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Ams Useless


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#21 ztac

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Posted 13 July 2014 - 04:44 AM

Yeah AMS sucks , but the idea that people actually get rewards for carrying them and destroying missiles sounds good.... maybe also ECM boats and other specialists, but I think Narc and Tag get some kind of reward which is odd .. helping destroy = reward , helping safeguard = nothing......

P.S. even 6k AMS is not enough in some games! (sounds like a movie title :- 6K AMS ammo is not enough!).

#22 Blue Hymn

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Posted 13 July 2014 - 05:23 AM

There's another reason why AMS toggle would be useful; concealment from enemy detection. AMS light up whenever enemy missiles are nearby - and if no one has noticed it yet - it also gives away your position as well. An enemy mech can - if he has the rounds to spare - fire off a salvo of missiles in any direction, and use that as a detector to pinpoint enemy movement/direction as the AMS automatically tries to shoot it down - regardless if those salvos are locked onto something or not.

Kind of bad if you're trying to flank or sneak up behind an enemy formation, either by yourself or with a small task force.

An AMS toggle can allow two things at least: a.) conserving ammo expenditures and b.) prevention in the AMS from revealing your position when you are moving in cover.

#23 El Bandito

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Posted 13 July 2014 - 06:03 AM

View PostEnzlaved, on 13 July 2014 - 03:47 AM, said:

yeah maybe. but it would be nice when there are other ppl in the group who have AMS equiped. and please you all, don't talk about teamwork in PUGs when nobody is building his mechs to be team oriented... nobody equips AMS, the ECM mechs run straight away from the group right after beginning of the match to snipe somewhere far away... alone. Light mechs go into brawling mode against Assault mechs to do as much dmg as possible to ALL targets, Everybody with enough hardpoints only equips LRMs no matter what weight class and standing still way behind the group pushing one button without any sense and so on and so on... i dont wanna waste MY (*egoism on*) AMS ammo to those ppl, they should equip their AMS to be a little save against LRMs.


For what it is worth, I equip AMS on almost all of my mechs and it does help the team in pug matches, even if I do not get recognition for it. Just look at the bigger picture and be the bigger man. Pug match or not, you need your meat shields (teammates) to survive longer so you can take advantage of it.

#24 Pjwned

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Posted 13 July 2014 - 07:24 AM

It would help if it didn't attempt to shoot at missiles through walls, wasting all its ammo and you can't do anything about it because of no toggle.

View PostEl Bandito, on 13 July 2014 - 06:03 AM, said:


For what it is worth, I equip AMS on almost all of my mechs and it does help the team in pug matches, even if I do not get recognition for it. Just look at the bigger picture and be the bigger man. Pug match or not, you need your meat shields (teammates) to survive longer so you can take advantage of it.


Personally I don't bother with AMS because I build my mechs fast enough to not need it and if somebody else on my team has a real need for it they're probably going to get killed anyways, I see too many idiots walking out and getting picked apart by LRMs all the time and me sticking on 1 AMS isn't going to do much because I'm not also running out and getting destroyed.

It is nice when I get AMS coverage from a nearby teammate because sometimes I do get hit by a few salvos but it's rarely actually needed for me.

Edited by Pjwned, 13 July 2014 - 07:29 AM.


#25 TimePeriod

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Posted 13 July 2014 - 07:37 AM

I only take +3 tons of AMS ammo for any 'Mech with more then 1 AMS. Any more then 2 tons is a waste in my eyes.

#26 Wolfways

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Posted 13 July 2014 - 07:46 AM

Wow, AMS need more ammo/ton...
That would be because they suffer from the exact same problem as all ammo-based weapons. Ammo counts from a TT game which represents a few minutes of combat moved over into a game that is up to 15 minutes of combat.
All ammo/ton needs increased!

#27 LordKnightFandragon

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Posted 13 July 2014 - 08:56 AM

View PostGneckes, on 13 July 2014 - 02:05 AM, said:

Yeah, that would be pretty cool. Couldn't be a big reward obviously, but would be nice to incentivise Teamwork.



2xp, 2cbills per missile shotdown. Kitfox with the x3 could really rake in a nice little bonus.

#28 Mcgral18

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Posted 13 July 2014 - 09:00 AM

On the plus side, missiles will still be shot down through objects.

So, the derps who stand around in the open will thank you.

#29 Sephlock

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Posted 13 July 2014 - 09:01 AM

View PostCheeseThief, on 13 July 2014 - 02:04 AM, said:

Or people could be rewarded for shooting down missiles so people take a decent amount of AMS ammo for once.

*sigh*

Maybe I should change my name from "Sephstradamus" to "Sephssandra".

#30 The Blood God

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Posted 13 July 2014 - 09:29 AM

View PostBlue Hymn, on 13 July 2014 - 05:23 AM, said:

There's another reason why AMS toggle would be useful; concealment from enemy detection. AMS light up whenever enemy missiles are nearby - and if no one has noticed it yet - it also gives away your position as well. An enemy mech can - if he has the rounds to spare - fire off a salvo of missiles in any direction, and use that as a detector to pinpoint enemy movement/direction as the AMS automatically tries to shoot it down - regardless if those salvos are locked onto something or not.

Kind of bad if you're trying to flank or sneak up behind an enemy formation, either by yourself or with a small task force.


this is exactly why i take many tones lrm ammo in the A1

#31 Heeden

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Posted 13 July 2014 - 09:38 AM

I think lasers and machine guns should be able to hit missiles.

#32 Wolfways

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Posted 13 July 2014 - 09:58 AM

View PostHeeden, on 13 July 2014 - 09:38 AM, said:

I think lasers and machine guns should be able to hit missiles.

I think missiles should be able to hit mechs.

#33 Bors Mistral

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Posted 13 July 2014 - 10:10 AM

Frankly, I wouldn't mind more ammo per tonne for AMS, or at the very least reduced screen shake and obfuscation when getting stream-pummelled by clan-LRMs.

And, of course, a freaking AMS toggle switch and AMS not trying to shoot through terrain would be a welcome addition to the game.

#34 Heeden

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Posted 13 July 2014 - 10:15 AM

View PostWolfways, on 13 July 2014 - 09:58 AM, said:

I think missiles should be able to hit mechs.


I think they can.

#35 Wolfways

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Posted 13 July 2014 - 10:19 AM

View PostHeeden, on 13 July 2014 - 10:15 AM, said:


I think they can.

I think my ELO went up :)

#36 Xarian

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Posted 13 July 2014 - 01:15 PM

I've had a couple games where the opposing team had so much AMS that they didn't take a single point of damage from our 2 missile boats (+ me, who was running a pair of LRM 5s). I was shooting my missiles up in the air because it was funny watching them get exploded before they even hit the arc.

#37 ztac

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Posted 13 July 2014 - 01:20 PM

AMS are still useless when the MM decides to give 1 team an awful lot of tubes and ECM , yet the opposing team gets hardly any tubes nor ECM and very few AMS capable mechs (ones with it fitted). those games are a joke!

I guess PGI needed some way to take the dice from TT and put them in here .. it's called the matchmaker!

Edited by ztac, 13 July 2014 - 01:21 PM.


#38 Kilo 40

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Posted 13 July 2014 - 04:42 PM

View PostEnzlaved, on 13 July 2014 - 03:39 AM, said:


what do you dont understand there? half a minute are 30 seconds or not?


I understand what you're saying perfectly. I'm just saying you're full of BS.

Quote

looks like you're one of those guys who refuses to equip AMS... cause you dont even have a clue how fast those 2tons AMS Ammo are gone.

Go equip AMS, go out and fight with the pulk of your teammates and i dont even give you 1 minute in a good fight and your ams ammo is gone. Try it out before discussing something on wich you havn't got a clue about.


I used AMS for well over a year, and only stopped using it after the clans were released, so I'm well aware of how much ammo it uses and how quickly, which is why I'm saying you're greatly exaggerating how quickly it's used up.

#39 Foxwalker

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Posted 13 July 2014 - 05:09 PM

I find AMS to be useful, that is for the opposing team. I have teammates that dumb fire LRMs and it nicely shows the approximate locations of the enemy. :P

#40 Jeb

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Posted 13 July 2014 - 05:21 PM

I run ams on most my mechs, with 1 -2 tons of ammo...
Most maps I have ams ammo till at least 1/2 way through the battle or longer if the other team doesn't have a lot of LRMs.
The maps I do run out fast are when the other team has tons of LRMs, and if I run out, that means I at least stopped some of that damage to my team... I usually see at least 2-3 others running AMS as well in my drops.

I do agree though that AMS ammo might need a bit of a boost though since we do use it up faster now.


Also a toggle for on off would be nice, and a fix for it shooting through walls/tunnels etc.

Edited by Jeb, 13 July 2014 - 05:23 PM.






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