

Get Ams
#1
Posted 18 March 2014 - 11:08 AM
#2
Posted 18 March 2014 - 11:13 AM
Void Angel, on 18 March 2014 - 11:08 AM, said:
Devil's Advocate: You don't necessarily need AMS. All the rubes you run with need AMS, to cover your mooching ass-ault mech, though. That's my plan for mechs where there really is no tonnage to spare, at least.

#3
Posted 18 March 2014 - 01:17 PM
#4
Posted 18 March 2014 - 01:44 PM
#6
Posted 18 March 2014 - 02:48 PM
PS: Dual ams FS9-S with ams range module unite.
Edited by Basskicker, 18 March 2014 - 02:50 PM.
#7
Posted 18 March 2014 - 02:52 PM
No clue why they figured missiles needed such a boost, do these jokers even play test these things?
#8
Posted 18 March 2014 - 04:18 PM
Osis, on 18 March 2014 - 02:52 PM, said:
No clue why they figured missiles needed such a boost, do these jokers even play test these things?
Most maps it's not hard to find cover just have to make sure you break lock with lateral movement as well. I actually wish there was a way to manually turn off ams. I hate burning through ammo when I know I'm not going to be hit.
#9
Posted 18 March 2014 - 09:46 PM
#10
Posted 18 March 2014 - 09:55 PM
#12
Posted 18 March 2014 - 11:27 PM
Damocles69, on 18 March 2014 - 09:55 PM, said:
Yet in those 2 weeks it'll chase how many players away from the game?!... this type of balance changing, yet again, is not healthy for a game that screams it's a team game, emphasis and praises it's solo pugging statistics they tott out. LRM's are easy mode for solo players... but insanely hard to kill in swarms of them pugging, because the team play aspect isn't encouraged and not solidified amongst the playbase.
They've done the LRM buff/nerf cycle 3-4 times before and they STILL don't learn anything from them... they do it to allow players to abuse a meta between smashing or hitting other meta's.
#13
Posted 18 March 2014 - 11:52 PM

#14
Posted 19 March 2014 - 12:32 AM
Against the 200-300 LRM's you end up taking.....yeah.
This is the one time when AMS is not worth it.
#15
Posted 19 March 2014 - 12:35 AM
Carrioncrows, on 19 March 2014 - 12:32 AM, said:
Against the 200-300 LRM's you end up taking.....yeah.
This is the one time when AMS is not worth it.
One AMS may not be enough, but game is 'bout teamplay. Right? So when there's 5-10 AMS around, then it's a whole new story.
Edited by VXJaeger, 19 March 2014 - 12:47 AM.
#16
Posted 19 March 2014 - 12:43 AM
Sam Hall, on 18 March 2014 - 09:46 PM, said:
NARC will get shot down if AMS gets enough tracking time. However, compared to normal LRM/SRMs, NARC missiles are MIRVed with increased hitpoints (3 HP), so it can take more beating than normal missiles.
If you fire NARC directly at a target, it should come through and attach to a mech. However launching at a group of mechs with AMS, missile will most probably get shot down unless you are <100 m.
Edited by PanzerFurrry, 19 March 2014 - 12:44 AM.
#17
Posted 19 March 2014 - 12:48 AM
Osis, on 18 March 2014 - 02:52 PM, said:
No clue why they figured missiles needed such a boost, do these jokers even play test these things?
They changed the trajectory also?
#18
Posted 19 March 2014 - 01:33 AM

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