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To Mount Ams Or To Not Mount Ams...


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#21 Tahribator

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Posted 06 November 2014 - 02:30 AM

PGI made some interesting changes to the whole ECM/BAP/AMS balance with the last patch. When the groups are close together, ECMs are pretty much disabled in BAP presence from now on. The power of BAP/NARC scouts are buffed immensely.

Coupled with the AMS ammo buffs, I think it's worth to bring AMS whenever possible in solo matches right now.

#22 Rushin Roulette

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Posted 06 November 2014 - 02:37 AM

View PostAlexander MacTaggart, on 22 October 2014 - 03:48 PM, said:

TO MOUNT AMS OR TO NOT MOUNT AMS...



Whether 'tis Nobler in the mind to suffer
The LURMs and Arrow IVs of outrageous Fortune...


If you find yourself decimated by LURMS, then deffinitely take AMS (or always fight close by cover). If not, then dont.

Edited by Rushin Roulette, 06 November 2014 - 02:37 AM.


#23 DONTOR

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Posted 06 November 2014 - 12:52 PM

Only time I ever like AMS is on A Commando becase it partially blinds you when it fire's its soooo amazing! IMMERSION!!!!!!!!

#24 Shalune

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Posted 06 November 2014 - 01:18 PM

LRMs are silly. Sure they shake you around and look scary, but they really don't do that much damage unless you're getting pelted nonstop, and that's easily avoidable. People mostly mess this up by panicking. Stay in cover even if you get lit up by that 1 missile per volley that magically connects.

I just accept that I might lose 3-8% of my mech to LRMs every game, but it doesn't matter since that damage is spread across most components. Meanwhile at least 1/12 of their team is gimped in any direct fights.

There's only 2 situations I take AMS:
- I have 1.5 tons free after adding everything I could ever want including BAP for targeting time.

- Sometimes in an assault mech, or something with absolutely unbearable hitboxes like the TDR.

#25 kosmos1214

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Posted 06 November 2014 - 01:48 PM

View PostMisterPlanetarian, on 04 November 2014 - 01:08 PM, said:

1.0 tons now. 1000 shots is enough for a single system imo. If you could deactivate it when under cover etc it would be almost too much imo.

you can with the ~ key

#26 Saiphas Cain

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Posted 07 November 2014 - 03:46 PM

I take it on mechs with a great deal of facetime hoping that others do as well, or on mechs that can mount multiples mostly. Checking the number of AMS hits required to kill a NARC pod and the incredible speed of NARC pods now I'm wondering if a single AMS is even capable of shooting them down in normal operation. When I'm NARCing I'm typically doing it in a speed demon mech from under 100 meters or so. Half the time I don't even know if I hit because the trail isn't rendered like SRM's. I have to look back for the icon a second or two later. The main problem with skipping them in PUGs is the prevalence of LRM's from different angles. I constantly hear calls of using cover and playing smart but the fact is, cover is not omnidirectional, and hugging a spire or building doesn't shield you from all angles. In addition to that, sometimes your local cover is of insufficient height to do much. Regardless of any of this it means being pinned down unless you're willing to give up slabs and slabs of armor. The damage from LRM's is spread, yes, but it's spread among very dangerous places. light mechs tend to take leg hits, and heavies and assaults tend to take upper body hits, which is where most of their incoming damage is focused anyway.Given the choice, the radar derp module is a far superior tool to avoiding LRM fire than the AMS and it doesn't cost any tonnage.





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