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Ams Now Has Toggle.

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#1 El Bandito

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Posted 10 September 2014 - 06:15 AM

One less reason not to bring one, or two (or even three).

Cmon fellas. B)

http://mwomercs.com/...23-09-sep-2014/


It is also been mathematically proven that even if 50% of your bullets hit nothing, AMS still saves nearly 2 tons of armor per 1 ton of ammo.

Bring an AMS, save a pugger.

Edited by El Bandito, 10 September 2014 - 07:10 AM.


#2 Kiiyor

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Posted 10 September 2014 - 06:16 AM

View PostEl Bandito, on 10 September 2014 - 06:15 AM, said:

One less reason not to bring one, or two (or even three).

Cmon fellas. B)

http://mwomercs.com/...23-09-sep-2014/


I, prefer Hills. Or large rocks. Outcrops? Sometimes other mechs.

#3 Fut

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Posted 10 September 2014 - 06:18 AM

Praise Jebus - AMS Toggle!

Also:

Quote


New Weapon Modules
  • Weapon modules are now separated into different categories in the front end.
  • Categories are: All, Range, Cooldown, and Miscellaneous.
  • Weapons cooldown modules added (up to Rank 5)
  • Reduces the cooldown effect of weapons before they are able to fire again



That ^ seriously made me hard....

Edited by Fut, 10 September 2014 - 06:20 AM.


#4 El Bandito

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Posted 10 September 2014 - 06:28 AM

View PostKiiyor, on 10 September 2014 - 06:16 AM, said:


I, prefer Hills. Or large rocks. Outcrops? Sometimes other mechs.


Me too. But I still bring one to cover some of my less experienced teammates from early demise. Longer they stay alive, longer they can be my meat shields.

#5 Kiiyor

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Posted 10 September 2014 - 06:36 AM

View PostEl Bandito, on 10 September 2014 - 06:28 AM, said:


Me too. But I still bring one to cover some of my less experienced teammates from early demise. Longer they stay alive, longer they can be my meat shields.


Yeah, every now and again I like to dust of my Fox for just that reason. I find an Atlas or Stalker, and we become one. It makes it hard for him to reverse when I'm attempting to weld myself to his legs, but an Atlas should lead from the front anyways.

#6 Flyby215

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Posted 10 September 2014 - 07:07 AM

I never really needed an AMS toggle; especially since I usually carry enough ammo with mine (2-3 tons). Albeit, I know it was genuinely asked for, and might convince a few more people to bring one. Win-win I guess.

Also, weapon cooldown modules scare me... AC40s ho!

#7 Sorbic

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Posted 10 September 2014 - 07:19 AM

I wish they would have just addressed issues with it shooting at walls/ceilings/whatever. I mean we already see a lot of selfish playing habits and I can just imagine how many people will run with theirs off unless it's targeting them.

I love people who just use cover. More of my LRM's land on their, and especially their teammates, heads.

#8 A banana in the tailpipe

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Posted 10 September 2014 - 07:24 AM

The toggle is a band-aid for a bigger problem in my opinion so wake me when AMS is coded to no longer go through terrain. Standing on top of the side tunnel entrance on crimson trying to LRM some peeps out in the water, only to have AMS spraying your missiles down from INSIDE the mountain is something I won't get over easily.

Edited by lockwoodx, 10 September 2014 - 07:26 AM.


#9 El Bandito

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Posted 10 September 2014 - 06:41 PM

View Postlockwoodx, on 10 September 2014 - 07:24 AM, said:

The toggle is a band-aid for a bigger problem in my opinion so wake me when AMS is coded to no longer go through terrain. Standing on top of the side tunnel entrance on crimson trying to LRM some peeps out in the water, only to have AMS spraying your missiles down from INSIDE the mountain is something I won't get over easily.



So you are crying that AMS is too effective?

#10 Johnny Reb

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Posted 10 September 2014 - 07:47 PM

View PostSorbic, on 10 September 2014 - 07:19 AM, said:

I wish they would have just addressed issues with it shooting at walls/ceilings/whatever. I mean we already see a lot of selfish playing habits and I can just imagine how many people will run with theirs off unless it's targeting them.

I love people who just use cover. More of my LRM's land on their, and especially their teammates, heads.

Heh, still better than that player not bringing any at all.

edit: the ams hoarder might be useful end game v. only/mainly lrm boats left. Might actually use 1.5 tons to protect my lrm boat from other lrm boats now!

Edited by Johnny Reb, 10 September 2014 - 07:51 PM.


#11 El Bandito

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Posted 10 September 2014 - 07:59 PM

View PostJohnny Reb, on 10 September 2014 - 07:47 PM, said:

Heh, still better than that player not bringing any at all.

edit: the ams hoarder might be useful end game v. only/mainly lrm boats left. Might actually use 1.5 tons to protect my lrm boat from other lrm boats now!



Go for it. My Dual AMS STK-5S has never lost an LRM duel with another boat.

#12 Johnny Reb

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Posted 10 September 2014 - 08:02 PM

View PostEl Bandito, on 10 September 2014 - 07:59 PM, said:



Go for it. My Dual AMS STK-5S has never lost an LRM duel with another boat.

Well my Kintro with 1,710 lrms rocking 5 lrms 5 could prolly use this option in a pinch, I would go to 1,500 lrms. I can run away and just not die like your mighty Stalker, with lrm defense as I run!

edit: lrm duel in a kintro is never advised!
edit2: I find effective medium lrms the sweetspot, let the heavys be timbers and assaults be dire or d-dc. I run in groups, unless forced in a get something tourney.

Edited by Johnny Reb, 10 September 2014 - 08:07 PM.


#13 El Bandito

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Posted 10 September 2014 - 08:05 PM

View PostJohnny Reb, on 10 September 2014 - 08:02 PM, said:

Well my Kintro with 1,710 lrms rocking 5 lrms 5 could prolly use this option in a pinch, I would go to 1,500 lrms. I can run away and just not die like your mighty Stalker.

edit: lrm duel in a kintro is never advised!


Yes, 1500 ammo is still 60 salvos for the LRM25 KTO--more than enough in a fight. Especially since KTOs can run fast enough to get into the optimal firing position, thus wasting less ammo than slow moving boats.

Edited by El Bandito, 10 September 2014 - 08:06 PM.


#14 Johnny Reb

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Posted 10 September 2014 - 08:10 PM

View PostEl Bandito, on 10 September 2014 - 08:05 PM, said:


Yes, 1500 ammo is still 60 salvos for the LRM25 KTO--more than enough in a fight. Especially since KTOs can run fast enough to get into the optimal firing position, thus wasting less ammo than slow moving boats.

I run machine gun lrm5 so more like 300 salvos! Can also save lrms if I lose target.

edit still lose lrms but toggle ams makes more sense now for this build.

Edited by Johnny Reb, 10 September 2014 - 08:14 PM.


#15 Koniving

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Posted 10 September 2014 - 08:17 PM

View Postlockwoodx, on 10 September 2014 - 07:24 AM, said:

The toggle is a band-aid for a bigger problem in my opinion so wake me when AMS is coded to no longer go through terrain. Standing on top of the side tunnel entrance on crimson trying to LRM some peeps out in the water, only to have AMS spraying your missiles down from INSIDE the mountain is something I won't get over easily.


View PostEl Bandito, on 10 September 2014 - 06:41 PM, said:

So you are crying that AMS is too effective?


I believe he is referring to this instance...

You are in a tunnel.
LRMs are fired overhead.
Your AMS reacts as if it can see the missiles.
However, the AMS field does NOT destroy any missiles. It only reacts.

There is code that says "You can't destroy these." But there isn't a code to say "You should not fire at these?"

Why not?

#16 El Bandito

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Posted 10 September 2014 - 08:18 PM

View PostKoniving, on 10 September 2014 - 08:17 PM, said:




I believe he is referring to this instance...

You are in a tunnel.
LRMs are fired overhead.
Your AMS reacts as if it can see the missiles.
However, the AMS field does NOT destroy any missiles. It only reacts.

There is code that says "You can't destroy these." But there isn't a code to say "You should not fire at these?"

Why not?


Then turn off AMS while inside tunnel. Voila.

That takes care of the issue until PGI fixes it.

Upon reading it again, he is clearly crying about AMS from inside tunnel shooting down his LRMs from below.

Edited by El Bandito, 10 September 2014 - 08:21 PM.


#17 terrycloth

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Posted 10 September 2014 - 08:21 PM

Machine gun lrm5s are sweet, but completely useless against AMS. Fortunately, you can switch back and forth.

#18 Spheroid

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Posted 10 September 2014 - 08:21 PM

This will be very useful for forward elements scouting with seismic who don't want to reveal their location.

#19 Koniving

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Posted 10 September 2014 - 08:22 PM

View PostEl Bandito, on 10 September 2014 - 08:18 PM, said:

Then turn off AMS while inside tunnel. Voila.

It's literally less scripting for the AMS to automatically NOT fire on said missiles. It's already written in the same one that says it can't destroy missiles through walls. It needs only to include it can't fire on missiles through walls.

An option to turn it on and off would be nice.
But between the two it is less work to just do it right.

#20 El Bandito

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Posted 10 September 2014 - 08:23 PM

View PostKoniving, on 10 September 2014 - 08:22 PM, said:

It's literally less scripting for the AMS to automatically NOT fire on said missiles. It's already written in the same one that says it can't destroy missiles through walls. It needs only to include it can't fire on missiles through walls.

An option to turn it on and off would be nice.
But between the two it is less work to just do it right.



You can already turn AMS on off. Didn't you read the patchnotes? That said, it would be a good addition not to let AMS fire at missiles throguh the wall.

Edited by El Bandito, 10 September 2014 - 08:24 PM.






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