The buff to AMS was nice, and certainly needed given the increased speed - but the range increase (.33... of 90m) isn't proportionate to the speed increase (~.46 of 120m/s.) This makes LRMs more damaging to those of us who read the patch notes and put AMS on everything we own again - and the AMS module got an indirect nerf, down to ~0.13 range increase (from ~0.18.) It feels like the countermeasures could be a little stronger, though we'll have to wait till the metagame stabilizes again to be sure.


Ams Balance
Started by Void Angel, Mar 18 2014 10:01 PM
1 reply to this topic
#1
Posted 18 March 2014 - 10:01 PM
#2
Posted 19 March 2014 - 02:29 AM
The thing the bugs me on the AMS is that is can shoot through walls.
players in the basement of HPG can AMS LRMs send to the players on top.
players in the tunnel or under the platform of crimson can AMS LRMS that ar not even visable to them.
on the one hand it is cool if you wanna check how many of them are hidden, just shoot an LRM 5 an count the AMS streams
on the other hand it just PLAIN WRONG physics.
PLEASE make AMS respect WALLS.
FtR
players in the basement of HPG can AMS LRMs send to the players on top.
players in the tunnel or under the platform of crimson can AMS LRMS that ar not even visable to them.
on the one hand it is cool if you wanna check how many of them are hidden, just shoot an LRM 5 an count the AMS streams
on the other hand it just PLAIN WRONG physics.
PLEASE make AMS respect WALLS.
FtR
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