Hi guys,
I think that it would be fair to offer an alternative to the standard, prohibitively ineffective and heavy AMS, which is woefully inadequate and not worth sacrificing armor or other useful implemints for. http://www.sarna.net...-Missile_System, official canon. Please consider this for future patches. Other players please provide input and support the enhancement of a more functional and viable AMS.
Best regards development team,
Projecticles.
2
Laser Based Ams
Started by Projecticles, Mar 13 2016 01:56 PM
6 replies to this topic
#1
Posted 13 March 2016 - 01:56 PM
#2
Posted 13 March 2016 - 02:10 PM
It would be only for clans at this point in the tech/timeframe. The trade of is its almost like a small laser or pulse laser always firing when missiles are around so heat wise it would require that and if oyu run it on a hot build you might have to actually turn it off and on as needed, and a missile stream could end up over heating a mech in time lol.
#3
Posted 13 March 2016 - 02:47 PM
Yeah steiner didn't develop it till 3059
while the clanners (at least wolf) had it as early as 3048
Also the clan version does 5 heat per shot while the IS one does 7 heat per shot I'm betting a good 1000 Cbills that PGI will make that reverse.
while the clanners (at least wolf) had it as early as 3048
Also the clan version does 5 heat per shot while the IS one does 7 heat per shot I'm betting a good 1000 Cbills that PGI will make that reverse.
#4
Posted 14 March 2016 - 06:07 AM
Um, Wrong forum, Unless you want a LAMS for your Gaming Rig IRL. If so, Good Luck with that.
#5
Posted 14 March 2016 - 07:03 AM
Forget flamers, just fire LRMs. That is what I did on table top to over heat mechs with laser AMS.
#6
Posted 15 March 2016 - 10:00 PM
LAMS for gaming rigs sure would be a hot ticket item
#7
Posted 15 March 2016 - 11:15 PM
Why?! In tabletop a ton of C-AMS ammo was 24 shots and IS-AMS was 12 shots and in MWO its 2000 shots. I think that's over-blown as it is. It couldn't engage any missiles except those aimed at your mech, and it typically was empty after engaging only 2 flights of missiles, and at most could stop 12 missiles per engagement.
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