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So I Understand This More Clan Tech Thats Broke?(Really Not Rant)


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#1 The Great Bear

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Posted 03 April 2017 - 02:04 PM

so when i got a clan pack when they first came out they said they would fix clan LBX guns. The LBX still does not have more kinds of ammo you still have no slug. So anyone getting the new clan tech packs its going to come with already broken ATMs if i recal ATMs have 3 kinds of ammo sooooo with no ammo changing if i am understand this it means they are going to be Broken just like clan LBX

#2 Lozruet Gravemind

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Posted 03 April 2017 - 02:07 PM

View PostThe Great Bear, on 03 April 2017 - 02:04 PM, said:

so when i got a clan pack when they first came out they said they would fix clan LBX guns. The LBX still does not have more kinds of ammo you still have no slug. So anyone getting the new clan tech packs its going to come with already broken ATMs if i recal ATMs have 3 kinds of ammo sooooo with no ammo changing if i am understand this it means they are going to be Broken just like clan LBX


They will more than likely make the ATMs damage vary based on range as opposed to ammo type. The ammo on TT already affected the ranges they where used at so the easy change is to make the ATMs damage decided by the range to target at launch. Target is 0-300 Meters? Then its 3 damage a missile. Target started at 650 Meters? Well thats in the long range band so they will be 1 damage each regardless of the range of the target when hit.

#3 Andi Nagasia

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Posted 03 April 2017 - 02:10 PM

they are ganna work as damage based on range, as stated in Civil War Update & Weapon System Upgrades,

Civil War Update & Weapon System Upgrades said:

Advanced Tactical Missile. A missile whose damage will vary based on the distance it travelled. Higher damage up close, lower damage at long range.


likely Stats, as from my Topic on the Matter,

View PostAndi Nagasia, on 14 March 2017 - 11:52 AM, said:

ATMs
ATM3/ATM6/ATM9/ATM12
Advance Tactical Missile System fires Guided Missile at Medium Ranges,
the launchers are heavy but they can fire missiles that Behave 3 different ways,
-
Weapon,..Damage,..Heat,.....Velocity,.....Cool-down,...Range(3/2/1),..Max Range,.Tons,.Crit*,
ATM3,........9-6-3.........2....100-200-300......3.50..........270-450-810.........810.........1.5......2...
ATM6,......18-12-6.......4....100-200-300......4.00..........270-450-810.........810.........3.5......3...
ATM9,......27-18-9.......6....100-200-300......4.50..........270-450-810.........810...........5.......4...
ATM12,...36-24-12......8....100-200-300......5.00..........270-450-810.........810...........7.......5...
i think ATMs could be Scripted to work in a step like system so their are Viable at all ranges,
(0-270 = 100V & 3Dam)(271-450 = 200V & 2Dam)(451-810 = 300V & 1Dam)
Spoiler



#4 Mcgral18

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Posted 03 April 2017 - 02:16 PM

Does no one bother reading sources anymore?

Seriously, have a look

https://mwomercs.com/civil-war-update

#5 Felbombling

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Posted 03 April 2017 - 02:16 PM

You can also expect them to have integrated Artemis IV FCS and be unable to engage without direct LoS, if PGI follows those TT rules as in game concepts. They will handle more like extreme range SRM missiles than LRMs.

#6 Mcgral18

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Posted 03 April 2017 - 02:20 PM

View PostAndi Nagasia, on 03 April 2017 - 02:10 PM, said:

they are ganna work as damage based on range, as stated in Civil War Update & Weapon System Upgrades,


likely Stats, as from my Topic on the Matter,

View PostStaggerCheck, on 03 April 2017 - 02:16 PM, said:

You can also expect them to have integrated Artemis IV FCS and be unable to engage without direct LoS, if PGI follows those TT rules as in game concepts. They will handle more like extreme range SRM missiles than LRMs.


You guys have more hope than I do


No Damage Brackets, but damage falloff as range goes on
No LoS, but the same Artemis Bug that plagues all locking weapon systems.
I'll laugh doubly if it comes Stock with Artemis lock decrease, but that STACKS when you equip Artemis, for 25% lock time, without any cost.

#7 Snowbluff

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Posted 03 April 2017 - 02:25 PM

View PostStaggerCheck, on 03 April 2017 - 02:16 PM, said:

You can also expect them to have integrated Artemis IV FCS and be unable to engage without direct LoS, if PGI follows those TT rules as in game concepts. They will handle more like extreme range SRM missiles than LRMs.

Or streaks.

I am concerned about their effectiveness though. I don't like a clan missiles as is, but I reckon we might get gut punched with poor speed, bad reloads, low ammo, high spreads (almost as if it doesn't use Artemis), ghost heat, and man other problems.

#8 Mcgral18

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Posted 03 April 2017 - 02:27 PM

View PostSnowbluff, on 03 April 2017 - 02:25 PM, said:

Or streaks.

I am concerned about their effectiveness though. I don't like a clan missiles as is, but I reckon we might get gut punched with poor speed, bad reloads, low ammo, high spreads (almost as if it doesn't use Artemis), ghost heat, and man other problems.


Expect Stream fire at the least

Probably not F&F, like Lurms
I'm also not sure we'll get 3 damage, as that's probably too high. Unless it's 3 damage and 10M optimal range, to an extended of 810


That way you have the linear falloff of the 800M.
Also very easy...even if it messes up the UI a lot.

#9 Andi Nagasia

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Posted 03 April 2017 - 03:57 PM

View PostMcgral18, on 03 April 2017 - 02:20 PM, said:

You guys have more hope than I do

No Damage Brackets, but damage falloff as range goes on
No LoS, but the same Artemis Bug that plagues all locking weapon systems.
I'll laugh doubly if it comes Stock with Artemis lock decrease, but that STACKS when you equip Artemis, for 25% lock time, without any cost.

im hoping for a Targeting rework soon,... it may be a pipe dream but im still hoping

#10 Pixel Hunter

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Posted 03 April 2017 - 06:45 PM

I don't think clan mechs need anymore buffs, so I'm not worried about this "problem"

#11 Y E O N N E

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Posted 03 April 2017 - 06:59 PM

If I had a nickel for every time somebody construed ammo-switching on LB-X as a Clan-exclusive affair...

#12 Khobai

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Posted 03 April 2017 - 07:04 PM

Quote

I'm also not sure we'll get 3 damage, as that's probably too high. Unless it's 3 damage and 10M optimal range, to an extended of 810


3 damage is fine theres nothing wrong with that

theyre going to have an absurdly long cooldown

#13 FupDup

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Posted 03 April 2017 - 07:17 PM

View PostYeonne Greene, on 03 April 2017 - 06:59 PM, said:

If I had a nickel for every time somebody construed ammo-switching on LB-X as a Clan-exclusive affair...

PGI are the ones who said it. They don't want to make the vanilla AC/10 useless, and they refuse to buff the AC/10 itself if this would ever even happen.





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