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Ams Is Inneffective [Video]

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#1 Troutmonkey

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Posted 26 April 2014 - 11:45 PM

AMS fires, uses ammo, but fails to actually shoot down any missiles at all.
I had suspected this was the case from time to time, as some games it seems to work, whereas others it is completely useless. Last game I managed to get video evidence.

From what I can see the enemy is firing 3x LRM10, and despite my best efforts, I was not able to stop any missiles from hitting myself or my embattled team member.



#2 Ironwithin

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Posted 27 April 2014 - 12:16 AM

Right at the start of that clip it looks like some of the missiles disappear as the AMS fires. Maybe, with hit-effects now being serverside and the known issue of LRMs just vanishing instead of exploding when reaching maximum range, it just LOOKS like AMS does nothing when there is simply that little explosion-effect missing ?

Not sure though...it does seem like a lot of those missiles go through ...

#3 Troutmonkey

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Posted 27 April 2014 - 01:17 AM

Another video, this time with twin AMS vs LRM10s. Still to no effect.



#4 Asmosis

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Posted 27 April 2014 - 04:48 AM

View PostIronwithin, on 27 April 2014 - 12:16 AM, said:

Right at the start of that clip it looks like some of the missiles disappear as the AMS fires. Maybe, with hit-effects now being serverside and the known issue of LRMs just vanishing instead of exploding when reaching maximum range, it just LOOKS like AMS does nothing when there is simply that little explosion-effect missing ?

Not sure though...it does seem like a lot of those missiles go through ...


This is most likely explanation, unless they somehow broke AMS with the patch since dual AMS is very effective against smaller volleys.

As for your own AMS, it only triggers at max (i.e. effective) range when lrms are targeted at you, or your inbetween the lrm boat and its target. AMS is highly ineffective when your on the opposite side since it wont treat them as a priority until they are basically too close to do anything.

The 2nd clip I really can't tell. The first 3 volleys look like group fired lrm15s, but the irratic fire later means its either multiple sizes on one mech, or more than one lrm boat.

Edited by Asmosis, 27 April 2014 - 04:50 AM.


#5 DeathlyEyes

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Posted 27 April 2014 - 03:01 PM

I hope you don't play at that frame rate.

#6 Wayreth

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Posted 27 April 2014 - 03:19 PM

what you should do is go into the public test with a small private group and test a single volley of lrm5 and see how many make it through with one person with ams. You should be able to extrapolate from there on the hit percentages and AMS efficiencies.

#7 Troutmonkey

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Posted 27 April 2014 - 04:04 PM

View PostSLDF DeathlyEyes, on 27 April 2014 - 03:01 PM, said:

I hope you don't play at that frame rate.

Nah, I usually get 40-50 FPS at max settings. I just had my recorder set to 27 FPS while I was recording another game which was a bit more demanding and forgot to set it back.

View PostAsmosis, on 27 April 2014 - 04:48 AM, said:

This is most likely explanation, unless they somehow broke AMS with the patch since dual AMS is very effective against smaller volleys.

As for your own AMS, it only triggers at max (i.e. effective) range when lrms are targeted at you, or your inbetween the lrm boat and its target. AMS is highly ineffective when your on the opposite side since it wont treat them as a priority until they are basically too close to do anything.

The 2nd clip I really can't tell. The first 3 volleys look like group fired lrm15s, but the irratic fire later means its either multiple sizes on one mech, or more than one lrm boat.


As I've mentioned some games I've noticed it working perfectly fine, and then some other games I see our team has like 6 or so AMS clustered and I noticed missiles still getting through. By the looks of it it may be tied to latency, which is odd as I'd imagine AMS code would be server side





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