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Ams Is Def Broken Or Bugged Or Something


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#1 Dakshinamurthy

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Posted 11 July 2014 - 07:46 AM

AMS seems to be bugged or broken and has been for a while. From the Atlas-K to the kittyfox it simply doesn't perform consistently. Occasionally they simply don't fire, and for some odd reason they seem to perform at the proper rate when covering allies, but when the missiles are targetting the mech with ams they barely intercept any missiles.

Going from 1 AMS to 2 or 3 doesn't seem to make as big a difference as it should, all 3 of the AMS shoot the same incoming missiles making them entirely redundant. Like I said before, occasionally it seems like 2-3 ams will perform properly when covering allies but not on the mech thats using them. I tried out the kittyhawk with 3 ams and it was unable to shoot down a simple 30 clan lrm barrage from a timby. It barely got half the missiles, that's a terrible trade off for the weight + ammo.

I see tons of people commenting on the forums about how AMS is the new meta and how it is the counter to lrms. But I don't get it have these players just not tried it out? It isn't nearly as good as people make it out to be, in fact half the time it literally doesn't work.

Another odd bug is that if say 3-4 people are shooting lrms at you, the AMS doesn't seem to intercept anymore of the missiles than if 1 lrm is shooting you. So say 1 guy is shooting you, the ams might shoot down 20 of 30 missiles, but if four guys are shooting you it still only shoots down 20 of say 120 missiles. It's like the AMS bullets literally can't hit the missiles unless its targetting them, when you would think the sheer volume of bullets would take out say 50% of all incoming missiles, regardless how many there were, and maybe more if they are all coming in at the same angle.

Edited by Dakshinamurthy, 11 July 2014 - 07:47 AM.


#2 Kiiyor

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Posted 11 July 2014 - 07:54 AM

I used to think the same thing - but after countless experiments generally resulting in me exploding, i've decided that it does indeed work. The trouble is the impulse - it's hard to tell the difference from a huge barrage striking you, and the same barrage cut by about a third, because you still shake like you're a washing machine on spin cycle, filled with bricks.

My Stalker with dual AMS eats missiles alive. Every now and again I load it with AMS range and AMS... betterness, and it eats missiles, especially clan ones. Still impossible to aim with when you're being shot though.

#3 Koniving

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Posted 11 July 2014 - 08:00 AM

I believe this is spam related.
It takes 1 second to destroy 1.5 missiles. That's 2 seconds to destroy 3 missiles. This is one AMS, default stuff no enhancements.

Now consider this, you are being bombarded by an endless stream of missiles.
The first volley hits you do fine. Second one hits, you do okay but it was 0.5 seconds after the last... AMS also has a delay in changing targets.
That second missile volley hit you in half the time of the last, so you destroyed 1.5 missiles.
That .5 missile hit you already.
As the third volley hits you have one missile destroyed.
Now as the fourth volley hits, you have even less than 0.5 seconds (as two LRM boats are spamming you now.) Your AMS is effectively destroying 0.5 missiles...effectively destroying ZERO.

It's now overwhelmed.
Combine a big LRM with several smalls and pack in two or three players with this and your AMS, even with 6 AMS, is absolutely worthless.

#4 ztac

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Posted 11 July 2014 - 08:40 AM

In the real world AMS systems work very differently, In the real world AMS systems hit all the missiles! (we are talking the chain gun variety here ), but even Iron Dome has a very high success rate.

But this is not the real world , this is a board game put into a FPS world.

And in this world even 5 AMS don't hit many missiles, but missiles are fine ... PGI said so (and how often are they wrong about stuff? You have your answer).

But they like LRM and have a special LRM fan club you know!

#5 Simbacca

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Posted 11 July 2014 - 08:45 AM

View Postztac, on 11 July 2014 - 08:40 AM, said:

In the real world AMS systems work very differently, In the real world AMS systems hit all the missiles! (we are talking the chain gun variety here ), but even Iron Dome has a very high success rate.

But this is not the real world , this is a board game put into a FPS world.

And in this world even 5 AMS don't hit many missiles, but missiles are fine ... PGI said so (and how often are they wrong about stuff? You have your answer).

But they like LRM and have a special LRM fan club you know!

However, the Phalanx, Gatekeeper and related gun systems have never actually faced a massed missile attack that mechs in this game commonly encounter.

#6 Nicholas Carlyle

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Posted 11 July 2014 - 08:48 AM

View Postztac, on 11 July 2014 - 08:40 AM, said:

And in this world even 5 AMS don't hit many missiles, but missiles are fine ... PGI said so (and how often are they wrong about stuff? You have your answer).


Wtf are you smoking?

5 AMS utterly destroys Clan missiles, and certainly doesn't let much in the way of IS LRMs through.

If LRMs were really scary, wouldn't you think EVERYONE would have AMS? Do you understand what 10 AMS on a team does? It totally negates LRMs.

#7 Sephlock

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Posted 11 July 2014 - 08:54 AM

View Postztac, on 11 July 2014 - 08:40 AM, said:

And in this world even 5 AMS don't hit many missiles, but missiles are fine ... PGI said so (and how often are they wrong about stuff? You have your answer).

But they like LRM and have a special LRM fan club you know!
Is today opposite day?

#8 Threat Doc

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Posted 11 July 2014 - 09:01 AM

PGI are trying to stick with the rules of the game, the lore, as much as possible. The lore says you're dealing with technology that is centuries old, and at the beginning of the game universe, as published in 1984, you were dealing, for the most part, with just-post-World-War-II technology, because mankind beat itself very nearly into the dark ages. No one knew how to produce NEW BattleMechs, barely knew how to maintain the automated factories in the Inner Sphere, don't know the principles behind how JumpShips and DropShips work, and no new ones had been produced in a while, until various factions in the Inner Sphere started finding Star League Memory Cores, and then started to learn how to do all of this stuff, again.

The game rules say that Inner Sphere Anti-Missile Systems shoot down 1d6 missiles per rack of missiles fired, but expend 2d6 ammunition per same rack. They are LosTech and, in the time period being dealt with, the Inner Sphere is still trying to learn all of the tricks of the trade. The hit percentages of IS AMS in MWO are MUCH higher than the board game and, as far as I'm concerned, are working properly. AMS is working better than it should, but only marginally, and it's designed to mitigate -reduce- damage, not take it away entirely; it is working the way it should, in accordance with the game universe.

Edited by Kay Wolf, 11 July 2014 - 09:02 AM.






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