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Ams Changes(And A Module) I'd Like To See


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Poll: Ams Changes(And A Module) I'd Like To See (28 member(s) have cast votes)

#1 AMS giving C-bills & XP

  1. Yes (25 votes [86.21%] - View)

    Percentage of vote: 86.21%

  2. No (4 votes [13.79%] - View)

    Percentage of vote: 13.79%

#2 AMS checking LoS

  1. Yes (24 votes [92.31%] - View)

    Percentage of vote: 92.31%

  2. No (2 votes [7.69%] - View)

    Percentage of vote: 7.69%

#3 Advanced AMS module

  1. Yes, as described (13 votes [50.00%] - View)

    Percentage of vote: 50.00%

  2. Yes, but not as describled (5 votes [19.23%] - View)

    Percentage of vote: 19.23%

  3. No (8 votes [30.77%] - View)

    Percentage of vote: 30.77%

Should AMS ignore unlocked LRM's by default?

  1. Yes (5 votes [19.23%] - View)

    Percentage of vote: 19.23%

  2. No (21 votes [80.77%] - View)

    Percentage of vote: 80.77%

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#1 Ljusdahl

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Posted 20 May 2014 - 10:26 AM

1) Shot down missiles should reward you with C-bills and XP while they're locked onto a teammate at time of destruction. I feel useful when I run around in my 2x AMS Locust and intercept volleys that are targeting my allies, why shouldn't this behavior be rewarded just like spotting assists and NARC/TAG?

2) AMS not firing blindly into obstacles. If there's no line of sight, it shouldn't be shooting. Is it a performance compromise?

3) Advanced AMS module. ~5000 GXP
- Ability to detect whether LRM's have locks or not and ignore the ones without locks, saving ammo.
- A little extra range, stacks with the "AMS range" module.

And a little side thought excluded from the poll: How about a laser-based AMS? Less effective and generates heat, but needs no ammo. I can't be the first to think of this.

Edited by Ljusdahl, 23 May 2014 - 12:36 PM.


#2 Ljusdahl

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Posted 23 May 2014 - 12:38 PM

I remade the poll to make more sense. Now, give me your thoughts!

#3 MilesTeg1982

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Posted 24 May 2014 - 12:23 PM

I don't like the idea of a laser ams which generates heat - given the situation that many people allready have problems keeping their temparature low this would make it worse - it would allow other players to increase the heat problem of an enemie at distance.

#4 WonderSparks

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Posted 24 May 2014 - 01:25 PM

The Laser Anti-Missile System is something I'd love to see, but only the Clans have them by 3050; we have to wait until almost 3060 if I'm not mistaken.
Other than that, I like the rewards idea for using AMS, however that could take some thinking to determine just how much to give for shooting down a missile... :)

#5 Ljusdahl

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Posted 01 June 2014 - 06:13 AM

View PostMilesTeg1982, on 24 May 2014 - 12:23 PM, said:

I don't like the idea of a laser ams which generates heat - given the situation that many people allready have problems keeping their temparature low this would make it worse - it would allow other players to increase the heat problem of an enemie at distance.

Then those people would go with the ballistic AMS. The idea is to have both.

View PostWonderSparks, on 24 May 2014 - 01:25 PM, said:

The Laser Anti-Missile System is something I'd love to see, but only the Clans have them by 3050; we have to wait until almost 3060 if I'm not mistaken.
Other than that, I like the rewards idea for using AMS, however that could take some thinking to determine just how much to give for shooting down a missile... :P

I see. I'm clueless when it comes to the lore/tabletop/whatevs.

1000 ammo per ton / 9 ammo per LRM = 111,1 LRM's destroyed per ton according to Gamepedia.

I suggest 1 XP per destroyed LRM that is locked on a teammate.
That's 111 XP per ton of AMS ammo in ideal conditions, but will realistically be much less due to shooting at lock-less LRM's, into obstacles, and some more factors. If that was changed, I'd say 0.5-0.75 XP per LRM.

Edited by Ljusdahl, 01 June 2014 - 06:28 AM.


#6 Ljusdahl

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Posted 02 June 2014 - 11:24 AM

Oh, and C-bills. I think 75 per LRM would be a good start(again, only those locked on team mates). That's 8333 C-bills per flawlessly spent ton of AMS ammo. Maybe 200 for SSRM's?

#7 Hervedgerse

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Posted 02 June 2014 - 11:37 AM

View PostLjusdahl, on 02 June 2014 - 11:24 AM, said:

Oh, and C-bills. I think 75 per LRM would be a good start(again, only those locked on team mates). That's 8333 C-bills per flawlessly spent ton of AMS ammo. Maybe 200 for SSRM's?



I like this idea, but only if we have Repair and Rearm costs associated with the ammo. Otherwise it'd be pretty easy to farm with a dual AMS mech.

#8 Ljusdahl

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Posted 02 June 2014 - 11:54 AM

View PostHervedgerse, on 02 June 2014 - 11:37 AM, said:



I like this idea, but only if we have Repair and Rearm costs associated with the ammo. Otherwise it'd be pretty easy to farm with a dual AMS mech.

Easy, sure, but not efficient. Assists are 7500, kills 5000, components 2500, spotting 2500, TAG/Narc 2500. Half that on Conquest.

That's 7500 for scratching the paint.

In comparsion, assuming one third of your AMS ammo is shot at the right LRM's, that's about 2780 CB per ton ammo.

#9 Lemming211

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Posted 02 June 2014 - 02:00 PM

LAMS would be pretty easy to make it work and balance it. Maybe make it operate manually with a 30-ish second timer, like active protection for anyone who plays BF4.

#10 Sorbic

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Posted 22 June 2014 - 08:12 AM

I would love to see the first two implemented. I sometimes run dual AMS but really I still have a lot of missiles get by so the extra ammo/weight isn't quite enough to usually justify it. Adding a little incentive to encourage AMS use would be nice. Esp considering how many more lrms I'm seeing since Clans launched. Ammo is certainly expiring more quickly.

#11 fandre

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Posted 23 June 2014 - 02:19 AM

I would like to see an additional function for the module: Missile Warning for missiles incomming to near (maybe AMS range+x) friendly mechs.

Another idea: dropable stationary AMS as module.

Edited by fandre, 23 June 2014 - 02:20 AM.






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