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Artemis: Worth It?

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#41 Reported for Inappropriate Name

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Posted 09 April 2014 - 09:13 AM

i think the bigger question is why run ams if you can't have two?

#42 Nicholas Carlyle

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Posted 09 April 2014 - 09:39 AM

View PostBattlecruiser, on 09 April 2014 - 09:13 AM, said:

i think the bigger question is why run ams if you can't have two?


Because if everyone on your team has AMS, you now have 12 AMS (assuming no dual AMS).

And if you have 12 AMS, even if they aren't totally grouped up, they will basically dismantle any incoming LRM's, because the LRM's just need to pass close enough to the AMS to trigger it.

Edited by Nicholas Carlyle, 09 April 2014 - 09:40 AM.


#43 Reported for Inappropriate Name

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Posted 09 April 2014 - 09:48 AM

View PostNicholas Carlyle, on 09 April 2014 - 09:39 AM, said:


Because if everyone on your team has AMS, you now have 12 AMS (assuming no dual AMS).

And if you have 12 AMS, even if they aren't totally grouped up, they will basically dismantle any incoming LRM's, because the LRM's just need to pass close enough to the AMS to trigger it.


i dunno man, 60 missile salvos have a way of mashing whatever I shoot them at regardless of who has ams. it's the ecm that gives me problems sometimes.

#44 Nicholas Carlyle

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Posted 09 April 2014 - 09:51 AM

View PostBattlecruiser, on 09 April 2014 - 09:48 AM, said:

i dunno man, 60 missile salvos have a way of mashing whatever I shoot them at regardless of who has ams. it's the ecm that gives me problems sometimes.


Huge AMS clusters are rare, because good players don't need AMS and bad players refuse to mount it.

So you typically only see 4 or 5 AMS tops in the field at a time.

If you are an LRM boat going against a team with 12 AMS, you KNOW.

#45 Reported for Inappropriate Name

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Posted 09 April 2014 - 09:53 AM

View PostNicholas Carlyle, on 09 April 2014 - 09:51 AM, said:

If you are an LRM boat going against a team with 12 AMS, you KNOW.

well that's okay, a typical game in mwo is one team is stacked with missile boats and ecm and the other team is mostly mediums and lights.

#46 Nicholas Carlyle

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Posted 09 April 2014 - 09:56 AM

View PostBattlecruiser, on 09 April 2014 - 09:53 AM, said:

well that's okay, a typical game in mwo is one team is stacked with missile boats and ecm and the other team is mostly mediums and lights.


Is that really your typical game?

The first week after the patch that upped LRM speed to 175, definitely a lot of LRM mechs, i'd say 8 out 12 per team.

Second week after the patch, it was more like 4-6 LRM's and 4-6 other stuff per team.

After they nerfed them back to 160? It's more like 2 LRM mechs per team.

We're back to the PPC/AC meta when I play.

#47 Reported for Inappropriate Name

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Posted 09 April 2014 - 11:52 AM

View PostNicholas Carlyle, on 09 April 2014 - 09:56 AM, said:


Is that really your typical game?

The first week after the patch that upped LRM speed to 175, definitely a lot of LRM mechs, i'd say 8 out 12 per team.

Second week after the patch, it was more like 4-6 LRM's and 4-6 other stuff per team.

After they nerfed them back to 160? It's more like 2 LRM mechs per team.

We're back to the PPC/AC meta when I play.


yeah, flanking and shooting me in the back has become a real issue, so now i plod my atlas over to the flank spots lights and mediums like to use and wait for them. and then this starts playing when they see me

#48 Nicholas Carlyle

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Posted 09 April 2014 - 11:56 AM

View PostBattlecruiser, on 09 April 2014 - 11:52 AM, said:

yeah, flanking and shooting me in the back has become a real issue, so now i plod my atlas over to the flank spots lights and mediums like to use and wait for them. and then this starts playing when they see me


One thing I'd say. Atlases and Banshees are very tough mechs for dealing with LRM's. Also very tough to deal with Strikes as well.

Due to the humanoid shape, with lower than optimal hardpoints and no jump jets...you HAVE to expose yourself to fire.

And a lot of times this leads to overexposing yourself.

And once that happens, it takes an eternity to get back into cover.

It's another one of those supremely stupid design decisions on PGI's part.

#49 Reported for Inappropriate Name

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Posted 09 April 2014 - 12:03 PM

View PostNicholas Carlyle, on 09 April 2014 - 11:56 AM, said:


One thing I'd say. Atlases and Banshees are very tough mechs for dealing with LRM's. Also very tough to deal with Strikes as well.

Due to the humanoid shape, with lower than optimal hardpoints and no jump jets...you HAVE to expose yourself to fire.

And a lot of times this leads to overexposing yourself.

And once that happens, it takes an eternity to get back into cover.

It's another one of those supremely stupid design decisions on PGI's part.

well part of playing an atlas is to spend your hitpoints well. We've all had those situations were nobody shoots at us and we go ahead and make 800+ damage, the atlas has a responsibility to get shot at so your squishier, better armed teammates can shoot without taking damage, the atlas has a responsibility to stand somewhere that impedes the enemy, so that they get caught up fighting you long enough for your team to descent upon them. In fact, if your team is in front of you and you're in an atlas, you're either doing it wrong or they're being stupid.

I don't expect big scores in my as7-d, If I don't make a mistake i can see 400+ damage games, but a mound of hitpoints in the right spot can make all the difference, and if that means I must die so four opponents do, its a trade worth it.

Edited by Battlecruiser, 09 April 2014 - 12:04 PM.






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