Sarna on the ATM system in general
Sarna’s ATM-3 stat page
Sarna’s ATM-6 stat page
Sarna’s ATM-9 stat page
Sarna’s ATM-12 stat page
Got it? Good. Okay. Here we go.
Clan FutureTech is, principally, characterized by three weapons systems – heavy lasers, HAGs (Hyper-Assault Gauss weapons), and Advanced Tactical Missiles, typically known as ATMs. These three weapons are the primary ‘advanced’ armaments of the Clan technology base for a very long time. Other weapons come available here and there, but usually only as experimental systems or rare one-offs, or as very lightweight gear we’re not likely to get. But when a woman thinks “Clan FutureTech”, these three weapons are what comes to mind.
The problem, of course, is that ATMs’ entire schtick is the ability to make use of multiple situation-specific ammunition types which can be switched between on the fly. Piranha has thus far proven 100% incapable of doing switchable ammo, which many players assumed meant that weapons such as ATMs and the Inner Sphere’s MMLs, which are equally 100% dependent on switchable ammo, are off the table.
I don’t believe this needs to be the case, and in any case I felt like typing a lot, so huzzah. In this thread I intend to provide a general overview of what ATM numbers mean for people less familiar with tabletop than even myself (and I am by no means familiar with it, I just have a decent idea how the numbers translate) and discuss possible fixes, implementations, and balance ideas for one of the most interesting weapon systems in BattleTech.
First of all, numbers.
The ATM-3 weighs 1.5 tons and takes up two critical slots in a ‘Mech.
The ATM-6 weighs 3.5 tons (goddamnit Jordan) and takes up three critical slots in a ‘Mech.
The ATM-9 weighs 5 tons (goddamnit Jordan) and takes up four critical slots in a ‘Mech.
The ATM-12 weighs 7 tons (god DAMNIT Jordan) and takes up five critical slots in a ‘Mech.
ATMs are lock-on missiles stated to come with an integrated Artemis VI fire control system, and as such are most directly comparable to (currently implemented) ALRMs or Streak SRMs. Obviously, this means they cannot accept external Artemis VI targeting systems.
Standard ATM warheads have a 450-meter maximum range and a 120-meter minimum range. They deal 2 damage per warhead.
Extended-Range ATM warheads have an 810-meter maximum range and the same 120-meter minimum range as Standard warheads. Because they trade payload weight for extra booster fuel, they only deal 1 damage per warhead.
High Explosive ATM warheads have a 270-meter maximum range, but no minimum range. They deal 3 damage per warhead.
One ton of ATM ammunition, of any type, offers 60 warheads (with the exception of the ATM-9, which is given 63 warheads for the purposes of more logical TT performance). In TT, any given ATM ammo bin is declared as being Standard, ER, or HE prior to combat. The player can choose which ammunition type he intends to fire at any point in his attack before firing it (I assume), under the assumption that the ‘Warrior can flip whatever cockpit lever lets him switch between bins on the fly.
What Does All This Actually Mean?!
In short?
Numerically, ATMs are total crap!
Assuming all shots fired are HE rounds, one 60-warhead ton of ATM ammunition is worth 180 damage. One 100-warhead ton of cSRM ammunition in MWO is worth 200 total damage, meaning SRMs outdamage ATMs even under optimal ATM conditions. cLRMs, dealing 1 damage per 120-warhead ton of ammunition, deal exactly double the damage-per-ton of ATM ER ammunition, weighing in at a pithy 60 points of damage per ton if fired exclusively as ER.
ATMs also do not compete well DPS-wise with either dedicated missile type. An ATM-3 is a 1.5-ton weapon, identical in weight to a cSRM-6. This may shock you, but an ATM-3 fires three ATMs per salvo. If firing HE warheads, this equates to 9 total damage, while an SRM-6 will land a possible 12 damage at the same range for the same weight.
At LRM range, the largest possible ATM launcher is the ATM-12, which deals 12 damage from a 7-ton launcher with ER payload. The same weight of cLRM launcher, two cLRM-15s, deals 30 damage in the same shot. That’s…rather significant. Like holy buckets that’s a one-sided fight! Assuming a more weight-efficient quartet of ATM-3s (6 tons to 7)…well, then three cLRM-10s also gives you 30 damage to 12 damage. Barf.
ATM ER ammo loses really, really badly to standard LRMs, and ATM HE ammo loses to SRMs if not as badly as ER loses to LRMs. Standard munitions have no Clan equivalent, but are still a very sad 120 damage per ton of ammo, matching LRMs (at half the range) but losing egregiously to SRMs.
On the face of it, there seems to be very little reason to use ATMs at all. Sure, you can have one launcher that covers the entire range gamut, but it’s s susceptible to ECM interference as LRMs/Streaks are, and ER ATM salvos are a huge waste of both time and ammunition weight. Extremely inefficient, and that’s if you play perfectly and never shoot the wrong ammo at the wrong time. Good luck with that part!
So how do we overcome all of these limitations? To recap what those limitations are:
-Switchable ammo has proven extremely difficult for Piranha to do
-ATMs are SUPER inefficient in terms of total damage per ton of ammo
-Prone to “SHOOT I forgot to switch bins!” user error even if Piranha can finally do switchable ammo, further reducing damage efficiency
-Larger and bulkier than all other Clan missiles systems on a tube-for-tube basis, by far
-ER ammo sucks all the rocks
-Lock-on missiles’ “stare at them until the salvo hits” bad gameplay design
That’s a lot of limitations! But it’s not an insurmountable list. I believe I’ve got a prototype method for implementing ATMs that would make the weapons at least partially viable, and which furthermore could be extended, in part, to Streak SRMs to make them behave better and more consistently, especially against larger targets.
I call it the 1453R Make ATMs Suck Less Plan 2017, and it has three main components:
1.) Flight Path
2.) Damage Dropoff
3.) Weighted Bone Targeting
Step One: Flight Path.
ATMs are not LRMs. They do not, to my knowledge, come with indirect fire capability, and if they do in TT I don’t care. ATMs deal enormously less long-range damage than LRMs do…so let them do that much lesser damage more easily and consistently. ER (and Standard) ATM ammo should fly the same general way Streak SRM ammo does – straight at the target via shortest-trajectory, at much higher velocities than LRM launchers do. When that guy seven hundred meters away fires ER-ATMs at you, he should have a pretty damn good chance of actually hitting you if you’re not equipped with AMS or already moving into cover. This gives ATMs a viable long-range niche where they can outperform LRMs, and helps them be slightly less irrelevant at higher levels.
Step Two: Damage Dropoff
ATMs do not come with three different ammo types, nor do players have to remember to switch what ATM style they’re firing. Instead, you just get ‘ATM Ammo’ the same way you get ‘LRM Ammo’ or ‘SRM Ammo’. That ammo delivers its damage in three discrete stages: from 0 meters to 270 meters, ATM Ammo deals 3 damage/warhead. From 271 to 450 meters, ATM Ammo deals 2 damage/warhead. From 451 meters to 810 meters, ATM Ammo deals 1 damage/warhead. This neatly solves both the “Piranha can’t do switchable ammo to save their lives” issue and the “CRAP I forgot to switch bins!” issue and encourages players to be more mindful of their positioning and range, at the same time. Firing close to the range cutoffs for each grade of ATM ammo means often dealing significantly less damage than you thought you would, though you will always get something out of an ATM shot. No accidentally firing ER ammo at 80 meters expecting HE instead.
Step Three (the important one): Weighted Bone Targeting
This is something I’d extend to Streak SRMs as well, but which came about whilst I was trying to think of a way to Make ATMs Suck Less that Piranha might actually do. ATMs, much like Streaks, target an enemy ‘Mech’s animation-rig bones when fired, which would normally make them absolutely worthless. What I propose, however, is that ATMs, Streaks, and maybe even regular LRMs to some extent switch to a system where the random determinant of which bone a given missile targets is weighted based on where the crosshair is pointing when that missile fires.
If you’re aiming at CT, then RNG is weight towards favoring CT bones or those closer to CT than to, say, the left leg. You can still roll weird results, but overall the system should favor delivering damage directly under, or at least closer to, your crosshair rather than simply slapping warheads all over wherever it bloody well pleases. The player is given some agency over where their missiles go, without entirely sacrificing the random distribution that is a big part of the balancing paradigm for auto-hitting NeverMiss-iles. ATMs’ integrated Artemis is represented by fast lock-on times and higher missile tracking strength than most other lock-on missile types, which also helps further differentiate the system.
I believe this would be a simpler solution for Piranha to implement than many of the ground-up redesigns people keep coming up with, and would make both ATMs and Streaks far more useful against larger targets than they otherwise would be.
Given the longer range and higher velocity of 1453R-style ATMs, WBT could even allow them to be semi-useful out to something actually approaching their nominal range! LRM boats would be super sad but that’s okay!
The Final Product:
Ideally, ATMs become a usable all-purpose weapon capable of consistently delivering damage at any range, with more skilled users able to direct that damage more accurately where they want it to go without having to rip out the entire missile lock codebase and redo it from scratch. They don’t match the brawling power of SRMs, they don’t match the sheer saturation damage of LRMs, and their very low salvo counts make them exceptionally vulnerable to AMS (probably enough so to warrant a slight missile HP buff, but who knows), but what they can do is perform reliably* in a very broad range of situations and offer the player a flexible tool with which to bring harm to their enemies.
Your ATM launchers are never useless in the 1453R Make ATMs Suck Less Plan 2017. They live up to the spirit of the original tabletop weapon without requiring weird coding or breaking MWO wide open, and they offer a unique flavor and playstyle that cannot be matched by other weapon types in BattleTech. More importantly, you just can’t have Clan FutureTech without ATMs, so somebody needs to figure out a proper plan for them.
Do you guys think this is that plan? Do you disagree with my assessment or implementation? Anyone else have another interesting idea for implementing ATMs they want to bounce off the wall? Lemme know!
Edited by 1453 R, 20 January 2017 - 01:38 PM.