Cato Phoenix, on 28 June 2017 - 05:38 PM, said:
It could have been so cool if it fired direct like a rocket launcher.
ATM 3 fires 3 missiles in 3 rapid shots (1 per salvo)
ATM 6 fires 6 missiles in 3 shots (2 per salvo)
ATM 9 fires 9 missiles in 3 shots (3 per salvo)
ATM 12 fires 12 missiles in 3 shots (4 per salvo)
And this is kind of my off the wall idea - would be interesting to actually -reverse- the ranges. 0-90 1 damage, 90-180 2 damage, 180-270 3 damage. So your damage goes up as the targets get harder to hit and skill increases.
I'd actually like an inverse mechanic on the sub 180. Though making it a linear scale as the missiles "may have difficulty arming under range." 0-180, a linear increase of damage from 0-3 per missile. After which, it ratchets down by step as range increases. However, I'd also recommend increasing the 2 damage missile range by ~100 meters, and take
all of that ballistic trajectory arc out of it. You can actually indirectly fire ATM right now. That just shouldn't be a thing.
I'd also like the ammo per ton to be bumped up to 90. The standard ammo for ATM is the 2 damage version. Instead of normalizing the damage per ton for something with an extremely narrow band of usability, it makes sense to normalize the damage per ton of ammo to the generalist median damage of the system. 90 missiles per ton, at 2 damage per missile, puts it at 180 damage per ton. Still below LRM and SRM, still paying a price in ammo efficiency in shots per ton of ammo over the other systems (requiring more tons of ammo to feed), but not ludicrously anemic.