This is just a "guide" on the almighty mighty midget with a machine on your shoulder, AMS
(YOU CAN SKIP TO THE 2ND POST FOR A SHORT SUMMARY)
First an introduction:
Introduced in
2617 by the
Terran Hegemony, the
anti-missile system is used to destroy missiles before they strike their target. This is accomplished by using a short ranged rapid firing weapon which shoots at the missiles. Because missiles in
BattleTech are usually fired in salvos of up to forty at a time, anti-missile systems are rarely capable of destroying them all. Due to the loss of knowledge caused by the
Succession Wars, anti-missile systems ceased to be produced by
2796. Only in
3040 did the
Federated Commonwealth rediscover the means to produce this equipment. For the
Clans, however, AMS never became
LosTech, and by the time of the
invasion had improved on the
Star League version by replacing the solid slugs with flechettes, allowing for more ammunition per ton.
[1]
Laser versions of the anti-missile system exist, and benefit from having no ammunition requirement unlike regular systems. However they produce heat as a side effect of their use.
First off, So is AMS worth mounting on your mech? YOU DECIDE!
First some stats on here (due keep in mind these stats are with stationary mech and the missile is being fired from at or out side of ams range ):
Size of AMS sytem, weighs half a ton and takes up one slot
On average will take down 2.3 LR missiles per SINGLE salvo (so 2 destroyed one damaged), so 2 missiles down for one ams, 4 down for 2 ams, 7 down for 3 ams, and so on, if a mech is firing a stream type salvo, as in when not enough tubes for full salvo, the number of missiles does NOT double, triple, etc, as the the missies are close enough together to arrive shortly after the first part of the salvo, and the ams is not smart enough to shoot at the end of the salvo after the begging part it was shooting at has hit you.... so you will usually shoot down 1-2 more missiles max if it is a REALLY long slavo, or far more if its a mech that simply doesnt have more then, say 2 tube, same goes for srms, an srm4 out of a 2 tube at most will be 2 missiles downed if you have 2 ams and use certain tricks (talked about below)
Can destroy 1.38 streak missiles per ams, so 1 ams is one streak, 2 ams is two sreaks, 3 ams is 4 streaks, etc. But you MUST let ams shoot at streaks from its max range, if you are face hugging streaker ams is useless, be at least 120meters from streaker
1 ams will ALMOST destroy 1 srm, .92 to be exact, two ams will destroy roughly 1 missiles, 3 destroys 2. 4 destroys 3, etc.
For narc, will take about 2 ams to down a narc, as one ams only manages to take down about half of its health (2 hit points and FAST)
Ammo is 1000 rounds, or enough to shoot down 111 missiles and damage 1, per ton, and 1 crit slot for those 1000 rounds
This ammo will explode for 24 if a full one ton of it is present and it is set off
So, you have decided you want the machine gun midget have you?
Time to get acquainted!
First off the ams will shoot at any and all enemy missiles that go with in 120 meters of you in any direction until out of ammo or destroyed. This includes missile on other side of walls and other obstruction. It will not actually destroy these missiles, so this ammo is wasted. Notice the position of ams as on some mechs, such as the fire starter, you can see the muzzle flash when in your cockpit view, and some people may not like this. It will shoot at missiles going for friendlies as well, but it will always priotorize the closest missile coming for you (via lock).
Now then, now that you know what it is, here are some tips on using it:
If you do not mind losing some ground, backing up away from missiles coming at you increases time ams has to shoot at them, although this isn't always the best thing to do in assaults and such,
so if you are facing a guy with srms, keep him further then 120 meters and just keeping backing up to let the ams pop those srms, not all will be stopped but some will be AND the srms will spread out more
This has an opposite side as well, moving forward will reduce effectiveness of ams, depending on speed of mech, an assault probably will not be missing out on anything, but something fast enough may take more missiles to the face
If you are not the guy being missiled, if you can get about 90 meters in front of the guy being missiles, do it, and if you are the one being missiles try getting back enough so team mates are 90 meters in front of you this will let a single ams take out as many as 4 missiles as the 2.3 estimate per salvo is if YOU are the one being missiled, being 100 meters in front of the actual target lets the ams shoot at the missiles as they are coming at you, pass, and then are flying away
even better is if team mates are on hill (or has jump jets...) and you are below them, then have them stand a full 120 meters away from you, this is doable on caustic, if a team mate is being missiled try and hump the hull and have them down at base of hill so your ams can put in some real work
If you are a light and your team is simply being demolished with lrms and you are really bored...RUN with the missiles! if you are fast enough you can just run with the missiles and shoot down a sizable amount as the fastest dual ams mech can go 169km/h, which is 47 meters a second, essentially making the lrms go from 120 meters a second to 80, a 44% reduction! just start running when they are about 140 meters away....so they will be moving 80 meters a second and have to travel 240 meters to leave your ams field, taking 3 seconds, when normally the ams takes down 2.3 missiles a second, so you essentially have 6 ams if you have on 2
About range module: All in All the ams module is mehhh, it probably wont make a difference with 1 ams except against something with srms since 1 ams ALMOST destroys 1 srm and you stand at least 128 meters away then you may actually stop 1 srm with 1 ams, but against lrms you will probably need two ams for a proper difference, making it shoot down 5 instead of 4 about
Disclaimer:
This data was gathered in battle, unfortunately couldn't use custom match to test out some of the missiles fully since you need 24 people for that.......... so there is some stuff that MAY be off but the lrm per salvo destroyed is accurate for sure and the amount of damage the ams got in seemed to vary a bit...............
I got bored and was running the Lorm Chaser okay! DON'T JUDGE ME!!!!!!!!!!!!
http://mwo.smurfy-ne...4ee3bcfbf00a064
As you can guess, I do not get laid often....................