes it closer to it's roots as a "sim" instead of a FPS is a win, and this type of AMS control would do that.
#2
Posted 17 October 2013 - 08:08 PM
#3
Posted 18 October 2013 - 05:55 AM
#5
Posted 18 October 2013 - 06:23 AM
The option to equip specialized ams to target either lrms or srms or even an 'all arounder' brings value to mechs that sport dual ams and brings tactical warfare considerations more into the game than measly thread hijacking on/off toggle
Edited by AZA311, 18 October 2013 - 06:28 AM.
#6
Posted 18 October 2013 - 06:48 AM
#7
Posted 18 October 2013 - 06:59 AM
Improved damage to any type of missile, no.
#8
Posted 18 October 2013 - 02:33 PM
Wolfways, on 18 October 2013 - 06:59 AM, said:
Improved damage to any type of missile, no.
Not sure I follow you on this....
I would say the toggle would work:
SRM ON- targets SRM and SSRM with increased effectiveness= shoots down more SRM and SSRM more reliably. In turn, shoots down less LRM. Not an increase to the missle itself, but a decrease to the LRM defensive ability of the AMS. Better then no AMS, but the priority is going to be on SSRM/SRM so the system will not be as effective at LRM defense.
OR
LRM ON- priority LRM. I think this is sort of how it functions already in game, does pretty well at LRM defense, but SSRM defense is sparse at best and SRM defense is poor. Again, not a buff to the actual missiles, just an effect on the defensive value AMS provides against them.
I hadnt thought about splitting the AMS types for equip purposes(posted above). This would make deciding which AMS to equip a tactical decision( factor your loadout, which map after the lobbey is actually in place, etc) and would for sure make dual AMS mechs have an extra advantage, you could do both LRM AMS, both SRM, or one of each.
#9
Posted 18 October 2013 - 02:55 PM
Eldagore, on 18 October 2013 - 02:33 PM, said:
I would say the toggle would work:
SRM ON- targets SRM and SSRM with increased effectiveness= shoots down more SRM and SSRM more reliably. In turn, shoots down less LRM. Not an increase to the missle itself, but a decrease to the LRM defensive ability of the AMS. Better then no AMS, but the priority is going to be on SSRM/SRM so the system will not be as effective at LRM defense.
OR
LRM ON- priority LRM. I think this is sort of how it functions already in game, does pretty well at LRM defense, but SSRM defense is sparse at best and SRM defense is poor. Again, not a buff to the actual missiles, just an effect on the defensive value AMS provides against them.
I hadnt thought about splitting the AMS types for equip purposes(posted above). This would make deciding which AMS to equip a tactical decision( factor your loadout, which map after the lobbey is actually in place, etc) and would for sure make dual AMS mechs have an extra advantage, you could do both LRM AMS, both SRM, or one of each.
OR
Anti-Energy Chaff that soaks up 5-7 points from each incoming energy beam.
OR
Anti-Ballistic Explosive rounds that soak up 5-7 points from each incoming ballistic round.
It is already useless to field anything less than LRMx15, and LRM pilots already have to spend tons and hundreds of thousands of cbills just to get their weapon systems to work as advertised, and that's after they've already bought the weapons and ammo. Could we devote less time and energy asking the devs to nerf them further and more time in-game figuring out how to use cover, ECM, group-AMS tactics, or any of the other dozen ways to render LRMs a joke already in the game?
#12
Posted 18 October 2013 - 04:56 PM
Still need the on/off toggle. More than one perfectly good ambush has been ruined by stray LRMs. I have even used them for birddogging ambushes.
#13
Posted 18 October 2013 - 05:01 PM
Edited by BeardedGlass, 18 October 2013 - 05:03 PM.
#14
Posted 18 October 2013 - 08:48 PM
Aym, on 18 October 2013 - 05:55 AM, said:
I get the feeling that they looked at the data, saw that players almost never even get close to running out of ammo, and just decided it wasn't worth the effort.
#15
Posted 19 October 2013 - 12:06 AM
At the first glance, the number of damage of 4 x A-SRMs looks huge ... but the damage is spread over at least 3 parts even at an assault mech. Not even to mention that the range of < 300 with no extended range quite sucks.
In comparsion, a dual AC-20 build will tear things apart in seconds at equal range. Even my CPLT-K2 with dual UAC/5 and 4 med lasers shreds thing much faster then the SRM build.
People asking for nerfing weapons that already are quite niche ...
#16
Posted 19 October 2013 - 12:55 AM
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